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Combat Hacking

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Decivre Decivre's picture
Re: Combat Hacking
UpliftedOctopi wrote:
@ Decievre, just go away. You never seem to add anything to a forum. You're just want to prove how smart you are with NU-UH statements which are usually not even correct. If you love Eclipse Phase, do it a favor and stop being you. @ Smokeskin, I like the idea (see decievre, try suggesting something. Be more than useless) that you had about making them a tech buffer, with the tac-net and similar things. Have you used this at all in game?
Maybe if you actually read my posts instead of assuming that everything is an insult, you'd see that at some point I have contributed. I mean hell, at some point I made a light-hearted reference about how I think that a mesh book should be big rather than a 150-200 page small book, and you took offense to that. Seriously? I can't even agree with you that there should be a mesh book, but say that it should be larger, without you assuming that I'm trying to start a fight?
GJD wrote:
I'm afraid that your suggestions sound a bit like commandments at times. The start of the thread was asking how hacking could be made more cinematic, and you have been telling other posters why it shouldn't be. Okay, if that's how you want your game to go, groovy. I hope you have a great time with that. Me, I want something different. Your suggestions are prfectly valid and your arguments aren't flawed, but this isn't a discussion on what is the "right" way to run hacking, and you aren't going to change my mind. I just don't agree with you, so please stop telling me I am wrong. G.
Which is why I recommended that critical successes on a brute force test be instantaneous breaks. It allows for hackers to do very quick entries into systems without completely invalidating the use of a firewall (brute force hacking puts you automatically into locked status). Moreover, if you're going for a cinematic feel, it seems more appropriate to me that the system is informed so a climactic mesh duel occurs, don't you?
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Smokeskin Smokeskin's picture
Re: Combat Hacking
UpliftedOctopi wrote:
@ Smokeskin, I like the idea (see decievre, try suggesting something. Be more than useless) that you had about making them a tech buffer, with the tac-net and similar things. Have you used this at all in game?
No, I haven't even played EP yet. I ran a campaign in Shadowrun (2nd Edition iirc) where I had a tactician, it worked out quite well. It was quite a few years ago, but this is how I remember it. The first version was crap, mostly because he gaves bland bonuses, just more dice for the other PCs to use how they saw fit - his experience was "my turn, I roll squad tactics, everyone gets 3 combat pool dice", and the other PCs just sort of expected extra dice. When I changed it to "my turn, I use squad tactics to give Excession an attack bonus against that guy over there", he was making tactical decisions, and when the bonus was specific to players and actions, they appreciated it and took part in his decisions, it became teamwork. I also think it gave some extra tactical depth to the combat, because he could give defensive bonuses so someone could move to flank and not get cut down. I think I was working on a version 3 of it too, something about diminishing returns on the same bonus to the same player so it wasn't just always "guy with the biggest gun gets the bonus". But it was many years ago. With EP, the main problem I see is to get around extra actions from multitasking and such not benefitting from this - is supposed to switch and action normally be used for shooting to provide an equivalent effect by buffing others. But from my experience it can be completely viable with rules that lets a character do meaningful stuff in combat without firing.
GJD GJD's picture
Re: Combat Hacking
Decivre wrote:
Which is why I recommended that critical successes on a brute force test be instantaneous breaks. It allows for hackers to do very quick entries into systems without completely invalidating the use of a firewall (brute force hacking puts you automatically into locked status). Moreover, if you're going for a cinematic feel, it seems more appropriate to me that the system is informed so a climactic mesh duel occurs, don't you?
Indeed you did, and a very good suggestion it was, and one I will most likely use. However, I wasn't saying that any of the points you raised weren't valid, I was pointing out that it feels like you are trashing other peoples opinions or ideas just because they don't mesh (excuse the pun) with your way of doing things. We all have an equal voice here, we shouldn't be trying to push our own visions of anything. G.
Decivre Decivre's picture
Re: Combat Hacking
GJD wrote:
Indeed you did, and a very good suggestion it was, and one I will most likely use. However, I wasn't saying that any of the points you raised weren't valid, I was pointing out that it feels like you are trashing other peoples opinions or ideas just because they don't mesh (excuse the pun) with your way of doing things. We all have an equal voice here, we shouldn't be trying to push our own visions of anything. G.
I'm not trashing other people's opinion on the matter, I was just offering my critique as someone in the software industry. Obsolescence has always been an issue of time and progress, and I figured that if the mechanics behind super-exploits ceasing to work should be based at least somewhat on reality, they should be based on a similar principle. Besides, I'm not just trashing other comments indiscriminately. Smokeskin's recommendation about utilizing tactical guidance, electronic warfare and and nanotech is an excellent one that built upon an idea I mentioned earlier about well-built hackers having utility outside of hacking. I had no disagreements on the subject, I saw nothing I would feel like adding to it, and I didn't feel the urge to send a pointless "I agree" post that had nothing to contribute to the topic... and it seems like people are offended because of it.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
UpliftedOctopi UpliftedOctopi's picture
Re: Combat Hacking
smokeskin wrote:
With EP, the main problem I see is to get around extra actions from multitasking and such not benefitting from this - is supposed to switch and action normally be used for shooting to provide an equivalent effect by buffing others. But from my experience it can be completely viable with rules that lets a character do meaningful stuff in combat without firing.
I ran a player with an engineer character (in EP) and do a similar thing by allowing her to make field modifications to equipment, but that was too situational to be a sustainable mechanic. I think one way of accounting for mental actions could be as follows: increase smartlink bonus by 5 for rest of action turn (no stacking), increase chameleon skin by 5 for rest of action turn (no stacking), negate 5 of the indirect fire modifier for rest of action turn (no stacking). Start with a short list of things like this and then allow hackers to make up their own mods, making a programming roll to develop their method (modified by GM). This could also work for negative modifiers on enemies, using the limited uses exploit thing (these will be 'spensive imepu.
