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New Matrix Topology and Visibilty (AR and VR sight)

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firebug

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« on: <08-18-13/0059:55> »
One thing that was key about the wireless, all-present matrix was that distance was non-existant.  There were no rules for noise caused by dialing up somebody in china, and unless you knew what you were looking for before you went to VR, you were left floating in your home node without any awareness of what was around you aside from (assumably) some kind of list of addresses to who knows where.

Now though, they specify two major differences.  One, they point out that you automatically detect all devices (and persona) within 100m of you, assuming they aren't running silent.  And two, there is the Grid.

In SR4, you weren't ever just in "the matrix".  You were on a node somewhere.  Your VR persona was standing in a device at all times, whether it was your commlink, your biodnode, or your gun.  But in SR5, there exists a general overlay of vague matrixspace around you called the Grid.  Devices exist on the grid instead of being their own little houses (nodes) while things that need their own spaces are hosts.  And with the inclusion of physical distance affecting your automatic matrix perceptions, actual distance started to matter again.  The grid is the free space that devices use to talk, hence why there's a penalty for going across the grid and using the public one, as it gets cluttered or jumbled between grids.

But here's where things get blurry, to me, when VR gets into the picture.  They state several times that the Grid looks more or less like the area it's in.  Seattle's public grid having that greenish glow is brought up a lot as it is more or less an overlay of what the city actually is shaped like (minus all the detritus) and conforms to make it look like everything is lit up.  And even in VR, where your deck is (or body for TM's) determines what things around you can be automatically detected.  So if you're in VR, you can see what the grid looks like, which is affected by what the world around you actually looks like (as you're seeing the same thing people using AR see, just only that and not as an overlay).  You can see the host that is the big restaurant next to you, and you can see the PAN of your allies, along with the icons of any wireless-active (but not silent) devices they have.

You can also see other people's persona.  You have to, if you're attacking it via cybercombat you need to be able to detect it.  But you can also do cybercombat via AR, right?

Alright, so my point is this.  Can I actually get a general layout of where I am through VR?  By which I mean, I may know who's around where, in the real world, my persona is by how far they are from my body?  At the same time, if someone is in AR, they can see someone's VR persona (once again, assuming best case where it is within 100m of them and not running silent).  So does that mean if I'm in VR, I can literally be "with" my team (assuming they are outside where the Grid reaches) because my persona is visible to them via AR?  If I'm outside looking around in AR can I sometimes see someone's VR persona bumbling about in the public grid, only aware of what's reflected on to the grid?  And if I summon a sprite, register it, and choose not to tell it to go back into the resonance, is it visible in AR floating around me on whatever grid it happens to be on?

Since AR interacts with VR, and AR is restricted by real world positioning...  Is what happens in VR that plainly obvious to people in AR if they are standing, in real life, near where the action is happening if it's on the grid?
« Last Edit: <08-18-13/0102:16> by firebug »
I'm Madpath Moth on reddit (and other sites).  Feel free to PM me errata questions!
Jeeze.  It would almost sound stupid until you realize we're talking about an immortal elf clown sword fighting a dragon ghost in a mall.

SoulGambit

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« Reply #1 on: <08-18-13/0328:19> »
Kind of. You get whatever is being uploaded. That means you'd get to see everyone with a Persona not running on silent and whatever parts of the building have been extended to the Matrix. Usually, I suspect this will be almost all of it... except for things they want to hide from this exact tactic. Its great for counting guards, however.

That said, make sure to run silent or the Spyder will spot you.

firebug

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« Reply #2 on: <08-18-13/0335:35> »
Cool.  I've always had trouble, as a narrator more than just a GM, describing what the matrix "looks like" to people using AR and VR, especially the latter.  With this helping me (and assumably my players) form a better mental image of what the virtual world looks like, it should help to understand the matrix in general better.
I'm Madpath Moth on reddit (and other sites).  Feel free to PM me errata questions!
Jeeze.  It would almost sound stupid until you realize we're talking about an immortal elf clown sword fighting a dragon ghost in a mall.

Unahim

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« Reply #3 on: <08-18-13/2033:48> »
Well, a Host doesn't -have- to be bound to a physical location, and even when it is the VR space doesn't need to be tailored to the location. In this case, people in AR wouldn't see the VR folks walking about; however, there's 2 exceptions to that:

1) In some places, the Matrix Host is a complete replica of the physical location. In this case the Host can be set up in such a way that VR people can see people who are running wireless mode IRL, and AR users can see the VR people walking about. This is so for the bar Dante's Inferno, for instance (it's in the book).

2) It's possible to open a "window" into a VR space while you're in AR. You can move this window around on the Matrix and thus get a view of something happening within the Matrix, wherever you point the window (presumably you'd try to look into the Host, I guess). Doing this gives you a -2 to meatspace actions due to being "distracted" by your matrix surveillance.

Quote
You can see the
Matrix if you like, either by creating a virtual window
or display screen and viewing it like a camera, or by
overlaying device and host information on your normal
vision. Your persona can go anywhere in the Matrix using
this view. You can even enter hosts, although your
icon will appear jerky and slow compared to a VR user
in the same node.
When in AR, you use your normal Initiative and Initiative
Dice. You do not take biofeedback damage, like
from the attack of Black IC. If your attention is really focused
on your AR display and not your surroundings,
your gamemaster may impose a –2 dice pool penalty on
any Perception tests you make to notice things going on
around you in physical space

When you do this, people in VR see your persona moving about, as the text outlines.

Razhul

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« Reply #4 on: <08-18-13/2319:58> »
Yes, that's one of the best parts of SR5. Last session, I could actually "be there" with my team as we talked to the Johnson. I went there with my VR Persona as there is now a convenient correlation between meatspace and Matrixspace. It felt great.

The book describes the Matrix like "the world made flat" with a sea of icons going in both directions. When asked, Aaron explained that when you fly to someones space outside of your physical 100m scanning distance, you see flickering icons roughly where they would be in meatspace but have to now spot them to see what they are specifically. This was to counter me asking whether I'd be able to see devices exactly where they'd be in meatspace and thus do pinpoint reconnaissance and potentially direct snipers. Would be a little OP, I agree.

So nevertheless, if we were chasing someone out of a club, I could now feasibly slip into VR and zoom around the building until I find his PAN/cloud of icons in one direction and then tell my team which direction those icons are heading. That was impossible before. It's a bit like Astral space now, in that sense.

I love it. :D

Psikerlord

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« Reply #5 on: <08-19-13/0348:38> »
yeahbthis is an awesome aspect of 5e matrix, it integrates so much better.