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Device Destroy
The real achievement...

First, my idea is to lower the skill requirements for most existing programming commands, allowing newer deckers to get into the skill set earlier.

Second, make the most powerful possible command allow a decker to destroy a Term.

Can we make the destruction be a timed bomb? You hide decked paydata but, in exchange, burns.
I love that. Maybe a trigger of like, when a specific Device ID accesses a specific node, trigger.
Maybe as a way to make collecting scans on someone's device a little more viable, add a command that scans a user for the last Term they logged into and/or IF they have GridSight, allows you to collect a scan of the device they are currently using.
Or maybe instead of a command that is run, it's a cybernetic that does that.
Not sure if you know but the BGBB has a new edit feature so you can always add to your post if you think of something so soon after, instead of duplicate-posting!
I'm not likely to implement destroying a deck entirely. This has been discussed elsewhere, but like, any time we implement something that destroys a high value item it leads to major complaints and people not using the system.

Take drug rigs that can blow up. We had to dramatically scale this back over the years because people just didn't want to risk a lot of money.

Decks are expensive, and a lot of time goes into them. Do you really want to log into the game and find out that someone blew your deck and months or work up while you were offline, for the lulz?

It's not a good gameplay loop. I'm all for consequences, but the approach I've taken with the grid is that deckers can have real, but mostly temporary impact.

It's the same reason you can't delete someone's node backups. That just creates more actual work for the player behind the screen who put a ton of effort into creating a node only to have some decker come along and delete it all for funsies.

Think about it in terms of temporary but real impact, and not about punishing people forever with limited constraints.

Another example is stealing cars. Before we had expensive kits to allow you to steal a car, someone stole almost every car in the game overnight.

Was it fun for them? Probably. Was it allowed in the rules and code? Yes. Was it fun for everyone else? No.

(Edited by Slither at 8:33 am on 8/11/2026)

That's reasonable.

So maybe the stronger alternative would be to combine this idea with craftable modular Terms, and a certain part, like the hard drive or something that allows it to turn on can be destroyed. But all of the data, programs, daemons, etc, remains in tact. And maybe it has a durability of some variety which allows it to be repaired if the attack doesn't outright destroy it.
I would be very against lowering skill thresholds for commands. The work available to deckers is already scant due, I think, to issues with player culture and the way people view deckers and the grid. If it was much easier to access higher level programs I feel the situation would be worse as more people would just chip it rather than engage in RP with deckers. You see this already happening with other similar skills (electro, secure, etc.).
You'd have to chip three skills.
Maybe instead of destroying it you could temporarily fry/disable it? Perhaps needing it to get repaired?
That's what I said in response to Slither, yes, and I think it's a good idea.

In addition, on the topic of lowering skill requirements, if all of the skill requirements for everything are so insanely high that I can't engage with my character concept until I've been playing for a month, that's a month in which new players have their belts tightened and their play experience restricted for no real benefit to the player base. If the concern is players just chipping the skills with skillsofts, then maybe skillsofts should be nerfed or something. But we shouldn't exclude new players.
New characters are just as able to utilize skillsofts as older ones. If you can't afford one, you can get a loan and engage in further RP. And there are other ways to engage in a character concept without being a master at the relevant skills.

(Edited by zxq at 12:27 pm on 8/11/2026)

And, to my point regarding work for deckers being limited, yes. That's the point of this post, the problem. The skill requirements for existing things should be lowered so new deckers can get into their archetype more easily, and there should be newer, better things more experienced deckers can do.
While I like this idea in theory, at the moment there's only really one group getting device references for other gridterms (due to the, frankly, silly level of a skill you need for daemon backtraces) and this would 100% just result in said group going "lol eat shit kid" the second you trigger a certain rather low threshold

(Edited by Baguette at 4:54 pm on 8/11/2026)

Yeah I mean, I'm definitely of the opinion that backtraces should be much easier to get.