GJD GJD's picture
Re: Combat Hacking
Decivre wrote:
I'm not trashing other people's opinion on the matter, I was just offering my critique as someone in the software industry. Obsolescence has always been an issue of time and progress, and I figured that if the mechanics behind super-exploits ceasing to work should be based at least somewhat on reality, they should be based on a similar principle. Besides, I'm not just trashing other comments indiscriminately. Smokeskin's recommendation about utilizing tactical guidance, electronic warfare and and nanotech is an excellent one that built upon an idea I mentioned earlier about well-built hackers having utility outside of hacking. I had no disagreements on the subject, I saw nothing I would feel like adding to it, and I didn't feel the urge to send a pointless "I agree" post that had nothing to contribute to the topic... and it seems like people are offended because of it.
Oh really? And the phrase "It just dosen't make sense from a technical standpoint" isn't trashing somones opinion? It's not what you say, it's how you say it. G.
Decivre Decivre's picture
Re: Combat Hacking
GJD wrote:
Oh really? And the phrase "It just dosen't make sense from a technical standpoint" isn't trashing somones opinion? It's not what you say, it's how you say it. G.
Hey, if your campaign had people falling away from the ground and ships that could fly faster than light, I would say it "breaks the laws of physics". I'm not trying to denigrate the idea or the person who stated it, I'm just calling it how I see it. Seriously though, why would it make sense? If I use an exploit on an isolate habitat that has no communication with the outside world, why would that exploit lose "one use"? Moreover, why does the specific number really matter? Why can I use some powerful exploit a single time, then save it for years without anyone ever getting the bright mind to patch the flaw that it exploits, simply because I only used it once? Did they magically all forgive me? Assume "eh, it only happened once. It's not like we actually need to patch a problem, right?" Did no one else in the whole system find the flaw that I found? I was simply being honest about finding the idea flawed. Besides, how could I have stated it more politely? I didn't drop an insult in that entire statement, didn't make a snide comment, nor did I use any sarcasm... so what was it?
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
UpliftedOctopi UpliftedOctopi's picture
Re: Combat Hacking
@ decivre, Really, because it seems to me that your inflammatory nature has been brought to your attention on previous occasions, even by admins. "I beseech you, from the bowels of Christ, consider that you may be mistaken." Or continue to operate on the assumption that everyone BUT you is wrong, about everything, as this seems to be your current modus operandi. This is hard science FICTION. That implies that certain things are not going to fit precisely with our current (real life) understanding of the world IN THAT THEY ARE FICTIONAL. What we, everyone that isn't you, are trying to do is develop a mechanic that can be used to do something that you clearly feel should not be allowed near the game. So don't allow it near your game, but also know that there is no place for you here, as your motivations are in direct opposition with ours. PLEASE, we will get much more done without your brand of "help", so spare us.
nick012000 nick012000's picture
Re: Combat Hacking
*facepalm* "It's just fiction, so it doesn't matter if I get the science wrong"? [i]Really?[/i]

+1 r-Rep , +1 @-rep

Decivre Decivre's picture
Re: Combat Hacking
UpliftedOctopi wrote:
@ decivre, Really, because it seems to me that your inflammatory nature has been brought to your attention on previous occasions, even by admins. "I beseech you, from the bowels of Christ, consider that you may be mistaken." Or continue to operate on the assumption that everyone BUT you is wrong, about everything, as this seems to be your current modus operandi. This is hard science FICTION. That implies that certain things are not going to fit precisely with our current (real life) understanding of the world IN THAT THEY ARE FICTIONAL. What we, everyone that isn't you, are trying to do is develop a mechanic that can be used to do something that you clearly feel should not be allowed near the game. So don't allow it near your game, but also know that there is no place for you here, as your motivations are in direct opposition with ours. PLEASE, we will get much more done without your brand of "help", so spare us.
Actually, so far as I remember I've only been called on it by you, Smokeskin and GJD. Adam Jury got a bit annoyed when I made mention of Wizards of the Coast a bit back, but I still made no inflammatory remarks or insults to anyone on any board I have ever posted on, and I take great pride in that. But please, I ask that if you have evidence that I have actually made inflammatory statements, racist slurs, derogatory attacks or offensive remarks to anyone at all while responding to their statements... call me on it and show me where. And while you are correct on the fact that this is hard science [b]fiction[/b], you seem to forget that it is [b]hard science[/b] fiction. Part of what appeals to most of its fanbase is the fact that it is grounded, to a large degree, on things we know to be possible. If you want to run the setting while throwing that out the window, to any degree, that's fine. Hell, you can plug dragons, elves, dwarves, warp drives, cylons, zergs, death stars, Jedi and sentient candy corn into your Eclipse Phase setting if that's what floats your boat... but I'll argue against it if you try to justify it with real world logic. Hell, a custom setting I'm running for a group has real psychic powers and rubber-forehead aliens in it... but I'm not going to come on here and come up with some technobabble on why they should exist, because they shouldn't. Any technobabble I do come up with will solely exist in the context of my setting alone. If I ever happen to do otherwise, I hope you're one of the first in line to call me on my B.S..
nick012000 wrote:
*facepalm* "It's just fiction, so it doesn't matter if I get the science wrong"? [i]Really?[/i]
I was thinking the exact same thing.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
nick012000 nick012000's picture
Re: Combat Hacking
Decivre wrote:
Hell, you can plug dragons, elves, dwarves, warp drives, cylons, zergs, death stars, Jedi and sentient candy corn into your Eclipse Phase setting if that's what floats your boat...
Hmm. I'll point out that dragons, elves, and dwarves are all well within transhuman bioengineering abilities. The Zerg very well may be as well, at the very least without the whole "super-evolution" thing and superpowered psychic hive mind thing they've got going on. Jedi are a real religion, if relatively small. As for the sentient candy corn, well, they'd probably be about the right size to serve as the nodes of a swarmanoid morph. Warp drives and death stars are right out, though, at least for transhumans. The ETI might be capable of building them, though.

