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From: raymacey@*****.com (Ray Macey)
Subject: Hacking a Smartlink in SR4
Date: Tue, 4 Oct 2005 01:25:59 +1000
On 10/4/05, Arclight <arclight@*********.de> wrote:
>
> True. But was it because of a fiber-based architecture or because of
> complex rules?

A bit of both. The rule system required the decker hack in to the
system, and then move around in the system every time he wanted to do
something. It required him to fight IC that other team members
couldn't be involved in. The reason it required that, is because
decking a system had to be a real job with complexity and dice rolls
or otherwise it was boring

Imagine if the current rule set was used with a wired system. The
decker would sit at home, deck in, make a roll or two, and he'd be in
the system. From then on, he wouldn't be at any physical risk,
because he's offsite, and he wouldn't risk tripping IC etc. Once he'd
made his rolls, it would be effectively all over for him. This is in
effect, how most groups used NPC deckers. The GM would break it down
to a few rolls and leave it at that.

But if you take rule set where hacking and controlling a system can be
done in few roles, and once you're in, you're basically set, then how
do you make it interesting? You do it by providing lots of systems
for the hacker to interact with. So now drones, equipment, security
networks etc are all viable targets for the hacker, and allow him to
get some enjoyment and ongoing interaction out of a run. It makes it
possible for the group leader to say "Hackmaester, I need a copy of
the schematics for this device, and I need them now" and Hackmaester
can go off and get the schematics in the very same combat timeframe
that the rest of the group is holding off the security guards.

> But, given a successful attack, the 'mancer can disable the sammies 'ware
> before the attack occures. Try identify an attacker while walking through a
> crowd of wageslaves, all looking the same.

Sure, but a sniper can do the same thing if you're unprepared. So can
an invisible mage. If you have the drop on your target, you have a
tactical advantage. That's how it works, hacker, same, mage or adept.

> Yeah, but that is a user problem. Running a VPN connection over a WLAN with
> a good router setup is pretty secure. And any important data would be
> behind a firewall in a wired network.

In the same way that a decent commlink will be running Encrypt,
Analyze and have a decent Firewall. A good setup makes it next to
impossible for a hacker to get in to your system unnanounced, at least
in a timeframe that will be useful, and will follow up with IC that
can keep the hacker too busy to bother with your 'ware.

> RL, if you are too lazy to secure you WLAN, somebody might use your
> internet connection or could access your computer and stored personal
> files. Compared to someone getting access to your frigging eyes - a whole
> other ball game...

Not really. It's not like he can make them blow up in your head or
anything. He can only do things that you can do with them, and that
means that if you want to disable the ability to turn your cybereyes
off, then the hacker can't do it either. Or he could edit the data
that your cybereyes are receiving to give you some nasty penalties,
but that's no worse than a mage throwing confusion at you. The only
difference is, the mage has the ability to throw it at your entire
team at once, and do it in a single complex action.

--
http://cyron.id.au

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