I propose a slot be added for them to use secure cards, and the frequency range they utilize be configured by a cyber tech w/ the default being as it is now.
This system as it was implemented is not good. I'm sure it's very tidy and organized on the drawing board with the different bands and segments, but the central provision itself is not strong enough to support that design.So I totally agree! CyberFreq modules should have every single radio feature (through some means or other), it may not be enough to start recovering from the radio rollout but it would be a start.It doesn't have real world advantages over SIC and gridphones. It's not cheap. It's not fun, or functional. The syntax to use them is awkward. They screw up in any mixture with vehicles. They lag enormously at random, or fail silently with no indication. Everyone's batteries are always dead.
The advantages that people posture about it, or the scenarios they come up with, are largely imaginary situations. The reality is we spent two or three years now trying to make it work and it never did, because there was always some better option or the radios just didn't work at all. The very rare situations it could've worked, it broke for some other reason or no one else had any equipment, because no one ever needed it.
If we were able to build up a base of characters using new CyberFreqs with non of the problematic limitations old radios have had, it would go a ways to kickstarting an ecosystem where people are actually using them.