From: | Tzeentch tzeentch666@*********.net |
---|---|
Subject: | Virtual Realities 3.0: UMS (and converting VR1 node maps to VR2 rules) |
Date: | Mon, 24 Jul 2000 19:07:16 -0700 |
UNIVERSAL MATRIX SPECIFICATIONS
UMS is the universal data communications protocol developed in 2039 to
exploit the amazing advances in both computer technology and infrastructure
realized after the Crash of 2029. Over a three month period, the UMS quickly
erncompassed every major standard of the time. Every year the specifications
became more all-inclusive, until by 2049 it was almost impossible to even
conceive of the dark times of data incompatibility that existed before UMS.
STANDARD FOR A NEW DAY
In addition to codifying the network protocols that are still used on the
Matrix to this day, the UMS also described standard data protocols for
everything ranging from home appliances to mainframe interconnects. With a
broad and extensible structure, UMS kickstarted the amazing growth of
telecommunications to the modern day.
ICS
Part of UMS's success was its implementation of the Identifier Code Series.
The ICS is an block of data that tells other machines how the system it
comes from works, what data formats it uses, and in the case of users with
virtual reality-interfaces, how to model the objects data in 3d and apply
behaviours to it. This ICS is sent as part of the initial "hand shake" of
data between two communicating devices. If the devices do not know how to
talk to each other then each one can load an interface driver on the other
machine so they can communicate. All of this is made possible by the broad
structure of the UMS.
NERPS
The ICS itself is not part of the low-level protocols that govern data
transfer on the Matrix however, that is handled by what is generally called
just the "stack" - a small suite of programs that intrpret and route data on
the Matrix through the "persona" - a helper application that loads onto the
host. The protocols technical name is New Environmental Routing Protocol
System (NERPS), and it is the most fundamental part of modern
telecommunications.
VIRTUAL REALITY IS ITS OWN REWARD
ICS is essentially a high-level "interpretive" standard, it is designed to
run on any architecture as long as the system possesses the necessary
interpetive software. In essence it is the future version of late 20th
century interpetive languages as Java, Jini, and certain scripting languages
such as Perl. When two devices that do not know how to communicate with each
other make contact, each machine can send an ICS packet to the other that is
stored in the other machines buffer and is executed. The two machines have
then essentially loaded an device driver that allows then to communicate
between each other. This is all handled automatically, and is the basis of
all modern computing devices. You simply plug a device (even if its brand
new) into a network and the network will automatically update itself to
communicate and use the device.
One use of the ICS was found to be virtual reality. Instead of data for
communicating with a device the ICS blocks were instead used to transmit
behaviors, iconography, and interface specifications for virtual
environments. At first, computers had to download the entire set of virtual
reality blocks then the specific data for the host. This proved to be highly
impractical, and soon most computers came built-in with the standard ICS
series for using virtual environments.
This high-level interface was based on much earlier work with the original
networking virtual reality modelling language VRML (Virtual Reality
Modelling Language). The Fuchi-developed EMS (Environmental Modelling
Script) proved to be highly superior to the other protocols competing for
the standard and it as adopted soon after.
EMS
Every object in a virtual reality is coded as an EMS "entity". For example,
in a virtual reality consisting of a room, a chair, and a lamp there will be
entities for the room itself, the ambiant light source, the lamp object, and
the light object tied to the lamp. Each object will have its icon, behaviors
(such as modelling the movement of the chair if it is pushed), and physical
properties (its surface texture, color, radiosity, sheen, etc). The systems
graphics rendering engine could then "draw" the scene and have every object
interact in at least a semi-realistic manner.
As time went on EMS became more advanced and was extended to allow for even
greater object detail, more capable enity programming, and even methods of
embedding simsense into the environment. The standard icongraphy set for the
Matrix was introduced by Fuchi in early 2041 as a way to bring
standardization to the various virtual reality user interfaces that began to
appear around that time, greatly easing user familiarity and ease of use.
Reality Filters
Since EMS is an interpretive system, it was not long before "hacked"
interpreters appeared. Many of these were hobbyist projects, and typically
only modified certain aspects of the EMS data they received - such as
rendering the entities as icons instead of 3d objects. More advanced
software quickly appeared on the scene, including software toolkits that
allowed users to modify every aspect of the interpreter to their liking.
As simsense (first as simsampling, then later as ASIST interfaces began to
hit the market) begain to be incorporated into the EMS standards the editors
changed along with the new technology, forming the basis for modern custom
interfaces.