+1 r-Rep , +1 @-rep

GJD GJD's picture
Re: Combat Hacking
Decivre wrote:
Hey, if your campaign had people falling away from the ground and ships that could fly faster than light, I would say it "breaks the laws of physics". I'm not trying to denigrate the idea or the person who stated it, I'm just calling it how I see it. Seriously though, why would it make sense? If I use an exploit on an isolate habitat that has no communication with the outside world, why would that exploit lose "one use"? Moreover, why does the specific number really matter? Why can I use some powerful exploit a single time, then save it for years without anyone ever getting the bright mind to patch the flaw that it exploits, simply because I only used it once? Did they magically all forgive me? Assume "eh, it only happened once. It's not like we actually need to patch a problem, right?" Did no one else in the whole system find the flaw that I found? I was simply being honest about finding the idea flawed. Besides, how could I have stated it more politely? I didn't drop an insult in that entire statement, didn't make a snide comment, nor did I use any sarcasm... so what was it?
You don't have to do any of the things you mentioned to make your response unreasonable. I take umbarage not at what you said but in the bombastic "I am right" assertion that you know how this part of the game should work because you have a certain view based on your experience. Since I'm assuming that you don't actually come from the future, have a mesh security manual that dropped through a wormhole from the future or have psychic precognition that allows you to see into the future, I'll assume that you, like me, are actually making this stuff up based on what you know and extrapolating and not actually trying to tell me how it ACTUALLY works in AF10. I know how computer security works too. I know that when an exploit is found, it works until somone closes it. This can happen quickly, or slowly, depending on how widespread the exploit is, how quickly the exploit is spread, how quickly it is recognised, how quickly a resolution is found and how quickly that resolution can be propogated. Some exploits lie around for years, some are patched and closed the same day they are encountered. There are several ways you could reflect this in the game. You could model that by: 1. Arbitrarily saying an exploit only works for a month or two. 2, Each hacking attempt has a cumulative possibility of dropping the effectiveness - first attempt with your Jackhammer program works fine, next attempt has a 10% chance of dropping the effectivness, next has a 20% and so on 3. Each exploit a set number of uses. 4. Each exploit a random but unknown to the player set of uses 5. Each exploit works fine if the hacker remain undetected, but each time they are detected the icebreaker faces a chance of degrading. 6. Use no special rules and decide the hacker just normally updates their meshware to the latest level. These are just a few ways i came up with, there are undoubtedly loads more. All of these are abstractions to a greater or lesser degree of my core requirement: a hacking method, be that using a certain piece of software or a certain exploit, won't last forever. The choice of which method I choose to use is based on how much abstraction I want and am prepared to accept. All of them can achieve the aim of reflecting that. The way I see it is that in this instance I am trying to model the process of obsolescence that appears when hacking "software" is used, that some things do not last forever and that a white-hot piece of code only takes one guy to write an equally white hot piece of code to make it obsolete. I want to show that eventually every piece of Ubersoft Hackmaster 3000 will need to be replaced with an Ubersoft Hackmaster 3001. Limited uses are one way to demonstrate that. On to your second point, if you want to know how you could have stated that in a more approachable way, here are some phrases you could try on: "Hmm, that's an intersteing idea, GJD, but I feel that it dosen't reflect how I see the mesh intrusion/security working" or perhaps "I see what you are saying, but my feeling is that the technology works in a different way..." or maybe "That's certainly one way of looking at it. I'd be inclined to adopt a different approach, though...." or even "Good idea, but have you considered that maybe....." G.
nick012000 nick012000's picture
Re: Combat Hacking
Except, you know, that he [i]is[/i] right, at least about this. His understanding of weapons systems could use some work, but as for this, well...

+1 r-Rep , +1 @-rep

GJD GJD's picture
Re: Combat Hacking
Well, I don't actually consider there to be a "right" answer here. It's not like a question was asked that could have a black and white right or wrong answer. We are talking about a hypotetical, fictional computing system based on technology decades ahead of our own. How can there be a "right" answer? It's all interpretation. Furthermore, I didn't propose that my suggestion was the one true solution either. I just don't like being told that I'm wrong because it isn't in agreement with somone else's vision. G.
Decivre Decivre's picture
Re: Combat Hacking
GJD wrote:
You don't have to do any of the things you mentioned to make your response unreasonable. I take umbarage not at what you said but in the bombastic "I am right" assertion that you know how this part of the game should work because you have a certain view based on your experience. Since I'm assuming that you don't actually come from the future, have a mesh security manual that dropped through a wormhole from the future or have psychic precognition that allows you to see into the future, I'll assume that you, like me, are actually making this stuff up based on what you know and extrapolating and not actually trying to tell me how it ACTUALLY works in AF10.
As much as computer technology has advanced in the past century, there are plenty of things that haven't changed. Computers still function with a binary numeric system. They still utilize a complex sequence of logic gates to produce mathematic functions. They require an input (keyboard, mouse, punch card feed or thought-controlled data transmission) and output (monitor, printer, LED light display or neural uploading technology) interface. They are Turing complete. They utilize a software bootstrapping process so that they can handle complex software loading procedures without the need to be shut off between programs (which only the oldest and simplest computers don't have). They utilize directly-accessible memory to which the processor can shove data when it isn't using it, and pull it again when the need arises (again, only the first computers didn't have this). There are dozens upon dozens of things I could list, on and on, that have yet to change when it comes to computer technology. On the other hand, there are plenty of things that have and will changed. Architecture has remained stable for a few decades, but has also begun to shift as the demands of the consumer base change. IBM PC compatible computers are likely to die off or change as technology it simply wasn't designed to handle becomes ubiquitous (like universal memory); by Eclipse Phase's time, computers will be so small that the modular IBM PC architecture (which was designed so that peripheral components and parts could be added, exchanged and replaced with human hands) will become completely worthless. Cell phones threaten to completely overtake the personal computer as the de facto standard of internet access; by Eclipse Phase's time, ectos and mesh inserts will do the same to all other computer tech before them. Computers today can handle 64-bit singular integers, when the earliest computers could often only handle 1-4; who knows how massive an integer mesh inserts can handle. Keyboards and mice have virtually replaced all human input methods that came before them; Eclipse Phase tech seems largely thought-controlled, which would shove both prior-mentioned technologies into obsolescence. As one of my favorite sayings go, "the more things change, the more they stay the same". As much as I know that computer technology will advance and change in the generations to come, there is plenty I know won't change. I'm not under the impression that computers will be powered by magic smoke, or that at some point all software will be so advanced that it will be impossible to hack. I also know, with as close to absolute certainty that I could possibly have, that software will never go obsolete [i]directly due to overuse[/i]. In fact, I will go one better; as computer software gradually utilizes more learning algorithms and skirts the line of artificial intelligence closer and closer, it is more likely that computer software will [i]improve with more use[/i]. In fact, many technologies today already do this (predictive text software on phones, speech recognition software, Norton's SONAR and SONAR 2 technology in their antivirus suites being the first to come to mind).
