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Another problem is that the fog of war shouldn't have been inside the new matrix - it's too easy to blindly walk into a darkened map only to be spotted by a sentry that you couldn't have known was there.
The problem lies in how you're sneaking. it's not sneaky, and the manner in which you sneak is much like cutting your sandwiches with a chainsaw. It's possible, but the result is rarely elegant. The fact that things one might use to help you, such as suppression and boost, are stuck in combat only adds to the frustration.
The easiest solution I can see is simply being able to start turn based mode in the matrix at will, much like launching a drone into a vent. I suspect that is what is supposed to be happening, given how the matrix tracing sensors work.
Add to that the limitations of the isometric perspective that hides tiles from your view, as well as the fact that the pathfinding will sometimes screw you over, and it is easy to get frustrated.
So now we have a micro management clickfest...not my cup of tea.
I did prefer the old matrix mechanics over the new one, although those really weren't excellent either. The best representation of a matrix run in a Shadowrun game that I have come across so far, is the way it was handled in the old Genesis version. I'm surprised that HBS didn't take any inspiration from there.
What I do like about the new matrix is the puzzle system when hacking nodes. It makes me feel like I'm actually trying to decrypt something, which is nice.
It seems that HBS took more influence from the SNES SR game than the genesis one. Strange as most people seem to prefer the genesis version.
Real time stealth is out of topic of turn based game and again stupidely unlinked to any character building.
Total crap, hate it, waiting a refund of my pledge.
It is not this games fault you can't think freely! The option to blunt force your way in via your matrix abilities is there, you just don't do it.
That is how I have done it, the best part is that the later systems are full of ice, meaning that you can slip past the watcher ice in turn-based mode even, while just keeping one harmless white ice alive and keep using the trace reducer. 5 extra trace per turn is less than you can surpress.
Some people own a Deck, other people are Deckers, you chum, are a wiz decker.
Developers, take heed. You have made a terrible decision.
Then with my second character who's a shaman/magey type, I was struck by the fact that I didn't have nearly as much fun with it. I mean don't get me wrong, it's a still a very nice upgrade from the truly boring original system and the new system mimics the SR pnp much more closely but playing through the new matrix as Is0bel wasn't nearly as enjoyable for me.
I'm still puzzling out as to why that is. Is it purely psychological in that without the decker being my main character was that the main reason I just didn't feel as invested in succeeding? Was it a combination of that and the fact that perhaps Is0bel's skill set wasn't as good?
It's an interesting conundrum to me, nonetheless.