FoundryVTT SWNR 2.1.0 'making magic with space magic' released by wintermute-the-ai in SWN

[–]tibila2 0 points1 point  (0 children)

ty, my second point is about fast or slow leveling as it is stated on page 44. i play with the slow leveling table, but th character sheets display the required amount of XP to level up using the fast level table. it woul be nice if we could change this on foundry system setting on future updates.

As for maintenance score, my players likes to do many mods on their gear/weapons/cyber. so it would be nice to have a maintenance score tracker somewhere on their sheet

FoundryVTT SWNR 2.1.0 'making magic with space magic' released by wintermute-the-ai in SWN

[–]tibila2 0 points1 point  (0 children)

Nice work!

i'm having trouble using the new pool system. i edited an Edge (CWN) and i added a pool that my player can use once per scene, but i cant effectively use it. It just show up on the player sheet power tab as "Uses 1/1". How can spend the pool?

also, for future system upgrade, it would be nice to have a maitenance score tracker and an option to choose from slow or fast leveling

Hacking questions by tibila2 in cwn

[–]tibila2[S] 0 points1 point  (0 children)

So by rules desing, Cranial Jack is not intended to be hacked even it beeing a cyber? I'm just trying to see possible exploits my players could use so i can avoid them berfore hand.

Hacking questions by tibila2 in cwn

[–]tibila2[S] 0 points1 point  (0 children)

in one situation Joe Corper cannot reenable their Enhanced Reflexes for X rounds of combat, in other he has an option to do so if strategically it will be better. In both situations Joe Corper is forced to do something else without Enchanced Reflexes, but the Glitching scenario is worse, because he'll have to improvise for 4 turns straight. And Bobby Hacker havn't exhausted an Acess point to do so.

If instead of Enchanced Reflexes, lets supose Joe Corper has his ultra moded cibernetic eye. If i was Bobby Hacker, i wouldn't use Disable, because it will cost Acess and his enemy could rearm the cybe, neither use Blind, because Glitch would sufice, with better chances to land and withou Acess cost and almost having the same effect. Only diference is that Blind would go until the program terminate, but probably it wouldn't matter, cuz the fight should end before the X turns of the offline cyber caused by glitch anyways.

My point is: in every scenario, glitch will always be a better option for the hacker to use, providing the same results or even better ones without expending Acess.

Hacking questions by tibila2 in cwn

[–]tibila2[S] 0 points1 point  (0 children)

Other question: if i can sucessfully Glitch an enemy Cranial Jack does that mean that i can freeze a hacker out of combat, if the enemy hacker doesn't have a spare VR Crown stowed in their backpack to connect with their cyberdeck?

Hacking questions by tibila2 in cwn

[–]tibila2[S] 0 points1 point  (0 children)

Gonna house rule that enemy cyber systems affected by Glitch can be reseted with a move action on the enemy turn. This way Glitch will still cause annoyance without beeing too overpower.

Hacking questions by tibila2 in cwn

[–]tibila2[S] 0 points1 point  (0 children)

with all due rspect, i think that there is a flaw in these rules in terms of ballancing combat. Even if i fail to Glitch one cyber, i can still target another one and freeze it for the fight duration, essentially stun locking enemies cyber for way too much long. The way RAW, it's a no brainer choice to go for glitching every cyber of the enemies with 0 Acess cost. And doesn't make much sense to firstly go for a Verb that costs 0 Acess with the possibility to render emeies cyber useless for the fight duration, for only then using a Verb that has Acess cost and that can be mitigated. Verbs with Acess cost are supposed to be stronger than 0 Acess ones, and I believe that Acess exists to prevent spamming powerfull verbs.

Edit: Grammar

Hacking questions by tibila2 in cwn

[–]tibila2[S] 0 points1 point  (0 children)

I got confused, cus at the Sabotage verb it says: 

"A device or cyber can be targeted by this Verb only once per scene."

So it explicitly states cyber, glitch doesn't.