GJD wrote:
I know how computer security works too. I know that when an exploit is found, it works until somone closes it. This can happen quickly, or slowly, depending on how widespread the exploit is, how quickly the exploit is spread, how quickly it is recognised, how quickly a resolution is found and how quickly that resolution can be propogated. Some exploits lie around for years, some are patched and closed the same day they are encountered.
Very true, though you have left out several factors. Exploits can and have been closed by third-party software, as has become common for outdated versions of IE and Norton's antivirus suite. Moreover, the most common reason for lack of computer security is a lack of updates. However, internet ubiquity and automatically-updating software have rendered both of these issues gradually more moot. Because of this, hacking has become less about slipping through old holes, and more about staying ahead of the curve. The invention of the mesh will likely have a similar effect, and more prominently so as the personal computers in that time (and in the very near future) are almost completely based around mesh (internet) use. Besides, the most effective exploits don't rely on software holes anyways. They rely on human error, the one thing that never universally improves. This is why trojan horses continue to remain widespread despite all efforts to halt it... no programmer can ever fix the gaping wide security hole that exists between your keyboard and chair (or inserts and groin; PEBIAG).
GJD wrote:
There are several ways you could reflect this in the game. You could model that by: 1. Arbitrarily saying an exploit only works for a month or two. 2, Each hacking attempt has a cumulative possibility of dropping the effectiveness - first attempt with your Jackhammer program works fine, next attempt has a 10% chance of dropping the effectivness, next has a 20% and so on 3. Each exploit a set number of uses. 4. Each exploit a random but unknown to the player set of uses 5. Each exploit works fine if the hacker remain undetected, but each time they are detected the icebreaker faces a chance of degrading. 6. Use no special rules and decide the hacker just normally updates their meshware to the latest level. These are just a few ways i came up with, there are undoubtedly loads more. All of these are abstractions to a greater or lesser degree of my core requirement: a hacking method, be that using a certain piece of software or a certain exploit, won't last forever. The choice of which method I choose to use is based on how much abstraction I want and am prepared to accept. All of them can achieve the aim of reflecting that.
But why does the amount of time an exploit continues to exist necessarily need to be arbitrary? The duration of an exploit can be directly based on a person's MoS during the programming test they took while creating it (which represents just how far beyond the curve their creation actually is, and how long it'll take for the rest of transhumanity to catch up). Moreover, the actual book already makes mention of ways to handle it, which as far as I can tell seem far easier and just as managably abstract as anything else listed (all software, hack or otherwise, degrades by 10 at a specific interval; 3 months recommended; page 246). My big problem is that all of these recommendations are directly based on how many times you use software, when that literally has nothing to do with whether software goes obsolete. It would be like if we determined the size of a ship based on the pilot's skill.
GJD wrote:
The way I see it is that in this instance I am trying to model the process of obsolescence that appears when hacking "software" is used, that some things do not last forever and that a white-hot piece of code only takes one guy to write an equally white hot piece of code to make it obsolete. I want to show that eventually every piece of Ubersoft Hackmaster 3000 will need to be replaced with an Ubersoft Hackmaster 3001. Limited uses are one way to demonstrate that.
But a very abstract way to do so which risks creating bizarre issues. Reliable Firewall 9.9 (which are generally ran 24/7) will likely go bad long before Uber-Exploit 3.36, which can literally shut down the entire mesh simultaneously, because the latter has 5 uses and you've only used 1. So long as the other four remain, no one ever seems to get up and do anything about it despite the fact that they openly know that there's a [b]glaringly brutal flaw that threatens to shut down the entire mesh![/b]
GJD wrote:
On to your second point, if you want to know how you could have stated that in a more approachable way, here are some phrases you could try on: "Hmm, that's an intersteing idea, GJD, but I feel that it dosen't reflect how I see the mesh intrusion/security working" or perhaps "I see what you are saying, but my feeling is that the technology works in a different way..." or maybe "That's certainly one way of looking at it. I'd be inclined to adopt a different approach, though...." or even "Good idea, but have you considered that maybe....." G.
I apologize if I don't have the social tact of a preschool teacher or a politician, but my social life consists of night clubs and bars. Just gazing over my posts easily tells me that I am using [i]infinitely more[/i] tact here than I ever hear or use in my usual social scenarios, even I generally speak to people who would crucify you if they even get a whiff that you fail to be politically correct (which has always drew my ire about them). If that's not good enough to satisfy, then I doubt that anything I say will be. Besides, none of the above listed statements reflected what I intended to say. I would like to find a way to convey my thoughts more politely, but not at the cost of my ability to convey thoughts.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Decivre Decivre's picture
Re: Combat Hacking
nick012000 wrote:
Except, you know, that he [i]is[/i] right, at least about this. His understanding of weapons systems could use some work, but as for this, well...
