Here is what I would like to see in SR5 regarding cyberware hacking, as well as some related thoughs in response to what have been said so far:
I like the idea of hacking cyberware, but
it must be far simplier than it is in SR4 (it is too complex for me), for example 1 opposed roll.
Furthermore, hacking cyberware shall not allow to do everything with the cyberware, here are a few exemples for you to understand my point:
- a cyberarm, as I see it, has 2 main interfaces
- a DNI, which controls the arm and is physically plugged to the brain, the only way to hack it is to hack the brain (i.e. it is not possible)
- a wireless interface, used to monitor status and allow maintenance. It is used to do everything that a "natural arm" cannot do (to be read with an open mind, for example cyber blades would be controlled by the DNI, as for cat claws, the same for other cyber weapons) for example maintenance, diagnosis, download firmware update. This interface is hackable. A hacker would then be able to shut down the arm, report false status, etc...
- a cybereye has the same 2 interfaces, however the wireless interface is able to do far more because all overlays are using this interface (the DNI is only used to control where the eye is looking and send the images) so a hacker shall be able to change all overlays, which can blind the user or making him see things that do not exist)
I also like the idea of having short-lasting actions (as detailed by someone above), using the assumption that the HW will eventually recover in a few seconds.
And to be "combat effective", one should have to invest in *gasp* combat skills. If they don't want to do that, then tough cookies.
Last, I do not think that all characters shall be able to take part in combat, but I would like that it is possible for players to ensure their character can play a role if they wish (and invest a little). This means that in order to do cyberware hacking, the hacker must spend some ressources specifically for that, it shall not come for free in the hacker package. These resources (or skills) can be considered "combat skills".
This will allow a player to have a hacker that can play a role in combat
in hacker style at the cost of a few skills/softs/whatever is not part of the regular hacker package. You can compare that to a magician that can be effective in combat in a magician style: with combat spells.