QUOTE (LurkerOutThere @ May 28 2012, 08:05 PM)
*sigh*
Ok here's the deal kids, hacking is an abstract system for what is ultimately a very complex process. As a GM when a player wants to start futzing around with subscription limits, processors, honeypots, proxies, etc the very first thing i'm going to do is look at your character sheet and see if you have pretty significant levels of in the related computers and hacking skills. If you don't your attempts automatically do nothing. If you do i'm going to apply some level of situational modifiers or reasonable hoops to jump through for my incoming hack roll and then succeed or fail using the existing system.
I don't see the problem. If the team's hacker doesn't have at least the related skillgroups at a nontrivial level, what on earth did he spend his points on? Synchronised swimming? (Actually, he could within the standard build point rules be an epic synchronised swimmer and still a kickass hacker.) Also, between runs there's often a lot of downtime. If he's not using that time futzing around with commlinks, networking, and all the rest of it, I'd like to know why I shouldn't start docking his skills for being rusty. In my book, setting up the systems to be utterly ready for the next run is a perfectly reasonable thing to do, in character in both the roleplay and systems environments. So he makes a few extended checks - this is normal and expected. I'd expect that the adept would spend quite a bit of time in the gym, and the magician in a lodge.
Also, most of what has been discussed in this thread has pretty explicit mentions in the books, if not specific rules. When something is part of the common vocabulary of people in any peripherally related field (like logs, and virtual machines), I can't blame an enterprising, creative player for using these concepts in the planning of the game, abstractions or not. I would similarly expect a sammie who wanted to leave no meaningful ballistic information to consider shotshells, sintered rounds or possibly breaching rounds, and I wouldn't be at all surprised if a magician were to consider brewing up some kind of awakened yeast and keeping it in a spray bottle for some kind of magical interference.
So sure, call it a modifier, but if I were playing in a game where I arranged a honeypot and somehow mysteriously it never got touched, I'd want a darned good OOC explanation from the GM on what looks like a completely cheeseball move.
QUOTE (LurkerOutThere @ May 28 2012, 08:05 PM)
That is the whole point of hacking, you find a way through the other guys systems. If Joe on the street Hacker can find a way to make his teams comms "unhackable" then you can certainly believe that the corps with orders of magnitude more resources can do the same. A whole section of the game shuts down and more people end up playing mages.
As I said above, everything can ultimately be hacked on some level, but there's always a context. For instance, if you go into every run with kit you'll fling into Puget Sound on the way out, then an ultra-genius hacker being able to steamroll through all your clever plots in the timeframe of six hours is largely irrelevant. You can't stop the professionals, but you can slow them down, and if that's all you need, you win. An entire part of the hacking skillset relates closely to extended effort preparing backdoors, decrypting passwords, tapping communications, laying your plans ahead of time. If someone who's playing a hacker can't, or doesn't want to play the long game, they're shortchanging themselves and the team.
By analogy, if you go to a shop and you buy a firesafe for your documents, you'll see on the side a label which says what its rating is. You can't put it in a pottery kiln for five years and expect your documents to survive, but you can probably protect them for 45 minutes, by which time the fire is either out, or the topic is probably moot.
QUOTE (LurkerOutThere @ May 28 2012, 08:05 PM)
TLDR Version:
1) Hacking must be possible, always. It's a basic facet of the game world and the system.
2) Nothing your character can do is completely to them. Therefore any nifty trick that you can come up with other people can use or discover independantly. When many people do this it becomes a new standard and then ways are invented to beat it.
3) Play the game, don't game the game.
TLDR rebuttal:
1) Hacking can be possible, always. It can, with some forethought, be made irrelevantly difficult for a targeted window of time. Finding ways of shaping that window of time and making it difficult is an explicit part of planning. The corps don't have that luxury, because they're all about continuity.
2) Sure. I do this stuff all the time when the opposition are heavy hitters. It's why they're heavy hitters, and not more dumb mooks. The offline log thing is a very sensible, real world approach which also has nasty consequences for runners who think they're too slick to ever leave traces.
3) Ingenuity is the game. It has to be the game. If it's not the game, why do four nutjobs from the wrong side of the tracks think they can break in to a megacorp's HQ and make it out?
To go one meta-level higher, if the opposition manages to clobber one of the team, grab their commlink and hook it up for the benefit of their security hackers, a lot of oh-so-cunning plots run into problems. Don't try to defeat guns with more guns - defeat them with fog. Can't hit what you can't see. Don't defeat infosec with hacking - defeat it with a baseball bat and brass knuckles. Don't fight the mage's magic with more magic - just geek him first.