QUOTE (Iduno @ Jul 7 2016, 09:16 PM)

It sounds like your major issue is high-end programs causing problems. There is an optional rule in Unwired to use the program rating as a limit to the number of hits (I think, someone correct me) you can get. Low-end programs are still useful against a low-end system, because the system is limited in the same way. High-end programs still have some uses, but aren't an auto-win.
Not so much Iduno. My problem is that I'm not happy with the way the rules perform. It bothers me that a hacker virtually HAVE to spend Edge, in order to successfully be able to "Hack on the Fly", without being discovered. It bothers me that a hacker doesn't have resonable odds of being able to successfully hack a system of a comparable or lower rating than his skills and programs, without being discovered. It also bothers me that a low rating Stealth Program is all but useless, regardless of what system it's being used against. Fair enough that it won't cut it against a higher rating system, but it ought to be somewhat useful against a system of a comparable rating.
I realise that the character can "just" hack the system beforehand, but while that's true, this won't always be possible, and even if it is, it means that the hacker player have to have a "solo adventure", when he tries to hack the system beforehand. I'd much rather have the player do his hacking in AR during the run itself.
In an earlier post I posted some sample numbers to illustrate what I meant. But let me repeat myself here:
A hacker with Hacking 6, Exploit 6, and Stealth 1 who tries to get an Admin account on a Rating 1 Device, will require 7 hits, in order to get the account. Statistically it'll take the hacker 2 attempts to get the 7 successes. However, over the two tries the system gets to detect the hacker, it statistically ought to get the 1 hit required to "penetrate" the Stealth 1 program. In "fluff terms" this means that a world class hacker with a top-of-the-line Exploit program and a Stealth Program of an equal rating to the Rating 1 Toaster he's trying to get an Admin account on, have a roughly 50/50 chance of being successful. Go up to a Rating 2 Device, and the system ought to discover the hacker in the first turn. It just rubs me the wrong way.
On the other end of the scale, you have the other challenge of giving a system a resonable chance of discovering a max. boosted Technomancer with Sprite assistance, trying to hack in. RAW the odds of a system detecting a Stealth 14+ Technomancer, before he hacks the system, is fairly remote.
Now, you could argue that changing the system to make it easier for the hacker to break in, only...well, makes it easier for them, and reduces the risk of having to engage in cybercombat or similar. And yes, that's correct. However, I'm OK with that, because I'd rather have the Hacker engage in a support role for the team, manipulating cameras and other security systems, than have him engage in cybercombat on his own in the Matrix, or get the team's presence blown at the first hack, forcing them to engage in a running gunbattle for the rest of the run.
I'm aware of the optional rule from Unwired. I've considdered something similar myself, only I'd use Logic as the cap, rather than Program Rating, based on the idea that you might have a super fancy program, and some skills, but if you're dumb as a door, odds are that you won't get the optimal performance out of the program or your attempts to use it in practice. But as such I don't considder this to be a particular great problem in the game.