BTW if you hack in AR you cant defend yourself by my rules.
I think you are actually exacerbating the issue of the divide between hacker and non hacker with that rule.
If instead a hacker decided to buy wired reflexes (or go the Adept extra actions route) and hack in AR instead of VR, and travel with the party, that might help integrate them better. However if they can't defend themselves in AR, then they are naturally going to take the *less expensive* route of turtling in a vehicle (or other safe location) so they don't get shot while hacking.
Seriously no one else have encounter the hacker problem?
I think the issue is more that nearly everyone has had this issue, and no one has come up with a universally accepted method of handling it. Look at the announcement for 5th ed - they acknowledge the 'mini game' problem and are promising to improve the situation in the next edition.
I've been running "by the book" hacking for about 17 games now, and it works ok at best. The best situations are those they can't hack until the team is ready to 'enter the facility' or otherwise swing into action, but frankly that's hard to accomplish on a regular basis. A good deal of the time in my games, the other players are indeed sitting out for a bit as the hacker does their pre-run hacking.
You would think so but really think about it. Why wouldnt you? Seriously i havent heard or read any single reason you wouldnt get more IPs assides from roleplaying reasons (and flimsy ones at that).
As stated by Xzylvador, yep, everyone wants them, but not everyone can afford to get all that they want. Its a decision each player has to make for their characters. At my table, I have a Mystic Adept with 2 IPs (base 1 + Adept power) but with the ability to cast the Improve Reflexes spell, a Technomancer with 2 IPs, an AI with their standard 3, and an Adept with 3.
Did all the players choose to get at least one extra IP? Yes they did. But not all of them went for 3, and none went for 4, and I'll guess that they didn't get more IPs due to the opportunity cost involved in getting them, not that they were undesirable.
because if i have a turn with all pcs having 3 ips what im having in reallity is three turns
True on the PCs side, but NOT necessarily for the NPCs!
I've had my group go against 1, 2 and 3 IP using opponents. Do the PCs feel superior to the 1 IP people? Yes, yes they do, and I use that to show that the PCs are *the stars* of the game, but I never let the 1 IP guys be a total push over either - people with guns are scary even to fast moving PCs.
And the PCs encountering 2 or 3 IP people feel the danger there.
And to me and my players there's at least some cool factor in the after combat chat - "how long did that take" "only about 12 seconds", etc. but then we are playing because we like the cybered/magic world and all the speed and such that means.
Consider that you can get an extra IP for like 10 nuyen through drugs. While drugs have their own issues, the extra passes are there for much less than the 80K of bioware (or less in cyber). Its really a core aspect of the game.
i dont want to remove it because wired its very much an thing of SR but by putting a very narrow scope and limitations i make sure than only very very combat oriented PCs can make use of them.
I'm not super clear on your proposed limits. As noted above it seems like you would have to mess with movement, and movement is already divided up by number of actions in 4th (unlike older editions where the more passes you got the more times you got your full move). So why even bother with changing movement?
what im trying to acomplish is a fix for table of games in wich all pcs have wired reflex a way so that only combat oriented pcs should get a use for wired. or better yet only speed oriented characters would get it. So a heavy russian troll with a shotgun wouldnt ALWAYS comes with wired.
I do wish I could help you on this, but I myself don't see extra IPs as an issue, so its hard to wrap my head around.
About the only think I can say is take extra IPs away totally and provide some other (entirely combat oriented) bonus instead?
I don't think that's a solution in itself, though, because, well, at my table, most PCs would look at what the 'extra bonus' was and see if it was still worth while and cost effective to get it, and if so they would. If not, then they would not - not even the combat people.
Extra IPs are effective and efficient (to a point, which is why not everyone rolls with 4IPs). Anything you trade up for that is going to be evaluated based on utility and take or not based on that utility. And since combat is a universal constant in games, any edge in combat generally has a high utility, and thus I predict that the ratio won't change much.
Well in my country we dont really. People shoot at school here and there but i guess there arent any funds for that equipment. Here only on airports. But i could make the lives of Wired reflexes pcs a living hell on that matter in order to dissuade non combat pcs of having those.
Yes, you could, and to some extent that's the price you pay for cyber. Just be aware that there are character types that DON'T pay that price - Adepts and Technomancers, people with Bioware instead of cyber - and make it understood ahead of time that that is a part of your world. Doing that you will certainly see a shift in what people do or get, but it may be a shift toward character types that don't suffer the issue over just not taking the 'ware.
Dropping that kind of thing on your players as a bomb might not be the best idea. Most of my players are new to SR, having not played before, so if I were to introduce cyber scanners, I'd need to bring it up in advance, maybe as part of the session's legwork for example, as something the team would need to overcome. That would be my advice on how to introduce the scanners in game.
(Really in my campaign, no one has cyber to be detected. The AI is on a comlink, the Adept and Mystic Adept are magic and don't have cyber and don't need guns either, and the technomancer gets his extra IP thru an Echo, and has some bioware, so a scanner isn't picking anyone in my group up, even though they all have 2 to 3 IPs).