Part 1 of this series introduces Decker and how it relates to the roguelike game genre.
Part 2 considers the part of the game the supports the action: character development, examining the cyberdeck, and obtaining or building new hardware and software.
In this post, we’ll carry out a typical cyberhit against a future version of Radio Shack, and snatch a little bit of something for ourselves in the process. First, however, let’s review our mission.
We’ll rejoin our fledgling hacker at the hub. Click on “View Contracts” to review the mission.
When we’re looking for a mission, this shows a list of available missions. If we accept a mission (which we have), it shows the details for the current mission. Our contract states that all we have to do is break into the Radio Shack computer system, and disable the alarm systems. We’re probably facilitating a robbery or corporate espionage. Contracts can have more complex requirements, such as not setting off alarms, or even completely trashing a system. For now, we’ll be satisfied with something this simple, and the lousy payment of 105 credits.
Note that the deadline is in one day. If we disconnect for any reason, that’s a day’s work done. Reconnecting can only be done on the following day, so we better be done by the deadline, or our reputation will suffer.
Well, what are we waiting for, let’s indirectly hurt some people!