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Message no. 1
From: Allen Schultz <darkdruid@*****.COM>
Subject: question on VR 2.0 rules
Date: Wed, 15 Oct 1997 21:42:01 -0700
Is there still a limit on Active Memory like there was in VR?
-- Allen Schultz
Message no. 2
From: Gurth <gurth@******.NL>
Subject: Re: question on VR 2.0 rules
Date: Thu, 16 Oct 1997 12:13:58 +0100
Allen Schultz said on 21:42/15 Oct 97...

> Is there still a limit on Active Memory like there was in VR?

Only in the sense that it's based on the time and/or money you have at
your disposal. It's not based of the MPCP rating anymore, though, so in
theory you could have several billion Mp of active memory in your deck.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Turn into nothing less than nothing new.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+ PE
Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------
Message no. 3
From: "J. Keith Henry" <Ereskanti@***.COM>
Subject: Re: question on VR 2.0 rules
Date: Thu, 16 Oct 1997 11:50:14 -0400
In a message dated 97-10-16 00:40:13 EDT, darkdruid@*****.com writes:

>
> Is there still a limit on Active Memory like there was in VR?
> -- Allen Schultz
>
Yes, the MPCP x 10 (IIRC). There are ways around this, but they require some
tricky thinking.

-K
Message no. 4
From: Barbie <barbie@**********.COM>
Subject: Re: question on VR 2.0 rules
Date: Thu, 16 Oct 1997 19:01:47 -0500
At 16-Okt-97 wrote J. Keith Henry:


>Yes, the MPCP x 10 (IIRC). There are ways around this, but they require some
>tricky thinking.

Have you a page reference, I can`t find that ruling.

--

Barbie
---------------------------------------------------------------
Evil Overlord advice #50:

My main computers will have their own special operating system
that will be completely incompatible with standard IBM and
Macintosh powerbooks.

http://www.amigaworld.com/barbie
FAQ keeper of SR_D, the german Shadowrun mailing list.
Amiga RC5 Team effort member.
---------------------------------------------------------------
Message no. 5
From: "J. Keith Henry" <Ereskanti@***.COM>
Subject: Re: question on VR 2.0 rules
Date: Thu, 16 Oct 1997 13:47:03 -0400
In a message dated 97-10-16 13:07:02 EDT, barbie@**********.COM writes:

> >Yes, the MPCP x 10 (IIRC). There are ways around this, but they require
some
> >tricky thinking.
>
> Have you a page reference, I can`t find that ruling.
>
Oh yeah, sure, -MAKE- me dig out the book after I put it away writing up the
old implant stuff...sure, okay....

<some 15 minutes pass>

okay then, there's a rule change I must have really overlooked. I know what
I was thinking of, the old (MPCP x 50) for Active and (MPCP x 100) for
Storage limitations and similar rules for Cranialdecks. Wow, what a thought,
-potentially- unlimited active memory, as long as the programmer can make
those target #'s. Damn, but that is frightening.

Perhaps then there is -no limit- to how much active memory a deck can
have...wow

-K (who learned something new today ;)
Message no. 6
From: Gurth <gurth@******.NL>
Subject: Re: question on VR 2.0 rules
Date: Thu, 16 Oct 1997 21:36:08 +0100
Barbie said on 19:01/16 Oct 97...

> >Yes, the MPCP x 10 (IIRC). There are ways around this, but they require some
> >tricky thinking.
>
> Have you a page reference, I can`t find that ruling.

I don't think it's there. Under VR 1.0 rules, there was a maximum memory,
but I remember that once I got VR 2.0 I spent some time looking for a
maximum (after I noticed that the Active Memory description didn't give
one) and I couldn't find it.

It could be somehting to do with the poor layout Bull keeps talking
about, though :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Turn into nothing less than nothing new.
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+ PE
Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------
Message no. 7
From: Lady Jestyr <jestyr@*******.DIALIX.COM.AU>
Subject: Re: question on VR 2.0 rules
Date: Fri, 17 Oct 1997 08:13:35 +1000
> > Is there still a limit on Active Memory like there was in VR?
> > -- Allen Schultz
> >
> Yes, the MPCP x 10 (IIRC). There are ways around this, but they require some
> tricky thinking.

*cough* Pardon? Wow... I must have missed somehing. Can you give me a
VR2.0 page # on that one please?

Lady Jestyr

-------------------------------------------------------------
"No more drugs for that man!" - Dietrich, Face/Off
-------------------------------------------------------------
Elle Holmes jestyr@*******.dialix.com.au
http://jestyr.home.ml.org/
-------------------------------------------------------------
Message no. 8
From: Ray & Tamara <macey@***.BRISNET.ORG.AU>
Subject: Re: question on VR 2.0 rules
Date: Fri, 17 Oct 1997 11:06:03 +1000
> okay then, there's a rule change I must have really overlooked. I know
what
> I was thinking of, the old (MPCP x 50) for Active and (MPCP x 100) for
> Storage limitations and similar rules for Cranialdecks. Wow, what a
thought,
> -potentially- unlimited active memory, as long as the programmer can make
> those target #'s. Damn, but that is frightening.

Not really. That ICON Bandwidth really starts to get bloated if you use all
of this potentially unlimited active memory.

NightRain.

-----------------------------------------------------------------------------
| The universe is a big place, and whatever happens, you will not be missed |
-----------------------------------------------------------------------------

EMAIL: macey@***.brisnet.org.au
Message no. 9
From: Allen Schultz <darkdruid@*****.COM>
Subject: Re: question on VR 2.0 rules
Date: Fri, 17 Oct 1997 18:17:25 -0700
Thanks to all those who responded.

On 16 Oct 97 at 12:13, Gurth wrote:
> Allen Schultz said on 21:42/15 Oct 97...
> > Is there still a limit on Active Memory like there was in VR?
> Only in the sense that it's based on the time and/or money you have
> at your disposal. It's not based of the MPCP rating anymore, though,
> so in theory you could have several billion Mp of active memory in
> your deck.
_____

Email: darkdruid@*****.com

There will be a time when loud-mouthed, incompetent
people seem to be getting the best of you. When that
happens, you only have to be patient and wait for
them to self-destruct. It never fails!

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