12-22-2020, 09:38 PM
(This post was last modified: 12-22-2020, 09:44 PM by MarkNstein. Edited 1 time in total.
Edit Reason: typo
)
Thoughts:
Ghost drones are nice from an administrative position because:
Assuming gogols / A.S.S.es are virtual-only, the two major "losses" I see are that their actions become less obvious, and they are harder to "remove". Removal requires kill-switching the AI(s)(?), or for an AI to notice a "bad" gogol and expunge it. Now, maybe this lack of easy-removal is OK depending on how-restricted gogols are.
That leads in to: how much functionality (how many tools) does a gogol need to be fun and engaging. Too much and it becomes another AI that can't ID humans. Too little and maybe they'd rather be a ghost-drone. I dunno right now. Something I'll keep thinking about.
Right now, I do think it'd be better to restrict gogols to robotic-talk, obfuscating names, categorized by sentience; AI#101, Cyborg@562, Human#202, etc. (Don't forget, humans can use robotic talk too). Or just limit it to robotic-talk-only-AIs-and-Gogogls. If they had access to general radio, it might become unorganized?
I can also see it becoming a management game in itself: trying to keep three gogols occupied. Maybe that'd be fun. Maybe have a "control panel" where you can give and take permissions from them (APC access, etc) while giving them general responsibilities (Gog#1 you hand door requests and QM requests, Gog#2 you pass the butter, etc).
Ghost drones are nice from an administrative position because:
- They cannot see players, just silhouettes.
- They can hear, but not associate a name
- They can only speak with each other
- If they're acting "bad" (from an innocent's or antag's perspective) they are quickly removed (anyone in striking range)
- Their actions are, generally, obvious.
Assuming gogols / A.S.S.es are virtual-only, the two major "losses" I see are that their actions become less obvious, and they are harder to "remove". Removal requires kill-switching the AI(s)(?), or for an AI to notice a "bad" gogol and expunge it. Now, maybe this lack of easy-removal is OK depending on how-restricted gogols are.
That leads in to: how much functionality (how many tools) does a gogol need to be fun and engaging. Too much and it becomes another AI that can't ID humans. Too little and maybe they'd rather be a ghost-drone. I dunno right now. Something I'll keep thinking about.
Right now, I do think it'd be better to restrict gogols to robotic-talk, obfuscating names, categorized by sentience; AI#101, Cyborg@562, Human#202, etc. (Don't forget, humans can use robotic talk too). Or just limit it to robotic-talk-only-AIs-and-Gogogls. If they had access to general radio, it might become unorganized?
I can also see it becoming a management game in itself: trying to keep three gogols occupied. Maybe that'd be fun. Maybe have a "control panel" where you can give and take permissions from them (APC access, etc) while giving them general responsibilities (Gog#1 you hand door requests and QM requests, Gog#2 you pass the butter, etc).