You're assessment of gamma ray threats could use some work too. :P I'm not going to lie, I'm not a firearms expert. I know my own weapons intimately (and by that, I mean I can take them apart and put them together blindfolded, and I know exactly how they fire; not that I do things with them that I do with my dates), but I have made no effort to stay on top of current and future firearms tech. I'm not an astrophysicist (although I am very well versed in physics, as I have made software dealing with that exact topic), so I've had to utilize online calculators to get numbers I use in such topics. I'm not a philosopher, so I often look to literature to get myself caught up on a specific philosophy topic (albeit I personally believe that philosophy, like "favorite color", is not something you can be good or bad at). But I am a software and hardware engineer, a mathematician, a mythologist, and an academic theologian. I don't doubt the knowledge I have on these topics in any way, shape or form. And when I say that it "doesn't make sense from a technical standpoint", I do so with the same affirmation and assuredness that I say Santa Claus doesn't exist, or 1+1=2. That isn't to say that there couldn't be software which has a specific "ammunition count", but rather that it has nothing to do with obsolescence. I'd imagine that a hacker utilizing trial software to do a job would have to watch how long he has before the trial runs out and the software terminates itself (albeit he'd have to be an awful hacker who has no knowledge of coding, because he could have easily found a means to crack the program's crippleware).
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
GJD GJD's picture
Re: Combat Hacking
i'm on limited bandwidth and expensive mobile broadband on the second leg of my 18 hour train journey here, due to geological uphevals in Iceland grounding my plane, so i won't bother with quotes and all that jazz. Decivre, I'm not trying to simulate the obsolescence of the software itself, I get that software is immutable, but I do want to show that a cutting edge exploit that works one day may not the next. The examples I quoted were just a few that I came up with off the top of my head, and weren't supposed to be an exhaustive list at all. Time could be variable, as you said. One of the ways of doing it is to use an "ammo count", which isn't to suggest that the software can only be used 6 times before it self destructs (without some sort of crippleware, as you suggested - although that is an idea...), but to reflect a wider idea that software and exploits need to be kept fresh. Yes, there are other ways of reflecting this and yes it may not be the most technically accurate way of doing it, but it is a fast and dirty way of achieving the same thing. Mostly it's there for storytelling purposes. My feeling is that we are going round in circles with this particular point and I suggest we just accept we have different views and let the thread run on with other matters. As to your language use, your social circle clearly know you and you them well enough to be comfortable with a certail level of.... abruptness. I, on the other hand, do not know you. There is, of course, the built in limitations of the medium to consider too. Comments that passed face to face can be recieved very differently when typed. G.
Decivre Decivre's picture
Re: Combat Hacking
GJD wrote:
i'm on limited bandwidth and expensive mobile broadband on the second leg of my 18 hour train journey here, due to geological uphevals in Iceland grounding my plane, so i won't bother with quotes and all that jazz. Decivre, I'm not trying to simulate the obsolescence of the software itself, I get that software is immutable, but I do want to show that a cutting edge exploit that works one day may not the next. The examples I quoted were just a few that I came up with off the top of my head, and weren't supposed to be an exhaustive list at all. Time could be variable, as you said. One of the ways of doing it is to use an "ammo count", which isn't to suggest that the software can only be used 6 times before it self destructs (without some sort of crippleware, as you suggested - although that is an idea...), but to reflect a wider idea that software and exploits need to be kept fresh. Yes, there are other ways of reflecting this and yes it may not be the most technically accurate way of doing it, but it is a fast and dirty way of achieving the same thing. Mostly it's there for storytelling purposes. My feeling is that we are going round in circles with this particular point and I suggest we just accept we have different views and let the thread run on with other matters. As to your language use, your social circle clearly know you and you them well enough to be comfortable with a certail level of.... abruptness. I, on the other hand, do not know you. There is, of course, the built in limitations of the medium to consider too. Comments that passed face to face can be recieved very differently when typed. G.
There are functional "quick and dirty" ways to handle it that don't require an ammo count, however. That's all I'm saying. Off the top of my head, these are the simplest ones I came up with: [list=1][*]Software degrades on a per-session/mission basis. MoS determines the number of sessions or missions that a program will last, after which point the program either degrades (losing part/all of its bonus or gaining a penalty) or ceases to function. [*]It is assumed that the player takes care of their software on their downtime, getting updates or modifying it according to the cutting edge. No degradation occurs, and the software remains the same. [*]Variation of #2. Software becomes a new set of attributes for hacker players. They must spend 5 CP or Rez Points to gain any given software with a -30 penalty to use, and spend 5 Rez or CP to raise it 10 bonus points every time (like a specialization). Bonus caps off at +30, and your character is assumed to take care of their software on their downtime. [*]If keeping track of time is difficult, use [url=http://www.shadowrun4.com/missions/calendar.pdf]this calendar sheet[/url] to keep track of time between missions and whatnot. Measure the degradation of software in weeks since the last time maintenance occurred.[/list] The only reason I protested is that an "ammo count" didn't seem logically sound to me. You can still use it, but I figured that if you put it on a forum, there was an expectation of feedback on the subject. I mean if you think about it, using player skill to determine the size of the ship they are piloting is a "quick and dirty" way to handle that as well, but I'd also say it's not very logical. If it's how you wish to handle it, though, go for it. As for my social circle, it changes from day to day. Rarely do you see the same people over and over in clubs and bars, especially if you're like me and go to different places every night. However, there is a general assumption that you shouldn't take anything to offense at a bar. People are drunk, people get rowdy, and if you take offense to most things... you're going to get into a fight, easily (and they happen [i]all the time[/i]). I agree, though, that context is a difficult thing to convey on the internet. Perhaps if I could have stated it directly to you, my inflection and use of contextual pauses might have changed your reaction to the statement.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Veini-san Veini-san's picture
Re: Combat Hacking
I ressurect this thread, because I would like you to write all hacking combo with other skills/gear you like/know. Decivre wrote something about that:
Decivre wrote:
One thing I would recommend is not to make pure hacker characters. They tend to be boring. Instead, it's best to mix hacking skills with another skillset that complements it. Combining pilot skills and other SOM and REF skills with your hacking skills can allow your hacker to pilot drones in combat, and he can do so and participate in combat through his drones while still hacking. If you go for social skills, your character can be a subtle hacker, one who can break into someone's mesh inserts while spending time with them, utilizing their social skills for that opportunity. Social skills combined with hacking skills also reflect a common hacker motif in real life, as many of the greatest hackers were also expert social engineers who "hacked" people's trust as well as their systems (Kevin Mitnick immediately comes to mind). If you go with infiltration skills, you come off as the classic computer spy, who can sneak into facilities and get close enough to computer systems which are otherwise inaccessible. Lastly, a personal favorite is to combine hacking with unarmed combat. With an opportunity for direct physical combat, a hacker gains the means to hack into things he would not normally be able to do wirelessly... like, say, a cyberarm. Hint for the last one: purchase skinlink, a disabler (page 316), and either shock gloves or eelware. You'll thank me for that advice. In short, the best way to make hacking fun is to combine it with other skills. Most skill-based games are designed in such a way that characters with one trick are generally bland, anyways.
