05-25-2020, 10:26 AM
(This post was last modified: 05-25-2020, 10:38 AM by SimianC. Edited 1 time in total.)
In terms of gameplay, I think AI is the most unique role in Space Station 13. Since you lack a permanent physical presence, most of your gameplay will consist of observing and communicating that information to other players over the radio, occasionally receiving an order to open a door or dispense medicine.
Bearing that in mind, the most important aspect of AI gameplay and what sets them apart from other AI, at least in my opinion, is the personality/gimmick they adopt and how it influences the way they interact with the crew. As previous posts have mentioned, a good AI is one that makes the round more enjoyable and enhances the player experience. An AI can display inhuman levels of competence when it comes to serving the crew, but how much does that contribute to my overall enjoyment of a particular round? Is that type of round memorable? By no means am I saying that competence as an AI is a bad thing, but ask yourself those same questions for an ill-mannered AI that responds to requests with sarcasm and sass, or an AI that can't help being overly cheerful, even in the face of nuclear annihilation by Syndicate operatives.
When it comes to behavior, it's important to remember that the AI has a great deal of influence in dictating how a round plays out or flows. My goal as AI is to act in a way that creates a fun experience for everyone involved, antagonists included, and a lot of this involves withholding information or not acting on it immediately or at all (within reason or unless ordered to of course). I can't tell you the number of times I've caught people ordering gear in maintenance while setting the solars or a changeling dragging someone into space, but revealing that prematurely eliminates the possibility of tension or mystery for everyone. You are depriving crewmembers of the opportunity to react to the drama.
This isn't to say you should always pull your punches, you should absolutely rise to the occasion if there are Nuclear Operatives on-station or a changeling is depopulating the station; Giving antagonists sufficient challenge is part of creating a fun experience for them and the rest of the crew. This is something that becomes easier with experience, but my general approach is to react to things with a slight delay, up until a certain point or threat level; Report things related to the crime, without being overly specific unless the situation dictates or if commanded to (e.g. "Security, there's a quite a lot of blood in Podbay. Might be worth investigating" vs. " Security, John Butts murdered Sylvester Stinkbuns in Podbay with a .22").
So long as you're able to follow orders and your laws, mechanical skills and knowledge are just icing on the cake. They aren't vital to be considered a good AI, but they certainly help! If you're new to the role, the things I would prioritize learning are the maps so you can offer directions and communicate information more accurately, using radio prefixes, the calibrations for the solars, and using highlight strings to help follow chat (found in chat settings in-game).
Bearing that in mind, the most important aspect of AI gameplay and what sets them apart from other AI, at least in my opinion, is the personality/gimmick they adopt and how it influences the way they interact with the crew. As previous posts have mentioned, a good AI is one that makes the round more enjoyable and enhances the player experience. An AI can display inhuman levels of competence when it comes to serving the crew, but how much does that contribute to my overall enjoyment of a particular round? Is that type of round memorable? By no means am I saying that competence as an AI is a bad thing, but ask yourself those same questions for an ill-mannered AI that responds to requests with sarcasm and sass, or an AI that can't help being overly cheerful, even in the face of nuclear annihilation by Syndicate operatives.
When it comes to behavior, it's important to remember that the AI has a great deal of influence in dictating how a round plays out or flows. My goal as AI is to act in a way that creates a fun experience for everyone involved, antagonists included, and a lot of this involves withholding information or not acting on it immediately or at all (within reason or unless ordered to of course). I can't tell you the number of times I've caught people ordering gear in maintenance while setting the solars or a changeling dragging someone into space, but revealing that prematurely eliminates the possibility of tension or mystery for everyone. You are depriving crewmembers of the opportunity to react to the drama.
This isn't to say you should always pull your punches, you should absolutely rise to the occasion if there are Nuclear Operatives on-station or a changeling is depopulating the station; Giving antagonists sufficient challenge is part of creating a fun experience for them and the rest of the crew. This is something that becomes easier with experience, but my general approach is to react to things with a slight delay, up until a certain point or threat level; Report things related to the crime, without being overly specific unless the situation dictates or if commanded to (e.g. "Security, there's a quite a lot of blood in Podbay. Might be worth investigating" vs. " Security, John Butts murdered Sylvester Stinkbuns in Podbay with a .22").
So long as you're able to follow orders and your laws, mechanical skills and knowledge are just icing on the cake. They aren't vital to be considered a good AI, but they certainly help! If you're new to the role, the things I would prioritize learning are the maps so you can offer directions and communicate information more accurately, using radio prefixes, the calibrations for the solars, and using highlight strings to help follow chat (found in chat settings in-game).