Since EMS is essentially no different from a 20th century block of HTML code
it is typically a trivial matter to ignore the visual representations, or
assign a new one based on the underlying ICS data. This is anologous to
looking at the source code for a 20th century web page - its easy to ignore
bogus links or spot things that may be hidden after the data is interpreted
and rendered.
UMS COMPLIANT ICONOGRAPHY
Most grids and hosts are UMS complient, that is, they generally do not stray
past the basic EMS standards for Matrix icons. A typcal host will look much
like any other anywhere in the world. This is starting to change, but even
many sculpted systems still have old-style EMS compliant system maps for
users with old systems.
User Actions
By 2055 it had become painfully obvious that the old UMS standard for system
operations was broken. So by 2057 most hosts had switched over to the much
more user-friendly ESR (Extended Symbolic Representation) system that most
are now familiar with. But a few systems still use the old standard.
UMS HOSTS
Hosts that still use the old user-interface standard are typically known as
"sandpit" hosts, so named for the excess effort that is required to get any
work done on them. By and large they are very unpopular architectures since
even users with pared down interfaces must work there way slowly from node
to node in order to accomplish their tasks.
Nodes
All systems of this type are built as "nodes" - discreet symbolic
representations of various system functions. These nodes are connected to
each other by datalines, which are simply reprsentations of data flow
between the systems.
System Operations
Because of the design of these systems it is not possible to perform every
system operation in a specific node. A user must be in the correct "part" of
the system in order to execute certain operations.
As a general rule, the standard Subsystem Tests do not apply in these kinds
of systems.
Connections
Because of the way systems of this type are laid out, some nodes cannot to
connect to other types of nodes. This was perhaps one of the biggest
limitations of the standard, and a primary reason it was abandoned.
Perception
Another odd part of the standard was the intentional "shortening" of
perceptions in the system. It was not possible to access systems as a whole
in the old standard. One could only "see" the nodes directly connected to
your own. Even systems running non-virtual interfaces are limited to
accessing one node at a time, like an old style dungeon-crawl game. Only a
successful Analyze Host operation from the CPU node will reveal the entire
"system map".
For this reason, on an unknown system the gamemaster should keep the actual
system map to himself. As the decker moves from node to node the gamemaster
reveals which nodes are connected - but that is all.
Movement
Switching to a connected node requires a Simple Action and a successful
Computer (Security Rating) Test. Failing this test has no effect unless the
host is running Probe IC (see Intrusion Countermeasures, below).
Range
For purposes of cybercombat programs can only target other personas or
software located in the same node.
IC
When the systems security tally rises enough to trigger IC, it will
automatically appear in the same node as the intruder. If there are multiple
intruders it will appear with the one chosen by the gamemaster. IC can move
from node to as a Free Action.
Security Deckers
Most security deckers will appear in the CPU node when they jack in. A
security decker can perform the Locate Decker operation from anywhere in the
host, and if successful will reveal the deckers location in the host.
Security deckers can change nodes as a Free Action.
NODES
The basic types of nodes are listed below. The description includes its
basic UMS iconography, system operations possible in the node, and what
nodes it can connect to.
Central Processing Unit (CPU)
Every system has only one CPU. It functions as the heart and brain of the
system.
Iconography: The CPU node appears as a huge octagonal room, built of circuit
boards, and pulsing with energy. Screens displaying the status of various
nodes throughout the system are placed throughout the construct.
System Operations: Any
Connections: The CPU can connect to any other node.
Dataline
Datalines are simply the representation of connections between nodes.
Essentially they "teleport" users between nodes. Datalines are not nodes and
it is not possible to be "in"a dataline for game purposes.
Iconography: Datalines appear as transluscent tunnels of energy, with
pulsing sparkles representing data travelling over the line.
System Operations: None
Connections: Datalines connect two nodes together.
Dataline Junction (DLJ)
A DLJ exists soley to route data to and from the various datalines that
connect to it.
Iconography: The DLJ appears as a a small yellow pyramid.
System Operations: None
Connections: A DLJ can connect to a SPU or CPU.
Datastore (DS)
Datastores hold information. They are the "library" section of the system.
Iconography: Datastores appear as a roughly rectangular area filled with
blocks of energy. With each block representing a datafile. Each block is
filled with swirling letters and numbers of various colors.
System Operations: Analyze Subsystem, Download Data, Edit File, Locate File,
Upload Data
Connections: Datastores can connect to other datastores, SPUs, or the CPU.
I/O Ports (I/OP)
An I/OP is a limited-access node that connects the host to various slave
devices. Most I/OP nodes represent connections for dozens, or even hundreds,
of individual devices. I/OPs can only control fairly simple devices (simple
terminals, soykaf makers, etc).
