... I was -actually- wondering, having read the Computer Combat rules, if you didn't find them to be although less cumbersome, also actually less flavourful?
One thing about Netrunning - it felt like a separate game. IU netruns look more like a set of resisted or TN rolls and less like exploring an alien realm.
Now, I vaguely recall reading an IU supplement on Netrunning also. Can't find it on my drive though. TO THE INTERNETS.
Hmm. Maybe not.
Well... that was kind of the problem.... and a large part of why it was so confusing to people. Netrunning in Cyberpunk 2020 WAS pretty much a completely different game. It wasn't intuiitive to the rest of the game, and it didn't flow well with the normal rules. It was like playing Clue, then switching to Monopoly for ten minutes to an hour, then switching back to clue. It was inconsistent.
IU netrunning rules are consistent witht eh rest of the rules, the mechanic stays the same. This is a feature, not a flaw. While there was some merit in having a system so different, to illustrate the contrast between virtual and real, the truth is, it required the GM to completely shift gears mentally, which can really break momentum and flow of a game. Plus netrunnig was so very time consuming, that even if the rules had been perfectly smooth, it rarely seemed worth the effort, as it gave the netrunner class ridiculous amounts of spotlight time that in the real world took up only seconds... leaving the other players with the thumbs up their butts when the netrunner was running, but leaving the Netrunner to particpate fully in whatever they were doing, even if they were relatively inneffectual.
As for the flavor... that is up to the GM and players to describe. No one is going to necessarily agree on what the virtual world looks like, because the very idea of it is pretty surreal, and without visuals, consistent visuals, it's going to be different for every group. So IU just leaves the description of it up to the GM and players.
With the IU, the excitement comes from the lack of time, the pressure to get in, get out, do what you need, and get out before you are discovered and either traced, or attacked, or both. Hacking in IU is much more in line with the cyberpunk ethos of desperation, as opposed to the simulated dungeon crawl, complete with monsters and spells, that the original netrunning rules were. The descriptions of the fancy interface and the virtual architecture can still be there, they just aren't always necessary to get things done... Quick hacks are just that, quick... larger more dangerous hacks are prone to make the players sweat and tremble...
It works... at least for what we wanted to do with it... which was make the hacking rules fun and useable, without breaking the momentum or stride of the game.