Cyberspace Interaction

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This article is in the Dystopia Manual series.
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The most important thing a decker can do is gain control of nodes in cyberspace. This allows them to effect meatspace and improve their team's ability to attack or defend the current objective. In some situations, the objective itself is in cyberspace and the decker's role is even more crucial.

Deckers can run a number of programs on nodes to slow the progress of an enemy decker from taking control of them. These programs will force the enemy decker to run offensive programs to overcome the defensive programs, which will cost them time and energy. Additionally, some of the defenses can drain energy or even deck out a decker that is careless in trying to break through.

Some of these programs are run on the screen inside the node itself, and some are run on top of an existing ICE Barrier. In either case, to run a program, approach the button screen inside the node, or the node's ICE barrier, and press the number key corresponding to that program (shown on your HUD).

Enhanced Cyberdeck Minigame

Deckers who use the Enhanced Cyberdeck have access to a few offensive and defensive programs that users of the regular Cyberdeck do not. Additionally, when they run a program, a sequence of commands will appear (known as the Enhanced Cyberdeck minigame), with buttons corresponding to each command below. Pressing the buttons in the same order as the commands appear will cut the time taken to run a program by a half, which halves the energy cost also. However, making mistakes will increase the time taken.

The sequence of commands for every program remains the same. However the placement of the buttons will vary every time it is run. Memorising the sequence of commands will enable the decker to run programs much more quickly and can make the difference between victory and defeat.

Defensive Programs

Button Screen Programs

Password Protect

  • Forces the enemy decker to use Password Cracker to gain control of the node.
  • The weakest form of protection, it is run on a screen and is one of the only two defensive options available to regular Cyberdeck users.
  • Enhanced Cyberdeck users should only ever use Password Protect if they are certain they do not have enough time or energy for a stronger form of protection.
  • There are 3 steps for users of the Enhanced Cyberdeck minigame, in the following order: MD5 Algorithm, Enrapture, Access Manager.

Encryption (Enhanced Cyberdeck Only)

  • Forces the enemy decker to use Decryptor to gain control of the node.
  • A stronger version of Password Protect.
  • It will overwrite an existing Password Protect, so there is no reason to use Password Protect first unless you are uncertain whether you will be safe for long enough to run Encryption.
  • There are 5 steps for users of the Enhanced Cyberdeck minigame, in the following order: Packet Encapsulator, Key Escrow, Integer Library, Skipjack, Blowfish.

ICE Barrier (Enhanced Cyberdeck Only)

  • Seals off the node with an ICE wall passable by your team only. Forces the enemy decker to use ICE Wedge or ICE Breaker to gain access to the node.
  • Can be upgraded with ICE Alarm, ICE Mine or Green ICE for extra security.
  • Usable on screens by Enhanced Cyberdeck users
  • Not all nodes can have ICE Barriers added to them.
  • There are 6 steps for users of the Enhanced Cyberdeck minigame, in the following order: Ciphertext, Bastion System, Challenge-Response, Content Blocker, Policy Enforcement, Hybrid Auth.

ICE Barrier Programs

Programs run on ICE Barriers are visible to enemies for a brief period after being run, but quickly become undetectable unless ICE Scan is used.

ICE Alarm

  • When an ICE Barrier with an ICE Alarm in it is bypassed by any means, all spawned Cyberdeck and Enhanced Cyberdeck users on the bypassed Alarm's team will hear an audible alert noise (no matter where they happen to be, in or out of Cyberspace).
  • Can be combined with ICE Mine.
  • There are 6 steps for users of the Enhanced Cyberdeck minigame, in the following order: Sound Cache, Intrusion Detector, Deck Connector, Packet Builder, Enemy Filter, Hide Daemon.

ICE Mine (Enhanced Cyberdeck only)

  • When an enemy Wedges an ICE Barrier with an ICE Mine in, the Mine will activate and chase the nearest enemy decker, dealing 50 energy damage on contact.
  • Ice Mines can be shot down
  • Can be combined with ICE Alarm.
  • There are 7 steps for users of the Enhanced Cyberdeck minigame, in the following order: Tracking System, Target Detector, Movement Systems, Enemy Filter, Drain Burst, Arm Mine, Hide Daemon.

Green ICE (Enhanced Cyberdeck Only)

  • When an enemy touches Green ICE, or finishes running ICE Breaker on it, they are briefly immobilised, then forcibly decked out of Cyberspace, with no energy damage inflicted but a short EMP effect, disabling all implants and energy regeneration in the same way as an EMP Grenade.
  • Green ICE is useful in enclosed spaces where an enemy is likely to accidentally run into an ICE Barrier, or in situations where you are able to hide in Cyberspace and use a Projectile attack to knock enemies into it.
  • There are 6 steps for users of the Enhanced Cyberdeck minigame, in the following order: ICE Connect, Collision Init, ICE Override, Prime Charge, Enemy Filter, Hide Daemon.

Offensive Programs

In order to take back control of a node in cyberspace, offensive programs must be used to remove the defences set up by enemy deckers. Regular cyberdeck users have access to the majority of these programs (all except for ICE Breaker), but will tend to run them far slower as the Enhanced Cyberdeck minigame will be unavailable. For this reason, an Enhanced Cyberdeck user is preferable for most objectives which require decking.

Button Screen Programs

Password Cracker

  • Used to remove an enemy's Password Protect program.
  • There are 2 steps for users of the Enhanced Cyberdeck minigame, in the following order: Dictionary, Hashlist.

Decryptor

  • Used to remove an enemy's Encryption program..
  • There are 4 steps for users of the Enhanced Cyberdeck minigame, in the following order: Algorithm Analyser, Sequence Matcher, Overflow Check, Key Generator

Ice Barrier Programs

When using these, it may be a good idea to hold Shift to walk slowly. That way you can precisely control your movement up to the ICE but not touch it in case you hit Green ICE.

Wedge

  • Temporarily bypasses an ICE Barrier.
  • Is very quick to run.
  • Will set off ICE Mines but not Green ICE. Be ready to shoot down any mines you trigger.
  • There are 2 steps for users of the Enhanced Cyberdeck minigame, in the following order: Stack Overflower, Process Delayer.

ICE Breaker (Enhanced Cyberdeck Only)

  • Removes enemy ICE Barriers, and disables ICE Mines (although ICE Alarms will still be triggered). However, it will trigger Green ICE on completion.
  • There are 5 steps for users of the Enhanced Cyberdeck minigame, in the following order: Defense Monitor, Kwang Grade 11, ICE Key Synch, Internal Wedge, ICE Shutdown.

ICE Scan

  • Scanning an ICE Barrier very quickly reveals any defences such as Mines and Alarms.
  • If Green ICE is present, it will be removed safely, allowing you to safely break the ICE.
  • This can be useful in deciding whether or not to Wedge - Scanning and Wedging can still be quicker than simply using ICE Breaker.
  • There are 2 steps for users of the Enhanced Cyberdeck minigame, in the following order: KMP Search, Virus Removal.

See Also

This article is in the Dystopia Manual series.
<-- Prior Article (Movement in Cyberspace)(The Official Maps) Next Article -->
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