If you want to make your Mesh actions super-effective, run beta forks of your hacker on Ghostrider Modules. If possible, have the hacker take a trio of Ghostrider Modules so he can get the maximum of +30 from teamwork, but you can also distribute the network by placing the Ghostriders in multiple team members. Make sure that the hacker has psychosurgery so that the beta forks can get the teamwork bonus on the Merging tests too (reintigrate them one at a time)!
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Teamwork and mesh can get silly fast
Mon, 2009-09-14 02:41
#1
Teamwork and mesh can get silly fast
Damn that's hot.
The other side is equally well equipped with this ability, too though.
If they've got something worth hacking (and not blowing the hell up, remember there aren't any police floating around in space), then they're probably equipped at the very least to hire 1 Ego that can beta fork himself into oblivion.
You can do it three times, his three times multiplied in to a 100.
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Teamwork maxes out at +30, so having more than three helpers doesn't do much for any given task. Now you can certainly run multiple teams on a server with each banding together groups of four forks, but since there isn't really any rule to limit how many infomorphs (including forks) can occupy servers, we rapidly approach the possibility of infinite copies on every server. That get's brokenly dumb quick.
Usefulness aside, as the player with the hacker character in his group, I find the idea deeply disturbing. The "Just let me shoot myself." kind of disturbing.
Which part do you find disturbing? I hope it's not the basic idea of forking yourself so that alpha you and beta you I and beta you II and beta you III can work on a problem together. That seems to be one of the most basic functions of forking. The only thing that should be disturbing is the fact that the rules don't prevent infinite copies on servers. That seems like something that should have been blocked in the efforts to prevent seed AIs.
Perhaps it is, but by the GM and the setting. Firewall might not appreciate someone doing such things.
No computer have infinite processing power, so you can quite readily rule as a GM that no, you can't run that many forks on this server.
Sure, but how many is too many? Do you allow them to run two? How about five? How about twenty? The servers are supposed to be able to support vast numbers of infomorphs, so a handful of forks should hardly be a problem.
Where the difficulty in making the call comes is with a limit that allows for an effective DoS just by "forking-up" the server to the maximum. If we assume that there is a limit then this will occur - either the guy already on the server pulls this trick to keep intruders out or the guy breaking in does it the moment he gets in the system thus blocking out anyone else from opposing him.
If the egos/forks/AI each had to be run on their own hardware then the DoS doesn't appear - the server becomes a 'shared space' for everyone to interact but the limits on forks is all based upon BYOH (bring your own hardware).
Of course I've looked at the Merging rules, and I know that there is the possibility of some SV, but there are ways around this.
The first and most common way is to always remerge after no more than 4 hours (with a cyberbrain, merging takes only 3 seconds to complete). This gives you a +20 to the Merging test, and the teamwork from the rest of your forks will grant up to another +30. There's also the ability to 'take the time' to get further bonuses to your test, and you can do this more and more as you Merge forks and lose your Teamwork bonus a bit at a time. If you have a Psychosurgery skill rated at 40+, you should be fine spending a few minutes every 4 hours on this sort of housekeeping.
And there is always the possibility that you simply don't merge with the betas - you just delete them off of your Ghostrider Modules when you're finished with them. It's not like you need their memories - they were only helping with what you were already doing.
Hm. I guess you have a point there. Serves me right for being at the receiving end of an intensive anti-smoking/anti-alcohol/anti-drugs campaign for the vast majority of my life. When I read 'Transhumans view forking a bit like (...) drinking and drug use' I must have gotten a slightly different image than most people would (and tried to defend it, unsurprisingly). Anyway, touche, point taken, etc.
OK. Just checking. We do have another PC hacker in my group, and since I haven't seen anyone else from my group on these boards, I had to ask.
What about this as an idea? If you make a fresh fork of yourself, that's great for going off and doing some other task at the same time. But when a fresh copy of you is trying to help with a completely mental action, how much are they really bringing to the party? They don't know anything that you don't, they don't have any different perspective, or tactics. They're completely redundant. Yes, having two of you could hammer on a keyboard twice as fast and try twice as many attacks at once, but maybe that's not actually the limiting factor of hacking in EP. If the limiting factor is based more on creativity or something then having an exact duplicate really isn't going to help, your forks are all going to come up with the same ideas that you do, in pretty much the same order.
A GM faced with this problem might rule that fresh forks don't provide teamwork bonuses to purely mental (such as mesh) actions. (Note: This has no effect on the multitasking implant, since those forks aren't helping with one task, they're doing other tasks.) By the time a fork has diverged enough from the original to have a unique perspective and provide a teamwork bonus, it's really starting to diverge enough from the original that the GM should be considering it an NPC, and it needs to be merged, destroyed, or you have a new NPC with independent desires to deal with.
