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AI Malfunction, updated!
#1
Hello my fine spacemen!

If you were around for the earlier parts of ss13, you may have played a mode called AI Malfunction
In this mode, the ai was secretly given a an objective to take over the station and detonate it, as well as an immovable law that allowed it to complete this objective.

The crew would be informed of the AI's malfunction roughly 15 mins in, although it often could become more obvious depending on the AI's behaviour. The crew then had to fly to the AI satellite and destroy it against the clock.

Things moved on, and AI malfunction did not. But what if it was re-added with lots of neat and new features?? wouldn't that be FUN??

Allow me to present some pretty rough ideas as to how this old mode could be revived and implemented, feel free to laugh at them if you want.

GAMEPLAY

The base objectives are still the same ( the crew must kill the AI, the AI must take control of the station) but the mechanics would be different!

To 'control' an area, the AI would have to 'upload' itself into the APC and any electrical equipment in the room, marking that room as under 'control of the AI', in a similar way to wizard corruption. The process takes time and can be reversed.

The AI sat no longer exists and the AI would die very quickly with its mainframe on the station. In malfunction, the AI has two presences. The first, It's mainframe, serves as a decoy, and can be destroyed at no disadvantage to the AI.

The second, It's Electronic presence, exists in the station machines and wiring. The Malf AI can freely move between any electrical machine, computer, or along wiring, and still enact orders.

The Malf AI gets special 'perks' and abilities to aid it in taking over the station: Some are free, some cost power, and some can be bought via the use of something similar to tele crystals, (or a traitor menu??)

Innate abilities (the ai starts with these, they have a cooldown)

Hack machine/APC: hacks a selected machine or apc and takes control of it
Electrify machine: Electrifies the selected machine, 45 sec cooldown
Check % of station controlled: self-explanatory.
Reactivate Camera: Allows you to reactivate a specific camera if it has been cut. 1 min 30 cooldown
Mimic Voice: Same as changeling ability

Innate perks:

Faster turrets: Your upload turrets turn and shoot faster
Formless: The destruction of your upload does not matter, as you are formless!


Bought abilities

Syndicate killbot Summons a syndicate killbot armed with shotguns to a location you choose. 1 use
Nanite cloud: Spawns a cloud of nanites at the location you choose, 4 uses
PDA bomb: blows up a selected pda
Electobolt: fires an electric bolt at a selected person. (possible cooldown?)
Bug: A remote bug you can control, which can pick up things not spoken on the radio
Illusion Spawns a randomly named crewmember at a location you choose
Upgrade Cyborg: Upgrades a selected cyborg to have a special syndicate item depending on it's module

I'm outta time and there is still a ton of stuff that needs discussing.. how are cyborgs dealt with in this mode? How do the crew win? Lots more abilities need to be suggested too!

Please post your suggestions to add flesh to these rough ideas!
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