But you didn't explain details about this combos, so pls, write something more. I am looking for something like that. Thx.
Tango Tango's picture
Re: Combat Hacking
IMHO a hacker on a battlefield is a wasted resource (if he/she isnt wielding a gun that is). If we're talking about a 'meeting engagement' -type of battle of a scene where combat is initiated without prior extensive planning, pulling GITS-types of hacks just isnt possible. To me hacking is essentially a mixure between electronic warfare and (military) intelligence. It's done before the battle, mapping the enemy and then planning ahead so that the enemy network is already been hacked before it goes to battle mode. But what if its offline or they use some other sort of medium than wireless (laser links?). I would personally use good ol' hand signals or voice for communication while being in autistic mode and let that opposing hacker just sit useless in his corner. Or better yet, put up a fake battlenet and spoon feed shit to the opposition. I can see how an active networking would boost the efficency of a combat unit, but the decision to use it should always be weighted against available intel on the opposition. If the commander thinks it's too risky, well, thats why they still train hand signals at Direct Action. A way to have an effect on an enemy who's running silent would be to (if the hacker knew the morph's specs before hand) try to access it's components directly. What if there was a laser pulse signal that would open up a certain manufacturer's optics firmware for adjustments? Or a sound signal that would launch specific acustic sensor's re-calibration?
- "Mom's chicken soup, maybe?"
Axel the Chimeric Axel the Chimeric's picture
Re: Combat Hacking
Most people can not battle-hack, but infomorphs in ghostrider modules or people with multiple personality programs that allow them to perform mental actions could probably hack into an opponent's battlenet. In a world with sensors that can provide data on a whole battlefield, going autistic turns you into a proverbial dinosaur, while your opponents are using sensors that see through walls and constantly receiving a data stream on where you, and they, are at all times. They are in constant, silent communication with their allies and their weapons. And then there's the whole "Ordering around automated drones" thing. While you're giving hand gestures, the ally you're waving at gets a bullet through the brain, fired through a wall by a sniper half a mile away, because they have telemetry while you don't. Battle hacking is an extremely important thing to have. Hand gestures are still important, of course, but never discount the potency of information control.
Tango Tango's picture
Re: Combat Hacking
Like i said, i can see the benefits. I can also see a use for a jammer that would just blanket all the frequensies evening/downgrading the battle to a match where the ones who have the basics covered, prevail. Another thing about going silent mode is that, with right sensor package on board, you can tell where theres radiation. Somebody uses an active sensor to try to locate you just to find an incoming hale of bullets. Just because you use handsignals doesnt mean youve dropped your guard, nor that the people who that signal was intended to arent still watching their sectors. Imagine a scenario where the squad leader orders you to breach a door with a hand signal. What happens then is that your muse places a breach-symbol on the door and highlights pretrained positions for every member for the maneuver. No radio signals emitted, but everybody knows exactly what to do (even if they were facing away, as your gear would propably have 360 visual capability anway). Another thing i'd try would be to hardwire my guys. A thin fiber roll attached to a morph's back and feeding the fiber out as the morph moves would almost guarantee hack free system. What do you do with your opponent's equipment once you've hacked it? Well, the options are limitless. Tap into their comms, give false sensor readings, friendly fire...record the whole deal and sell the packet to their biggest rival. Im sure they'll curious to see their opponents capabilities, hardware and protocols.
- "Mom's chicken soup, maybe?"
Smokeskin Smokeskin's picture
Re: Combat Hacking
Anyone running a tacnet will also be running crypto. Unless you have the keys for that, you're looking at a base time of 1 week on a quantum computer to crack it, before you can even start hacking.
Yerameyahu Yerameyahu's picture
Re: Combat Hacking
Or a VPN. Either way, "Public key crypto is widely used both for encrypting data traffic between two users/networks/devices and for encrypting files. Due to the strength of the public key system algorithms, such crypto is essentially unbreakable without a quantum computer (see Quantum Codebreaking, p. 254)."
Smokeskin Smokeskin's picture
Re: Combat Hacking
Yeah. It completely kills GITS-style combat hacking in its tracks.
LostProxy LostProxy's picture
Re: Combat Hacking
Only if you're aiming for the traffic itself. If you hack into a device directly then you can access the data streaming through it.
Smokeskin Smokeskin's picture
Re: Combat Hacking
LostProxy wrote:
Only if you're aiming for the traffic itself. If you hack into a device directly then you can access the data streaming through it.
If they leave their devices open to non-encrypted traffic and access, sure. But that's pretty slack operating procedure, unless you absolutely have to interface with something in your surroundings.
The Doctor The Doctor's picture
Re: Combat Hacking
Smokeskin wrote:
If they leave their devices open to non-encrypted traffic and access, sure. But that's pretty slack operating procedure, unless you absolutely have to interface with something in your surroundings.
Cryptographically secured connections do not mean that someone cannot connect (unless multi-factor authentication is used), only that the connection's traffic cannot be understood by eavesdroppers. That does not mean that someone cannot try to brute-force login credentials, exploit subtle bugs in the cryptosystem to suss out some bits of the key, or exploit a vulnerability in the login service. To put it another way, people try to brute-force SSH logins all the time (approximately 6,042 times on one of my machines this month alone).