I'm not saying this is how it has to be, but if a GM were having problems with fork armies, this might be a reasonable way to get the game back on track.
EP doesn't even require the helpers to be trained in the skill used for the test - they just need to be following the directions of the lead character to give a Teamwork bonus. This would tend to break an argument that creativity and independent though are important to the Teamwork bonus.
[quote=HappyDaze]EP doesn't even require the helpers to be trained in the skill used for the test - they just need to be following the directions of the lead character to give a Teamwork bonus. This would tend to break an argument that creativity and independent though are important to the Teamwork bonus.[/quote]
Agreed. Perhaps I was unclear in my motivations. I wasn't trying to find a by-the-book solution, or even a 100% iron-clad logical one. I was trying to find a solution that would let the game continue to work.
Remember, even an "untrained" character in EP is familiar with computers. If you were trying to get a teamwork test from an incompetent character then I'd probably say no (even though I know of no rule to that specific effect) An "untrained" character is simply an average computer user, but hardly a brain damaged chimpanzee. (non-uplifted, of course. They may actually be a brain damaged uplifted chimpanzee) So they still have something to contribute. I maintain that the creativity-for-purely-mental-actions approach is less than complete nonsense, and might help kill an undesired issue.
I'm certainly not claiming that the way I'm suggesting is the way it SHOULD be done, but if armies of hacker forks are breaking your game, it's the best solution to getting the game back on track that I've seen so far. (IMO and YMMV and all that)
The problem with that approach is that it makes the use of small units of forks - something that should be a viable tactic - toally useless. The only broken aspect comes on servers where the hardware is effectively near-infinite and there is no restriction on having a near-infintite amount of forks. Rather than making forking useless, the important step is to limit the number of egos that a server can run without making it possible to to perform easy DoS attacks. The only solution I can think of offhand is the BYOH one I noted previously.
OK there is a simple solution for all of this.
There is a finite amount of infomorphs that a server can run at one time. And it's not memory but processing power that's the limiting power.
The amount of processing power required to run a sentient being, or even a good AI (good enough to help PCs with stuff), is pretty huge even by futuristic standards.
So now we say that there are two types of servers out there.
1. The El Cheapo servers that player characters can get their hands on.
OK so the party buys a ship or whatever and it has a server in it. This server can run a decent sized Sim Space and it has enough processing power to run say 5 infomorphs. Any number of physical world people can log in whenever they want because their egos are running on their brains and not the server. And we can fit a party member or two who is an infomorph on the ship's server comfortably. And the player characters aren't going to be copy pasting themselves all over the place.
2. Large habitat servers meant for colonies of infomorphs.
These servers are probably server clusters that take up cubic kilometers of space on the inside of hollowed out asteroids or floating round on giant barge ships. They are bought by hypercorps with trillions of credits, or pieced together by cities worth of infugees pooling their bank accounts.
These servers have a finite amount of infomorphs that they can hold in the same way that Denver has a finite amount of apartments in it. The number is fixed but still large enough that it probably won't effect the players' lives much.
So in these areas you could probably start forking yourself millions of times over. For at least 5 minutes anyway until local law enforcement gets wind of what you are doing. At best they'll fine you for being a public nuisance. And at worst flashing red lights and Seed AI warnings will start going off and they will format C: the section of the station you happened to be in at the time.
I could really see infomorph colonies displaying giant "NO FORKING" signs as you log into the colony.
Yeah I guess it just cracks down on infinite forking. And forking is a part of the game, it gets a nice chunk of the mechanics section of the book. I guess as a GM I am ok with a player having 2-3 forks rather than a trillion.
[quote=HappyDaze]Since the materials for making computers are not exotic[/quote]
Well yes and no.
Increased demand can make scarcity.
OK so lets look at the kind of super computers you use to run infomorphs on. These computers probably require advanced superconductors or semiconductors, which themselves are probably made out of some material that 50 years ago was a bit rare but not too terribly hard to find. Like gold for example which is actually in most electronics nowadays.
Now skip ahead to the Eclipse Phase present day where everyone and their dog wants supercomputers. There might actually be a lot of this semiconducting material (gold whatever) present in the solar system right now. But most of it is probably tied up in Habitats, ships, hypercorp projects, or just in some rich guy's warehouse somewhere as a rainy day fund.
So while the materials for making computers might not have originally been exotic they might be now due to people's over-consumption.
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