Before I reply I want to preface my post with i do not think you are advocating that Riggers are unstoppable, nor would I squash a rigger due to him being clever or smart. I would however start giving the team tougher jobs that pay better though. Any fixer worth his salt sends his best team on the better jobs. and this rigger is on the ball hopefully his team is as well. that being said I will take this post to show how the tougher job could handle this type of rigger to bring him into balance for the game.
Encryption makes wireless untraceable if you control both sides of the connection.
I don't think that is true. It does make it harder to access but you can still detect the node or the signal you just can't access it without first initiating a cryptanalysis. and once you have decrypted the node you can log on and locate its GPS information to find it. Or if you wish to trace the signal you just need to decrypt the signal before running the trace.
As far as making the rigger unbalanced or unstoppable, both of which you are not claiming but I wish to continue the thread topic, with landscaping for signal attenuation can reduce the signal by 2-5 points and this is not effected by ECCM. This would force the rigger to be very close to his drones or lose signal altogether. Most higher security buildings that runners would need to break into would have not only this but also the possibility of Wireless Negation wallpaper and such inside there building. They would also have hard wired security systems to not degrade there own signals. This forces the Rigger into the area and makes it balanced because he is there in danger withe the rest of the party. He also relies on the hacker to help out and the rest of the team to keep him going if they want the drone backups. But this is balanced and not the uber-rigger power game that makes a rigger a one-man team. If the signal is to hard to hack kill the meatbody or force him to be on sight so he is in as much danger as the next guy.
Initiate Cryptanalysis is an extended test which takes 1CT to accomplish and needs to score Ratingx2 hits where the rating is based on the Encryption program it's trying to break down.. which should be 6.
So, an enemy should be looking at a threshold 12 test that takes 1CT per attempt.
Unless the hacker rushes the job and then it would take half the time. So, in my game, for every two of his initiative passes he would get a roll. Brings it a bit down but still does not make it great for the hacker. All in all it just means that shooting the rigger is the better option, which he is reliant on his team to stop and again brings balance to the rigger.
Okay.
Now, Encrypt is a Simple action, which needs a corresponding Decrypt action on the other end.
This encryption process lasts until you say it stops.
However, it can be restarted, with new keys, every single combat turn.
Because, each turn, it's a different cipher to break, this forces an enemy hacker to score 12 hits on a single roll in order to crack the Encryption, which must be dome before one is able to capture your traffic, get your ID and Track you down.
Oh, but wait! If he broke the cipher, that took his entire CT, so he has no passes left to try and capture your signal, and, what's this? A NEW CIPHER! Too late!
The only way to do it would be to score 12 hits in a roll, then spend Edge to go first in the next IP (or just be faster) during which you Run a Signal capture. Now, because you've got their traffic, you should be able to get the encrypt keys each time they're sent, so you only need to use a simple action to decrypt and then a complex action to run the Trace.
most of this is very true the only thing that isn't is that you would need to run encrypt on your comlink node, the drone node, the signal and decrypt the signal at both ends as well. That's 5 simple actions to maintain the link in full encryption. If you don't encrypt the node the hacker can log on and crash the node. If you don't encrypt the signal then the hacker can spoof the signal and issue false commands to the drone. now since this is Uber-rigger, we will assume that he has slaved the Drones Node to the Comlink as well just in case.
Variable encryption is an easy maintenance thing outside of combat. Pilots and Agents can handle it automatically.
In combat, your rigger still has plenty of IPs to act while continuing to actively scrambling all wireless traffic. Or, you know, Agent again. Just use a gateway comm to route all your main comm traffic through, via wired connection.
Likewise,an Agent can do this for non techs, while it also continuously analyzes their link.
Hooray! Variable encryption saves the day!
I wouldn't call it easy, you have to maintain two agents one on the comm and one on the drone if you are commanding the drone via the command program, you can't use the pilot of the drone as it is suppressed by the command program. If you jump in I think you suppress the pilot as well but I could be wrong. So that is 1 program running on each. you have to have encrypt and decrypt on each so that they are running so that is 3 programs running on each. To have Encrypt of 6 the pilot of the agent has to be 6 and both nodes have to have a 6 system to be able to run a rating 6 pilot, and to not have your system set lower and thereby stopping your ability to run rating 6 programs you have to have a response of 6. now the Rigger has to use Command on his comm or be subscribed to the drones node to be jumped in. either way one of the devices is now at 4 programs running against its program limit, only two left for its response to drop including its system then and to have all of the rating 6 programs to reduce there effectiveness on the node. not a big concern but it is a concern as it drops the target numbers on enemy hacking attempts. Both devices should be running analyse to detect hacking attempts just in case the hacker comes on to the node, it could happen as you see below. That's 5 on one and 4 programs on the other. If the rigger is in AR he can only control the one drone with his command program and everything he does is complex, and he doesn't have as many IPs as he would if he was jumped in. If he is jumped in then his body is out there somewhere and you have a problem of not being close to the drone and possibly losing signal due to landscaping and wireless negation. On top of this the order in your initiative becomes really trick as you have to have your agents go at the same time to keep one from encrypting while the other decrypts or your signal is intermittent. Not that big of a deal as dropping the encryption on one would not drop encryption on the other. All in all this is not as unbalanced as it seems.
Really, the only way someone can break your comms is if the GM decides they should for story reasons. So if you don't like how someone is playing, don't try to box them with the rules all passive aggressive like. Instead talk to them. Be a damn grown up.
The first part not really you can use the rules to bring them into balance or break them if you wish, but you should never break them. It is not passive aggressive to challenge the players withe the world of the game. In fact it is your job to present them a challenge and entertain them, or at least that is my opinion. I fully agree that you should not break them or box them in with no way to play that is a total douche move. I also agree that if you feel that they are a problem player due to there uber-rigger appearance and someone is not having fun you should talk to them instead of hammering them. Good call Kontact.
the reason i am going to lengths to show rules walk around that make since, to me at least, in the world is to show that these riggers are balanced when you apply the world and the rules to them. and there is no reason that a player should not be allowed to play that character. Let your players know that you encourage them to build uber builds and then the jobs will be harder and the payouts will also increase. but the goal is to have fun. If someone is ruining that for someone by not being balanced then talk to the player tell him that you can balance the character in game so he can continue to play but you just wanted to give him a heads up that the rigging will get a bit tougher because of his ingenuity. if he doesn't want that then ask him to tone it down for the sake of the group or play something new and let his old character go off in infamy.
The reason I post how the rules can be used to stop these uber builds is to show was that the GM can increase the challenge, not to be antagonistic towards the players and if I am wrong at some point please let me know as i am still learning as well and would like to have those mistakes pointed out to me. to me this is a friendly debate and I like it, if I seem to aggressive let me know as it is not my intent to be antagonistic. I sometimes am a bit to aggressive.

Red