12-15-2012, 06:11 PM
I originally posted this idea in the general suggestions thread, but I think that this idea is actually pretty decent, and so decided to flesh it out a bit more and give it its own thread.
A new area would be added, preferably close to robotics and/or the AI upload. This area would contain a bunch of equipment, known as the AI auxillary station-side equipment (ASSE), or something similar.
My theory is that it'd work by fitting additional er, "shelves", I suppose, where you would insert upgrades, similar to the cyborg upgrades. The more shelves the roboticist builds and secures for the AI's ASSE, the more upgrades could be installed, due to each set of shelves only being able to hold a specific amount of upgrades (maybe one per shelf/set of shelves, so that it's more tedious to give the AI every upgrade available?).
The Shelves: (for lack of a better name)
The shelves would need to built, similar to computers, and would need to be on top of a power cable to link up to the ASSE mainframe. They would also require a power supply to be functional. The parts for each shelf could be manufactured by the robotics manufacturers. I'm guessing the necessary parts would be something like: reader/drive(so that it knows what to do with the upgrade), a case/frame, and some wire to hook it up. The optional (or maybe just make it all necessary, if you want) parts could be a power cell, so that it wouldn't immediately be brought down when the main powercell in the room ran out of gas, and a flash, or lightbulb, to act as a sort of "on/off" light on the exterior, so that anyone viewing the shelves can tell if it's activated or not.
Mainframe & Monitering computer:
The mainframe is pretty straight forward - it is what connects the upgrades to the station & AI. I'd like this to be standard issue, and so it would come pre-built, and in place. Maybe you could give it a couple of small hardware upgrades aswell, such as a powercell so that it has a backup power supply similar to the shelves?
The monitering computer would be similar to the robotics control computer. It would list the shelves that're connected to the mainframe, and what upgrades they have installed in them, and any relevant information, which I'll expand on soon. It would also have an "on/off" remote toggle, to allow the personnel and the AI to turn off the upgrades without uninstalling them.
The Upgrades/Augmentations:
Each active upgrade would cause a decent increase in the power drain for the room. This would mean that when the station was low on power, the AI would have to be more sparing with how it used its upgrades, rather than just leaving them on constantly. Of course, if the station had a normal power supply, then it'd be fine with running all of them at once.
I currently don't have any more ideas for upgrades, but I'm sure other people will be able to think of other bitchin' ideas - so if you have anything, please suggest it here!
I do have another idea related to the AI, though, which I think would be a nice addition to this AI upgrade & downgrade:
A new area would be added, preferably close to robotics and/or the AI upload. This area would contain a bunch of equipment, known as the AI auxillary station-side equipment (ASSE), or something similar.
My theory is that it'd work by fitting additional er, "shelves", I suppose, where you would insert upgrades, similar to the cyborg upgrades. The more shelves the roboticist builds and secures for the AI's ASSE, the more upgrades could be installed, due to each set of shelves only being able to hold a specific amount of upgrades (maybe one per shelf/set of shelves, so that it's more tedious to give the AI every upgrade available?).
The Shelves: (for lack of a better name)
The shelves would need to built, similar to computers, and would need to be on top of a power cable to link up to the ASSE mainframe. They would also require a power supply to be functional. The parts for each shelf could be manufactured by the robotics manufacturers. I'm guessing the necessary parts would be something like: reader/drive(so that it knows what to do with the upgrade), a case/frame, and some wire to hook it up. The optional (or maybe just make it all necessary, if you want) parts could be a power cell, so that it wouldn't immediately be brought down when the main powercell in the room ran out of gas, and a flash, or lightbulb, to act as a sort of "on/off" light on the exterior, so that anyone viewing the shelves can tell if it's activated or not.
Mainframe & Monitering computer:
The mainframe is pretty straight forward - it is what connects the upgrades to the station & AI. I'd like this to be standard issue, and so it would come pre-built, and in place. Maybe you could give it a couple of small hardware upgrades aswell, such as a powercell so that it has a backup power supply similar to the shelves?
The monitering computer would be similar to the robotics control computer. It would list the shelves that're connected to the mainframe, and what upgrades they have installed in them, and any relevant information, which I'll expand on soon. It would also have an "on/off" remote toggle, to allow the personnel and the AI to turn off the upgrades without uninstalling them.
The Upgrades/Augmentations:
Each active upgrade would cause a decent increase in the power drain for the room. This would mean that when the station was low on power, the AI would have to be more sparing with how it used its upgrades, rather than just leaving them on constantly. Of course, if the station had a normal power supply, then it'd be fine with running all of them at once.
- Thermal Vision. The AI currently starts with this, but I think it'd be more interesting if the AI started off bare. This upgrade would allow the AI to see all of the creatures within its field of view/map, even those which are cloaked. This would mean that at the start of the round, the AI would be incapable of seeing cloaked people.
- X-Ray Vision. The AI currently starts with this aswell. This would allow the AI to see through walls, so that it would be able to see items, people, and anything else it wouldn't have been able to before due to a vision-blocking obstacle.
- Health Vision. I stole this one from enforcer9 in the general suggestions thread. This would act exactly the same as the health goggles in medbay, allowing the AI to see the general health condition of each human/changeling/vampire.
- ID access upgrade. When interacting with computers, vending machines, or any other hardware that isn't a door, the AI would attempt to use the ID last scanned by the upgrade instead of its regular AI access. This means that with a roboticist ID scanned, the AI would be able to remotely issue goods from the med vendors, and with a sec id, issue goods from the sec vendors. This would become useful in various crises, such as when someone requires a spaceacillin injection, but no one will come to vend it for them, or when the crew requires flashes, handcuffs, or flashbangs to fight off some sort of menace, and there is no security or heads to help them, which is a common occurance. When logging into computers, instead of using AIusr, it would use the ID scanned. This would allow it to use dwaine computers. Obviously, it'd be a terrible idea to swipe a head's ID in this, because then the AI would be able to recall the shuttle. What if the AI wants to log in as AIusr because it has an assistant's ID swiped? It can use the monitering computer to turn the upgrade off. Convenient!
In the monitering computer, under additional information, it would list the rank of the ID scanned, and the name.
I currently don't have any more ideas for upgrades, but I'm sure other people will be able to think of other bitchin' ideas - so if you have anything, please suggest it here!
I do have another idea related to the AI, though, which I think would be a nice addition to this AI upgrade & downgrade:
RedbeardRum Wrote:New traitor item: Radar Transparency Device, basically identical to the one from Deus Ex:This'd be a huge boon to most traitors, especially rampaging ones. With the AI unable to track or spot you, you wouldn't have the issue of being randomly locked down. Although there are multiple ways to solve this already, I would like another efficient option besides "kill the AI at the start of the round", due to the finality of its death, and how boring that ends up being for it.
Quote:"Radar-absorbant resin augments epithelial; microprojection units distort
agent's visual signature. Provides highly effective concealment from automated
detection systems -- bots, cameras, turrets."
When activated, the AI and cyborgs would not be able to see you. Also, other bots wouldn't be able to detect you (eg. beepsky, medibot, etc). It'd fit in your pocket, like the cloaking device used to. Would cost the same as the cloaking device, preferably.
Basically acts as a robot counterpart to the cloaking device.