12-15-2012, 08:46 PM
I like this, except for:
If AI started with realistic vision, it would need a cubic assload of cameras EVERYWHERE so it would be able to see most rooms with only a few blindspots, like you'd expect from something whose job is "watch everyone and make sure they don't all die, at least not without complaining about it." AI would be totally miserable if you couldn't see everywhere. On the other hand,
These are freaking sweet, especially the ID upgrades because I was complaining about this exact thing earlier.
As for more ideas:
Camera Zoom Upgrade: this allows the AI to actually examine things, letting it look at people's outfits and read notes laying on the floor. Without the health vision upgrade, though, it wouldn't be able to tell anything about someone's injury status beyond, "Its eyes are closed and it is laying still," "it appears to have superficial injuries," and "it appears to be heavily injured."
Cloak Detector Upgrade: regarding the idea for a robot jammer earlier, I think it's a very good idea. However, I think it might also be a good idea if the AI needed an upgrade to be able to IDENTIFY a cloaker. It should be able to see a disturbance (I guess just that white spinning circle with no sprite inside it), but it shouldn't able to name the cloaker or track them unless it has this upgrade, which allows it to actually see through the cloak like normal.
VOX upgrade: given only to AIs that the crew is certain will be responsible in their use of ASS DAY ASS DAY ALL CREW TO MEDBAY FOR ASS INSPECTION WOOP WOOP.
Finally, a traitor item:
Syndicate Modified Upload Card:
10 Telecrystals, Roboticist only
When plugged into one of the shelves, this automatically hacks into the AI and uploads a freeform law of the traitor roboticist's choosing. So long as it remains in the shelf, it will automatically reapply the law in the event that any changes occur to the AI's laws. On the other hand, you can't change the law once you insert it, and removing the card breaks it. Of course, if the crew finds one of these, they know who's responsible.
Also this would be great for those rounds where nobody wants to be borged, plus I always felt like two roboticists was one too many for the work they have to do and equipment they have to share. More stuff is always good.
RedbeardRum Wrote:Thermal/X-ray upgrades
If AI started with realistic vision, it would need a cubic assload of cameras EVERYWHERE so it would be able to see most rooms with only a few blindspots, like you'd expect from something whose job is "watch everyone and make sure they don't all die, at least not without complaining about it." AI would be totally miserable if you couldn't see everywhere. On the other hand,
RedbeardRum Wrote:Health/ID upgrades
These are freaking sweet, especially the ID upgrades because I was complaining about this exact thing earlier.
As for more ideas:
Camera Zoom Upgrade: this allows the AI to actually examine things, letting it look at people's outfits and read notes laying on the floor. Without the health vision upgrade, though, it wouldn't be able to tell anything about someone's injury status beyond, "Its eyes are closed and it is laying still," "it appears to have superficial injuries," and "it appears to be heavily injured."
Cloak Detector Upgrade: regarding the idea for a robot jammer earlier, I think it's a very good idea. However, I think it might also be a good idea if the AI needed an upgrade to be able to IDENTIFY a cloaker. It should be able to see a disturbance (I guess just that white spinning circle with no sprite inside it), but it shouldn't able to name the cloaker or track them unless it has this upgrade, which allows it to actually see through the cloak like normal.
VOX upgrade: given only to AIs that the crew is certain will be responsible in their use of ASS DAY ASS DAY ALL CREW TO MEDBAY FOR ASS INSPECTION WOOP WOOP.
Finally, a traitor item:
Syndicate Modified Upload Card:
10 Telecrystals, Roboticist only
When plugged into one of the shelves, this automatically hacks into the AI and uploads a freeform law of the traitor roboticist's choosing. So long as it remains in the shelf, it will automatically reapply the law in the event that any changes occur to the AI's laws. On the other hand, you can't change the law once you insert it, and removing the card breaks it. Of course, if the crew finds one of these, they know who's responsible.
Anticheese Wrote:So your idea is to take away the few advantages an AI player has and make more pointless busywork/waiting around for roboticists?
Also this would be great for those rounds where nobody wants to be borged, plus I always felt like two roboticists was one too many for the work they have to do and equipment they have to share. More stuff is always good.