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)