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Encryption

Separating Cyber-Warfare Fact From Fantasy 111

smellsofbikes writes "This week's New Yorker magazine has an investigative essay by Seymour Hersh about the US and its part in cyber-warfare that makes for interesting reading. Hersh talks about the financial incentives behind many of the people currently pushing for increased US spending on supposed solutions to network vulnerabilities and the fine and largely ignored distinction between espionage and warfare. Two quotes in particular stood out: one interviewee said, 'Current Chinese officials have told me that [they're] not going to attack Wall street, because [they] basically own it,' and Whitfield Diffie, on encryption, 'I'm not convinced that lack of encryption is the primary problem [of vulnerability to network attack]. The problem with the Internet is that it's meant for communication among non-friends.' The article also has some interesting details on the Chinese disassembly and reverse-engineering of a Lockheed P-3 Orion filled with espionage and eavesdropping hardware that was forced to land in China after a midair collision."

Comment Not a new idea (Score 1) 1

People forget that remote computing, and even rudimentary "Cloud Computing", was started back in the 1960's. I can remember in the 1970's doing work on GEISCO computers. At a time when the smaller "mini-computers" cost over $100K (1970's dollars), it was common for smaller companies to make use of GEISCO and other computer time sharing services.

Space

Jumpgate Evolution Dev Talks Class Balance 86

Hermann Peterscheck recently made a post on the Jumpgate Evolution developer blog about NetDevil's strategy for balancing the various classes of ships in the game. They seem to be taking a different approach from most MMOs in letting the PvP side of the gameplay set the baseline, rather than allowing PvE concerns to override that. From the section titled Combating Combat: "Early on our lead systems designer, Jay Ambrosini, came to the correct conclusion that all of the preliminary balancing was best done in a PvP context. The reasoning is that in PvE, the player needs to feel powerful, but in PvP the fight needs to feel balanced. Once ship classes are balanced in PvP, its not as hard to make the player feel powerful in PvE, but the opposite is not true. We spent many weeks playing just the first class of ship, the light fighter, in teams of 5 or 6 in order to evaluate what it was that made those ships fun to fly and fight. After daily battles, you begin to see what makes those ships work. We also started with the mid level ships as opposed to the low or high level ships. This is primarily because you can find the center point and then work upwards and downwards from there. ... It's very tempting to just throw a bunch of classes of ships together in order to say things like "our game has 15 classes of ships!" but this, we believe, is the wrong direction. People want meaningful and strong choices and not lots of meaningless, empty choices. Currently we plan to have 4-6 classes, but they will each have nearly endless possible configurations within those groups."

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