05-21-2019, 09:45 PM
(05-13-2019, 08:54 PM)Zamujasa Wrote: - The AI law console should let you just freely print new cards rather than the current method of having a limited number of them like there is now.
- There should be a hidden "slot 0" that requires some tool to access. A covered spot for "emergency" laws, so to speak. It shouldn't appear in the law list when checking the console when it isn't exposed. Mostly for nefarious purposes, so that there's a little bit more to finding if the AI is rogue than just checking the list.
Re: hardwiring: AIs could use the powernet if connected, otherwise use the mainframe radio. This would limit law updates to AIs within mainframe range (and also make them appear on ping tools...) as well as allowing for packet sniffing or network interference (solar flares, signal jammers, etc), maybe even allowing new law updates to be sniffed.
Syndicate borgs should probably appear on the list but ignore lockdowns and killswitches. The console would just have to fake them working with bogus countdowns, but otherwise finding a Syndicate borg is as easy as "does this one show up on the list? yes: good no: syndicate"
How do you plan on handling ion storms, which can overwrite or add new laws?
Reminder: There will be no 'AI law console'
I think my plan is to have spare law cards in the AI room, but also have them orderable from QM and other places.
I like the hidden slot 0 idea, having to unscrew a cover on the rack or something. I think i'll look at implementing once it's all feature-complete.
RE: Syndicate borgs, that's not how it works currently but it's a fine idea. I'll look at implementing that.
I'm coding the whole system raw first with 'cheaty' links between stuff, and then I'll migrate it to using powernet and networking stuff.