QUOTE
The wireless bonus is very simple–when wireless is off, you need a Complex Action to activate the seal, while when it’s on, it only takes a Simple Action–and that’s in keeping with the low risk of having it wirelessly enabled. Of all the things a hacker might target on the battlefield, a chemical seal is pretty low on the list.
Vision enhancement, though, is a different story. This is a piece of gear that could stand to gain from being wirelessly enabled. The gear could collect data from signals flying all around, translating it into useful visual information. This means if you don’t have this enhancement wirelessly enabled, you add its rating to your limit on visual Perception Tests. Activate the wireless, and you also get the rating as a dice pool modifier on visual Perception Tests. The enhancement might be a more likely target for hackers, but it’s also delivering a solid bonus for having its wireless functionality on.
Guys? Seriously, I love ya'll and understand you are working very hard on this.
But this idea? It's
stupid. Mindbogglingly, utterly, completely stupid.
It's a stick. Not a damned carrot. Everyone else operates at a lesser capacity unless they open themselves up to wireless attack. It is penalizing everyone else to give a couple of archetypes a boost.
There is NO good reason why a wire would transmit a signal less efficiently than wireless. None. That chemical seal shouldn't react any differently if it recieves the activation command via a cable or over the air. The second example of recieving better sensor data via wireless is perhaps a bit better, but we ALREADY have that in 4E - it's called a TacNet.
I can understand wanting to get hackers back into the game, as it were. But this way of doing it is just clumsy and ham-fisted.
Instead of just forcing 'wireless everything!', which was a silly idea already in 4E, why not sit down, figure out what parts of combat and running MUST be wireless to operate well, and create bonuses and opportunities for hackers to hit those? Like that TacNet I mentioned.
Hacker rounds also come to mind, if you REALLY want to have 'forced' wireless. Street sam gets hit with a nanite enhanced round of ammunition, opening him up to remote attacks on his 'ware and gear.
There are plenty of ways to make hackers more combat relevant that don't involve shoehorning wireless onto damn everything.
Chief among them, streamline the hacking rules. It currently takes so many discrete steps to hack a system a lot of players don't hack opponents even when they're wireless vulnerable, because it's too much damn trouble and it'd be faster to just shoot them. Fix the hacking speeds and you're already a huge step towards hacker combat viability.
-k