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If the hacker is up to no good, would he or she risk leaving a digital footprint at home?
Please look up "proxy server".
From todays point of view that'd be relatively trivial. If he's a skilled grey hat, he'll have an assortment of insuspicious looking stolen or spoofed identities to choose from. Ordering gear, using a throwaway fake identity, to an empty apartment in an anonymous apartment building, giving a fake signature (digital or not) when it's being delivered is not much of a problem - as long as the gear itself isn't under special surveillance or outright illegal anyway.
So what, you are going to order hardware to your home address through a proxy, making yourself look even more suspicious?
Order hardware? What??
Did you follow the conversation at all?
The conversation was nonsense. Real-life recreational hackers practically never physically relocate themselves. They "work" from home, relying on software measures to obfuscate their location and identity.
We weren't talking about moving or relocating, but rather going out to buy or otherwise obtain new hardware.
As mentioned, the intro sequence works best unplayed so that players will fill in the blanks with their own imaginations. That's good story telling.If you take all of that away and just have it all as playable, then it will also take with it much of the magic that went into the start of the game.
Why? SS2 did the same and it didn't suck there.
It was very slow paced though.
Playable intro requires:Friendly interactive NPCsRailroading - why can't the player explore the whole station? Either a shit dummy-friendly hacking minigame substituting what should be the hack of the century that would in reality take quite some time and skill, or automating it with a cutscene/control robbing animation.Establishing safe atmosphere rather than dropping the player right in where everything has gone to shit with a fear of the unknown.Sounds like a dumb idea and I'm with icemann - best to leave it to the imagination in a short cutscene.