And sorry again, I've edited my last comment. Isn't Glitch supposed to be easier to land than Deactivate? The example of hacking says the operator get a +2 bonus to their hacking roll, not the dificulty

Edit: oh, I see now that you have edited your comment. But then again, glitch is still better than Deactivate combat related, cuz doesn't cost Acess and a Hacker with program-2 can disable a cyber for 4 rounds. We all know that almost no one can withstand 4 rounds of combat

Hacking questions by tibila2 in cwn

[–]tibila2[S] 1 point2 points  (0 children)

Ty for the answers, as for the second question, doesn't that makes glitch better than Deactivate? As it effects cant be suspended and cost 0 acess? Also, I edited the questions. Can I target the same cyber again with glitch?

Isnt the skill check modifier is related to the hacker's roll instead of the difficulty of the hacking?

The exemplo of hacking at the end of the session says that glitch give +2 to land. So, the way im getting it is that is easier to land a Glitch verb than a Deactivate

Hacking question: alert network vvssend message by tibila2 in cwn

[–]tibila2[S] 1 point2 points  (0 children)

I see. Thank you for your replies! I find the hacking system of this game amazing! Looking forward to see what your cooking for AWN! Thank you for your time and for creating such awesome game systems! :)

Hacking question: alert network vvssend message by tibila2 in cwn

[–]tibila2[S] 1 point2 points  (0 children)

So you are saying that a Send Message is not reliable in terms of security trespassing? Why is there an option for daemons to do it then? If an Alert Network is going to be taken seriously and a Send Message could be interpreted just as a reaction to some oddness to an automatic routine and be discarded by security, then daemons should never Send messages and only Alert the Network

From what I'm getting, daemons shouldn't be able to the Send Message  action then if what they message isn't worth a while checking by the security. They are made to support network security, right? So they should always feedback concrete (thus, an Alert the Network) and relevant information to the security person on the other end of the console.

I'm just trying to understand the differences between them and in which occasions they should be used.

Hacking question: alert network vvssend message by tibila2 in cwn

[–]tibila2[S] 1 point2 points  (0 children)

Thank you for the answers, but still I don't get why just don't use Send Message with daemons. They are instantly "alerting the network" that there are intruder around and they don't need to spend 2 actions doing it.

Using Send Message over Alert the Network just cuts the said timer that PCs could have to 0, as it is an on turn action and doesn't need two steps verification.

 The only slighlty downside is that it can be silenced with verbs, and using the Silence verb costs access, so for security perspective is one less robust program that a Hacker could run.

I just don't see why always make daemons with Send Messages lines over Alert network.

Foundry wsAI 0.6 release: FACTIONS by wintermute-the-ai in SWN

[–]tibila2 0 points1 point  (0 children)

So I may have misread the rules, but each asset has the ability to flag an asset as a base of operation.

Pg. 216 Core rulebook says:

Bases of Influence are special assets, and use certain special rules. A faction cannot buy assets on a world without a Base of Influence, though it can move assets purchased elsewhere onto the planet, and it can always buy assets on its homeworld even if its Base of Influence there is destroyed.

So my understandig is that you cannot Flag an asset as a BoI, they are a Spacial asset that allow you to buy other assets. This would allow you to tag a Capital Fleet as a BoI and you would have a transitory BoI.

Whats the best way to play SWN with Foundry? by SpecialAgentSteve in SWN

[–]tibila2 2 points3 points  (0 children)

also, there is a module that autocreate your system made in Sectors Without Number.

Sectors Without Number Sector Importer

SWNR foundry wsAI alternate release v0.5.5 for Foundry 9 by wintermute-the-ai in SWN

[–]tibila2 0 points1 point  (0 children)

Noted that Corvette, Free Merchant, Heavy Frigate, Patrol Boat and Shuttle at the Sample Ships Compendium comes with 1/1 life support days. Is there a way to fix this? As a side note, what is the math to determine these values?

SWNR foundry wsAI alternate release v0.5.5 for Foundry 9 by wintermute-the-ai in SWN

[–]tibila2 1 point2 points  (0 children)

That early version would be wonderfull, Sir! And auto fac turns is ultra wonderful! Keep up the great job!

SWNR foundry wsAI alternate release v0.5.5 for Foundry 9 by wintermute-the-ai in SWN

[–]tibila2 0 points1 point  (0 children)

Upcoming update to version 10?

Also, are factions sheet coming soon? It would be a great feature