Smokeskin Smokeskin's picture
Re: Combat Hacking
The Doctor wrote:
Smokeskin wrote:
If they leave their devices open to non-encrypted traffic and access, sure. But that's pretty slack operating procedure, unless you absolutely have to interface with something in your surroundings.
Cryptographically secured connections do not mean that someone cannot connect (unless multi-factor authentication is used), only that the connection's traffic cannot be understood by eavesdroppers. That does not mean that someone cannot try to brute-force login credentials, exploit subtle bugs in the cryptosystem to suss out some bits of the key, or exploit a vulnerability in the login service. To put it another way, people try to brute-force SSH logins all the time (approximately 6,042 times on one of my machines this month alone).
I don't see how multi-factor authentication would make a difference to this sort of hacking. It only helps against social engineering and stuff like that. Only a mathemathical ID tool would matter, and those are no different from crypto, which you imply can be bypassed. Assuming you could log on, it wouldn't do an intruder any good without the key - anything sent or received would be gibberish since accounts would be set up for only crypto comms. Maybe the GM could allow a Hidden intruder to do stuff without a key since that is a backdoor access.. A sensible security approach would be to apply crypto to more than simply the data contents, like anything but the recipient and sender IDs. You could still brute force it though you'd have to guess a lot more than just login credentials, but even if that succeeded even a backdoor access would suffer from lack of a key, unless the GM allows for vulnerabilities in the crypto software, which the rules as written leave no option of. If the team is running stealthed signals, transmitting anything to them becomes impossible as the hacker won't know the channel hopping and modulation sequences.
Smokeskin Smokeskin's picture
Re: Combat Hacking
Double post
The Doctor The Doctor's picture
Re: Combat Hacking
Smokeskin wrote:
I don't see how multi-factor authentication would make a difference to this sort of hacking. It only helps against social engineering and stuff like that. Only a mathemathical ID tool would matter, and those are no different from crypto, which you imply can be bypassed.
Do not mistake a cryptographically secure connection for cryptographically strong authentication to an account on a machine. One can use SSH to contact a machine, but that is not the same as gaining access to an account, that requires authenticating to the system. If the passphrase on the account is weak encryption only hides the content of the traffic in transit. Multi-factor authentication would use a cryptographic module of some kind on either side containing pre-exchanged certificates, or something along the lines of a one-time pad (think RSA token) that, in addition to a username and passphrase would be required to access an account. Brute forcing a username is relatively easy; a password less so and multiple passwords even less so. To put it in EP terms, it would be possible for a mesh hacker to initiate a connection to a device over an encrypted channel, but that would not prevent them from trying to brute-force access to an account (unless stronger measures were taken, which would translate to a difficulty penalty on the die roll). Or you could just throw it at the player if they get a string of bad Infosec rolls.
Quote:
Assuming you could log on, it wouldn't do an intruder any good without the key - anything sent or received would be gibberish since accounts would be set up for only crypto comms. Maybe the GM could allow a Hidden intruder to do stuff without a key since that is a backdoor access..
Logging on is not the same as opening a connection. That would indeed be a possibility (at an even higher die roll penalty) for a more strongly secured system - rather than the sides of the connection randomly (for certain values of 'random') agreeing on session keys, to get a valid connection both sides would have to use pre-agreed upon crypto keys for a session.
Quote:
A sensible security approach would be to apply crypto to more than simply the data contents, like anything but the recipient and sender IDs.
Remember that the data would still have to be decrypted to be used by a running system.
Quote:
You could still brute force it though you'd have to guess a lot more than just login credentials, but even if that succeeded even a backdoor access would suffer from lack of a key, unless the GM allows for vulnerabilities in the crypto software, which the rules as written leave no option of.
Or something like compromising the crypto software itself - difficult but possible. I would give the player an Infosec roll with another penalty to see if they could inject a backdoor into the crypto software itself when setting up a backdoor.
Quote:
If the team is running stealthed signals, transmitting anything to them becomes impossible as the hacker won't know the channel hopping and modulation sequences.
That is a different matter from cryptography in itself.
Smokeskin Smokeskin's picture
Re: Combat Hacking
Sounds like we agree that combat hacking against a team that takes measures to protect their comms is next to impossible.
The Doctor The Doctor's picture
Re: Combat Hacking
Smokeskin wrote:
Sounds like we agree that combat hacking against a team that takes measures to protect their comms is next to impossible.
At serious penalties on the dice rolls, yes. Players could also take the same measures to make their communications less likely to be infiltrated.
Arenamontanus Arenamontanus's picture
Re: Combat Hacking
Smokeskin wrote:
Sounds like we agree that combat hacking against a team that takes measures to protect their comms is next to impossible.
In real security the issue is usually when these measures fail. That squad member who opens a VPN channel to her favourite music site; the unprotected port on that ammo clip you can dump malware into; the use of the old version of the open source targeting lidar routine that can be infiltrated by shimmering the right packets back as an IR echo...
Extropian
The Doctor The Doctor's picture
Re: Combat Hacking
Arenamontanus wrote:
In real security the issue is usually when these measures fail. That squad member who opens a VPN channel to her favourite music site; the unprotected port on that ammo clip you can dump malware into; the use of the old version of the open source targeting lidar routine that can be infiltrated by shimmering the right packets back as an IR echo...
Just as no strategy of war ever survives its first contact with the enemy, no system security plan ever survives first contact with the users. Do not forget disabling automatic firmware updates, viruses hiding in file metadata, unauthorized software being installed in a hardsuit's battle computer ("What do you mean, you're running BitTorrent over our tacnet?!"), and corrupted external storage media getting plugged into just about everything with a matching jack.
CYBER78 CYBER78's picture
Re: Combat Hacking
but extra speed can reduce the time of task action for hacking ?
Xagroth Xagroth's picture
Re: Combat Hacking
CYBER78 wrote:
but extra speed can reduce the time of task action for hacking ?
