JesterZero wrote:
1. It seems like under certain circumstances a firewall program DOES get a separate action. Now, that action is limited to running programs with a range of Connection, NOT being able to initiate a connection, and no more than 1 IP per round. (I'm getting that from the description of Firewall Programs in the section n Programs and Complex Forms). But conceivably, it could have instructions along the lines of "run the Crash program on anything that pokes it's nose inside our network that isn't me."
Yes. That is how you set up passive IC. Of course, the best thing for passive IC to do is
usually to alert a Hacker, but if you wanted to have your IC duke it out with someone as long as they were camping in your node, you could do that. They would be able to jack out, breaking the connection and stopping your IC though (like as happens in the books).
2. With the abilities of agents being so sharply curtailed, doesn't this mean that any fight between a Hacker and a Technomancer is always going to potentially favor the Technomancer? The Technomancer has the ability to roll with a posse. Granted, she can't really roll that deep (only 1 unregistered sprite at a time), but that's still 2-on-1.
Technomancers are
incredibly scary in pure matrix duels for that exact reason. But they have weaknesses too. Since they draw their power from the matrix ambiently rather than having specific computers that they are running processes on, they are susceptible to jamming. Turn on some straight
noise and it just lowers the hacker's effective range, but it reduces the actual Resonance of Technomancers and Sprites.
But the core of the matter is that a Technomancer pays substantially more points than a hacker does to do their thing, so as you'd hopefully expect they are more powerful in their area of expertise.
3. It seems to me that the rules portrayed here are deliberately redundant. I mean that in a good way; they feel like using a computer (and there's always like 3-7 ways to do the same thing on a computer). For example, if Tracy Technomancer wants to open a maglock, she can: run Jedi Trick, run Backdoor then Master Control, or run Validation. If she didn't have those complex forms, she could try to Thread Jedi Trick or Backdoor/Master Control (but not Validation). Conceivably, there's probably other options as well, since you could make the case that in the event of a power failure or malfunction, the lock would default to an unlocked state, and then proceed to damage/crash the sucker.
Yes, there are a lot of different ways to do things. If I were to write the SR5 mechanics on the subject, I'd go even farther and have people select hacking schticks similarly to how magicians select spells. But the basic idea was to go away from the SR4 by-the-book method where every security measure had exactly one program you needed to run to deal with it and thus every single player had to know every single program (except for a few redundant attack programs like Blackout/Blackhammer).
Am I starting to get it?
Looks like it.
-Username17