Iconography: The I/O port node is a pyramid-shaped white chamber. Typically,
the walls of the construct will have readouts and status displays for all of
the items that the node controls.
System Operations: Analyze Subsystem, Control Slave, Edit Slave, Locate
Slave, Monitor Slave
Connections: I/Ops can connect to SPU's, or rarely, to the CPU.
Sub-Processor Units (SPU)
An SPU is a "subdivision" of the host tasked with performing a limited array
of tasks. Some SPUs are simply "traffic cops" for multiple datalines while
others perform other functions on the host that may not be readily apparant.
Iconography: The SPU node appears as a large chamber filled with pulsing
banks of circuits and sizzling energy.
System Operations: Analyze Subsystem
Connections: SPUs can connect to any type of node.
System Access Node (SAN)
A SAN is the actual port that connects the host to the Matrix or another
host.
Iconography: SANs always apepar as doorways or access locks.
System Operation: Logon to Host (if connects to another system), Logon to
LTG (if it connects to an LTG or PLTG).
Connections: SANs can connect to an SPU, or rarely to an CPU
Slave Node (SN)
Slave nodes control complex physical processoes or devices, typically items
such as building elevator systems, factories, or security cameras.
Iconography: SNs appear as small, cubical rooms. The walls are covered with
various control terminals
System Operations: Analyze Subsystem, Control Slave, Edit Slave, Locate
Slave, Monitor Slave
Connections: SNs can connect to SPUs and the CPU
SETTING UP AN ARCHAIC UMS HOST
SYSTEM RATINGS
System Ratings are determined in the same way as for conventional hosts.
Converting from 2nd Edition/Virtual Realities 1.0
The systems security rating is equal to the original systems Security Code
and System Rating. If for some odd reason there are multiple CPUs in the
host then choose the higher rated CPU.
For example, a system with an Orange-7 CPU becomes an Orange-7 Security
Rating.
SUBSYSTEM RATINGS
These are determined as normal. Typically the systems rating for Access will
be equal to the original Access IC rating for the hosts SAN.
Converting from 2nd Edition/Virtual Realities 1.0
The gamemaster should consult the Host Rating Table (p. 205, SR3) and the
Assigned System Rating rules (p. xx) to determine the Subsystem Ratings of
the host.
INTRUSION COUNTERMEASURES
Intrusion Countermeasures work a bit differently on an old UMS host. With
the main differences being the requirement to track movement in the host.
PROBE
If Probe IC is running on the host, then an unsuccessful attempt to move to
another node triggers a Probe Test (conducted as normal). This is in
addition to Probes effects on system operations.
SCRAMBLE
Scramble on an archaic UMS host can be applied to a single node. The
gamemaster may also note that all nodes of a particular type are equipped
with Scramble.
SECURITY SHEAVES
Gamemasters may either use the printed guidelines for security sheaves given
on p. 211, SR3, or those listed under Security Sheaves, p. xx. Alternately
the gamemaster can ignore security sheaves and use the printed Matrix node
maps and IC.
USING VR1 MATRIX NODE MAPS
If the gamemaster wishes, he can use the original node maps as written. In
this case, use teh following notes as conversion guidelines.
Access
Typically the rating for the SANs Acess IC will be the rating of the hosts
Access Subsystem Rating. If doing a direct conversion, then use the SANs
Access IC rating for all Logon to Host attempts. If the program is crashed,
but not suppressed, it will increase the security tally to the level of
triggering a security alert at the beginning of the following Combat Turn.
If the Access IC is crashed and suppressed the intruder may perform an Logon
to Host operation with automatic success.
Barrier
For purposes of entering another node, add the Barrier ICs rating to the
hosts Security Rating for determining the target number to enter the node. A
failure on this test triggers an interrogation that is handled in the same
manner as for Probe IC (Barrier IC rolls its rating against the intruders
Detection Factor - each success scored by the IC increases the decker's
security tally by one). If a direct conversion, then ignore the previously
stated test to move from node to node. If the node being moved into does not
possess Barrier IC then the move is done without any test.
Probe
Unlike its modern counterpart, archaic Probe Ic is somewhat more
specialized. Once activated, it functions as Access IC - but all deception
programs have their target numbers increased by +2. If the program is
crashed, but not suppressed, it will increase the security tally to the
level of triggering a security alert at the beginning of the following
Combat Turn.
Trace
Ignore the variations.
Expert IC
Increase the rating of the IC by the level.
BUILDING VR1 MATRIX NODES
The rules given in VR3.0 for host creation do not cover such archaic systems
as those noted above. The gamemaster is the final arbiter of any such
attempt.