Frankly, I'd be more interested about the possibility of running an infomorph in an accelerated state/VR and trying to hack durig the combat the enemy's net... But yeah, extra actions make the hacking quicker, because you can make a roll per action, and more actions per turn means less actual time needed to accomplish the task.
Yerameyahu Yerameyahu's picture
Re: Combat Hacking
This question usually comes up in the form of, 'if there's a non-Action time scale', though. Are there any non-Action time scale hacking tests?
CYBER78 CYBER78's picture
Re: Combat Hacking
no one can help to solve this dub ? how did you make your hacking sequence , send some example.... bye bye
The Doctor The Doctor's picture
Re: Combat Hacking
Decivre wrote:
Which is why I recommended that critical successes on a brute force test be instantaneous breaks. It allows for hackers to do very quick entries into systems without completely invalidating the use of a firewall (brute force hacking puts you automatically into locked status). Moreover, if you're going for a cinematic feel, it seems more appropriate to me that the system is informed so a climactic mesh duel occurs, don't you?
To quote R.U. Sirius, I am going to say something slightly contrary: I like this idea. For the realist gamers who draw some of what happens in their games from their everyday lives, sometimes cracking a system is like this. Hearing various and sundry cheers and cries of joy from a penetration tester's office (or the battlefield at DefCon that is Capture The Flag) is entirely common. Sometimes It Just Works. For the cinematic gamers... why should it not happen from time to time? If everyone is enjoying themselves, err on the side of awesome and run with it.
The Doctor The Doctor's picture
Re: Combat Hacking
GJD wrote:
Why can I use some powerful exploit a single time, then save it for years without anyone ever getting the bright mind to patch the flaw that it exploits, simply because I only used it once? Did they magically all forgive me? Assume "eh, it only happened once. It's not like we actually need to patch a problem, right?" Did no one else in the whole system find the flaw that I found? I was simply being honest about finding the idea flawed.
There is ample real-world precedent for this, incidentally. Also, many compromises are never reported or even really researched (the "nuke and pave" philosophy of defensive IT), or even detected (sound like any CAs recently?)
GJD wrote:
There are several ways you could reflect this in the game. You could model that by: 1. Arbitrarily saying an exploit only works for a month or two.
I would add, on a natural 99 the exploit was discovered and patched, hence, why it set off every alarm on the sector's mesh.
GJD wrote:
3. Each exploit a set number of uses. 4. Each exploit a random but unknown to the player set of uses
Ouch. Crippleware 'sploits.
GJD wrote:
These are just a few ways i came up with, there are undoubtedly loads more. All of these are abstractions to a greater or lesser degree of my core requirement: a hacking method, be that using a certain piece of software or a certain exploit, won't last forever. The choice of which method I choose to use is based on how much abstraction I want and am prepared to accept. All of them can achieve the aim of reflecting that.
The cost of finding new vulnerabilities and updating one's cracking software might also be rolled into the downtime bits covered by monthly lifestyle costs.
The Doctor The Doctor's picture
Re: Combat Hacking
Smokeskin wrote:
Assuming you could log on, it wouldn't do an intruder any good without the key - anything sent or received would be gibberish since accounts would be set up for only crypto comms. Maybe the GM could allow a Hidden intruder to do stuff without a key since that is a backdoor access..
Let me try this again... Connecting to a system of some kind is not the same as being able to log into it and do things. You can dial the phone number of a machine attached to the PSTN with a modem, but all you see is the "login: " prompt. You can SSH or telnet to a machine plugged into a network but all you see is the "login: " prompt. Actually getting into the system - presenting and assuming an identity and authenticating yourself by presenting one or more pieces of information (that the real user only knows, presumably), and gaining interactive access to the resources on that system is the desired end result. Until such time as the presented identity is authenticated, the only thing that remote access service means to an attacker is that it is an opportunity, not a certainty. The attacker is stuck at the "login: " prompt chanting "EIP or die trying.." The use of a cryptographic protocol for remote access is for preventing eavesdroppers from monitoring the content of communications, including authentication credentials. That in itself does not prevent an attacker from contacting the service and trying to gain access, only that anyone watching the attack attempt would be able to infer little useful information.
Smokeskin wrote:
A sensible security approach would be to apply crypto to more than simply the data contents, like anything but the recipient and sender IDs. You could still brute force it though you'd have to guess a lot more than just login credentials, but even if that succeeded even a backdoor access would suffer from lack of a key, unless the GM allows for vulnerabilities in the crypto software, which the rules as written leave no option of.
That seems to be how the game system is written: Encrypted communications by default (i.e. no more plaintext protocols).
Smokeskin wrote:
If the team is running stealthed signals, transmitting anything to them becomes impossible as the hacker won't know the channel hopping and modulation sequences.
Now [i]that[/i] would be worth a penalty on the attackers' rolls.
The Doctor The Doctor's picture
Re: Combat Hacking
Smokeskin wrote:
Sounds like we agree that combat hacking against a team that takes measures to protect their comms is next to impossible.
I would say "very difficult," with penalties of -20 to -50 depending on how disciplined the other team is. Remember, in Eclipse Phase military sysadmins could possibly get away with using BOFH tactics against recalcitrant team members for screwing things up because the team member in question could always be resleeved.
Xagroth Xagroth's picture
Re: Combat Hacking
I'd like to say something regarding the exploit/program obsolescence: There was an "exploit" in CP2020 about buying cheap cybermodem, a driving AI (int 10 and one skill that could be at up to 8-9), and put it somewehere safe with an energy source, with instructions to code programs. In EP, that could be akin to make forks of yourself and put them to find exploits. Or my favourite exploit combo: Multitasking + ghostrider modules = as many extra helpers as ghost rider modules you have. To help you with teamwork bonuses or extra actions while hacking. Personally, I'd go for the GiTS:SAC way of "grab one of the enemies, physically connect to his body, hack it and through him reach all the others". If they are using a tacnet, then they are almost defenseless if you manage to "kidnap" one without the others noticing!

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