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Matrix Hacking Example

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crisses

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« Reply #32 on: <02-19-12/1859:27> »
(Typo:  "*TS Opposed Stealth Check: Hacking 6 + Stealth 121 +" -- love that Stealth rating :) )


Check out when the sprite tells TS where the access log file is (Turn 14, Pass 1).

The sprite can spend a complex action (in the vicinity of a full second) completing something, followed by a free action telling TS about it.  These actions cannot happen simultaneously, because the sprite gets the info, then conveys it.  Fair enough, but TS also performs a free action and complex action in the same IP where at minimum his complex action is dependent on the information given by the sprite.  So this IP takes approximately 2 seconds. [I would buy that the thread Edit can happen simultaneously with the sprite finishing up, before the sprite even sends the phrase.]

I don't see the same issue in Turn 7 pass 1 or Turn 9 passes 2-3 -- other opportunities for sprites to convey information and TS to act on the information.  As a GM, Turn 14 IP1 makes me wonder whether your character time travels. :)

Oh, another thing I've been wondering about the first aid being done to the character mid matrix-activities.  Would that serve as a distraction to the activities he is doing elsewheres?  I mean, someone's patching him, poking him, asking him to open up and take a pill, putting bandages in his ears, whatever...  Or are they at Star Trek meds and just hold a device up to his arm, spray some medicine through his skin, and he's better nearly-instantaneously?  (this is NOT how a medkit is described!  It's essentially a small autodoc.)  And how is that character using the medkit?  It gives the Rating 6 because it's actually giving instructions to the character administering first aid.  Can you talk to it through a commlink? :)  What's the ruling on field medicine, distractions & stealthiness?

I know the healing is just "touch & heal".  But I'm sure the first aid is much more -- uh -- complicated.

squee_nabob

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« Reply #33 on: <02-19-12/2219:32> »
On page 144 SRA, it explains that you Declare and Resolve actions of each character in initiative order. The Sprite has a higher initiative than the TS, so the sprite can declare and resolve it's actions, then the TS can declare and resolve his actions based on the result of the Sprite's actions.

It is not time travel, and it is how the game works, so that explains why in Turn 14, pass 1 the TS acts on the knowledge of the Sprites results.

I have changed the Turn 10 Stealth typo.

I have not found any distraction penalties for being First Aided. If you know of any, please point me to the page number. For a Hot Simming character, you are at a -6 modifier to notice meat world activities, so it would make sense that you don't even notice someone bandaging you and giving you injections.

jundle

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« Reply #34 on: <03-19-12/1716:41> »
A question about healing in this scenario.  At Turn 2 Pass 2, it states that Heal, at Drain Value of "1"  needs to be sustained for 4 turns, then the scenario layers on adjustments for excess "hits".  But from my reading of "healing" and how "Duration Permanents" work,  that "4 turns" base number should be a "2 turns" base number.

SR420th Page 203 "The time required to make a spell’s effects permanent is equal to twice the Drain Value in Combat Turns."  And Heal is a "Duration: P".

So if the Drain Value for that "Heal" is "1", shouldn't the base number of Combat Turns for the spell to become permanent be "2" (before the excess hits and other modifiers com into play)?

squee_nabob

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« Reply #35 on: <03-20-12/1900:37> »
Corrected, thank you!

Sentinemodo

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« Reply #36 on: <02-08-13/1653:18> »
for some reasons I opened this thread after a year.
isn't all those blackhammers and blackouts count to programs being run?
IMO, there should be at least 11 programs being run on that node. at least that is how I would calculate that. (they could be of course loaded only to avoid the performance drop, but you'r eclaiming them running)

secondary a question where is that rule on needing to score 24 hits to find access log?
Sorry for a small delay ;)

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RHat

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« Reply #37 on: <02-08-13/2037:46> »
for some reasons I opened this thread after a year.
isn't all those blackhammers and blackouts count to programs being run?
IMO, there should be at least 11 programs being run on that node. at least that is how I would calculate that. (they could be of course loaded only to avoid the performance drop, but you'r eclaiming them running)

secondary a question where is that rule on needing to score 24 hits to find access log?

Do keep in mind that Complex Forms don't count as programs for that purpose.  That said, those would count against Processor Limit, which is System, or System*3 for a nexus - and I'm inclined to say it was a nexus in this example.

The Matrix Search Table has the threshold for searches, and because that system's Access Log is hidden the threshold is 24.
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Sentinemodo

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« Reply #38 on: <02-09-13/0136:44> »
Turn 11 pass 1 and 2 Node is running Analyze programs, they should be limited to 5, but are used at their original rating of 6 for the rolls.
Sorry for a small delay ;)

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« Reply #39 on: <02-09-13/0225:38> »
I only see technomancer or sprite CF's up to that point, which do not impact Response.
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Sentinemodo

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« Reply #40 on: <02-09-13/0246:49> »
that's unrelated to load - it is related to the note 1 on page 1 - that the system of this node is 5 and thus limiting all programs on it.
Sorry for a small delay ;)

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« Reply #41 on: <02-09-13/0256:31> »
Okay, that I missed.
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The Laughing One

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« Reply #42 on: <02-09-13/0440:10> »
I'll put this here in case anyelse is going to use that example:

The TS need to use Data Search to find the unprocessed information in the access-log in order to delete it.

Unwired pg.65:
Quote
  ...A good
    hacker will always perform a Data Search through the file and then
    an Edit to remove any trace of her presence...

Also, when changing from AR to VR at turn 2, you dont get extra passes for the turn. ("SWITCHING INITIATIVE", pg. 45 S20th)

As mentioned previously, there are more than 5 copies of program running: 3 Agents, encrypt, stealth, black hammer and blackout. I assume the brainmelters run as server-side so they count as one program each, but I'm pretty sure each of the agents must have independent copy (or you could just have 1000 agents running simultaneously) (Payload, pg. 234 S20th)

Sentinemodo

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« Reply #43 on: <02-09-13/0459:27> »
actually I think that performance wise they could have it as single programs. but the crashing the program would disarm all of the IC at once.

to the above the stealth is also in three copies. which gives agent + stealth + analyse + BH + BO 0 five programs per IC total 15 programs on IC alone, plus node's analyze, and encrypt (might be two if it maintain the connection encryption) for a total of 17. even with nexus *3, that would on system 5 drop the response by one. I'd add a standard set of programs for nexus users (this node isn't for security, it is for working - so there should be a server-side edit, browse, plus entire system construct. totaling to 20 programs load. if it is not a nexi it would drop to response 1 with that kind of load. (unless some of those are optimized that is, but they would be listed anyway, and make identifying of IC much more difficult)
Sorry for a small delay ;)

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