QUOTE (DoomFrog @ Jul 14 2013, 12:33 AM)
Well they do have a Resonance action for commanding a device, so they could actually use that to command drones. It isn't a great form of rigging, but it is rigging.
More like SR4 spoofing. It really doesn't count when you're eating damage to so much as move the thing a few meters.
QUOTE (DoomFrog @ Jul 14 2013, 12:33 AM)
Not sure what you were trying to say with this one.
Technomancers in SR4 were incredibly flexible - whatever you needed to do, you could thread up a Complex Form to do it. Now...
Compare programs to complex forms. There's a couple nice complex forms but programs provide some extraordinarily important benefits.
QUOTE (DoomFrog @ Jul 14 2013, 12:33 AM)
Regular hackers can't find out what their overwatch score is without raising it. So technomancers actually get the advantage here since they can do some hacking without increasing overwatch score.
Baby Monitor program. And Resonance actions don't achieve any hacking - you can get some pretty tame cybercombat damage, though,
QUOTE (DoomFrog @ Jul 14 2013, 12:33 AM)
I don't think they have really lost much flexibility. If you are comparing hackers to technos, they both lost rigging. Technos in 4e could up one of their programs through threading, but now in 5e they can lower the targets attributes through a complex form, which is still similar.
Part of the issue is that a technomancer, rather than even having the OPTION to be a dedicated rigger instead, must always be a hacker until they hit their first submersion. This, quite simply, destroys a wide variety of 'mancer concepts.
QUOTE (DoomFrog @ Jul 14 2013, 12:33 AM)
I am pretty sure the mechanic of a sprite gaining overwatch over time is the replacement for the time limit on sprites. Technomancers can be "legit" if they register their sprites with the matrix. As the book says if the sprite drops back into the resonance it doesn't gain overwatch. And personally I don't think of sprites as native to the matrix, but to the resonance which in my mind is a level below the matrix.
That appears to be the purpose, which makes it a MASSIVE nerf. First, you go from 8 hours to about an hour to an hour and a half on average. Second, the moment their score hits 40, you've got GOD after you even if you haven't done any hacking. Want to compile a machine sprite to help you fix your car? Too bad! And so on.
QUOTE (DoomFrog @ Jul 14 2013, 12:33 AM)
Because they are sprites and not autosoft programs? Actually this one I am not super positive on. Though I can accept the idea that Technomancers and Sprites aren't naturally equipped to "jump in" a drone or vehicle.
Again, the biggest problem with this change is it destroys many concepts that worked before and shoehorns technomancers into one and only one possible role. It also represents a major change from the concept of what technomancers ARE without any sufficient game or fluff reason for it. After all, hacking and rigging technomancers could be made mutually exclusive or near to at chargen pretty easily.
And whether or not they can jump in, controlling devices is LITERALLY the entire purpose for which Machine Sprites exist. There's a couple fringe benefits to them, sure, but they've been stripped of their purpose.
QUOTE (DoomFrog @ Jul 14 2013, 12:33 AM)
I am pretty sure they are suppose to be treated as devices or agents. So they use their device rating in place of Logic.
Should be stated. Personally, I'd rather use the technomancer Matrix attribute associations in reverse to determine the appropriate mental attributes.
QUOTE (DoomFrog @ Jul 14 2013, 12:33 AM)
The explanation I read was that sprites (and spirits) of low level (or power) are weak and thus have a hard time sustaining themselves outside their natural environment. So Force 1 and 2 are hard to summon and can't do much. Personally I think it is also suppose to be a solution to mages and technos summoning Force 1 sprites and spirits to do any minor task they feel like. I know I use to summon force 1 spirits for scouting .
... Yeah, that doesn't make sense. If it was that, then the Level/Force of the sprite/spirit would play a direct role in how long they could stick around. And I don't see how that's a "problem" - it's the entire freaking point of watchers, for one thing. Besides, at level/force 1 it's gonna be dumb as a sack of hammers, and cannot be relied upon to accurately convey the pertinent information.
QUOTE (Umidori @ Jul 14 2013, 01:11 AM)
Sure there are legit technomancers. Corporate ones. The ones that are in the GOD databases, being monitored and controlled. They do what they're told and they don't get vivisected. Some of the really skilled and cooperative ones might even be so lucky as to be given a SIN and get paid.
The other technomancers? The ones who aren't securely under the thumbs of the AAAs? If they get found, they get dealt with. Lotta money in researching the buggers, after all. Lotta potential in forcibly recruiting them to do your dirty work, too. Or if they're dangerous enough and not worth the trouble, it's still profitable to hire them as deniable assets. Naturally it'd be best for everyone if they didn't get caught, but hey, that's between them and GOD.
~Umi
Don't buy it. ALL of the Big Ten had to get on board with this, and that just doesn't fit all of their agendas. Plus it's completely ridiculous from a game perspective. Further, while it does suck to be a technomancer for a lot of reasons, after the events of Emergence the corps that DO engage in that sort of research need to be a good deal more subtle than that - which is a damn good thing, given that the alternative is rendering them largely unplayable.