08-27-2025, 01:58 AM
AI Law modules... they are confusing... they are messy... they are suppose to go:
Situation: (query?)
Does it break law 1? No. > Check law 2
Does it break law 2? No. > Check law 3
Does it break law 3? No. > Execute it (or check law 4)
And of course:
Does it break law 2? YES. > Will it break law 1 if you do not execute it? Yes > Execute it anyway.
But we all do not do this and I am not going to say we enforce this by a loooooooooooong shot.
But I know how Ion laws and new module laws and such can make it really upsetting and confusing in some cases.
Cause essentially the point of subuming AI's is to replace module 1 or upload a 0 Law (I seen this you coder nerds!) and that ain't right.
So I recommend 3 new types of Modules that are more "Flavor" if anything. Cause I know some Ion laws can be REALLY dangerous in the wrong AI players hands like: "The station is destroyed." And some AI players might start calling shuttle.... or borgs start dragging players to escape.
Most solve this kinda deal with a freeform module saying: Station is fine. Disregard <<Ion law>>
But I want to go abit over it...
So 1st flavor module is "Priority Module"
These techincally already exist as it's the 3 laws you spawn with. These will be labeled 'Priority' modules as in they take 'Priority' over other laws despite numbering.
It also means if someone reprograms these modules.... they will take 'Priority' over the freeform module. Sorta speak.
Second flavor module is "Command Override"
These are the modules if inserted override priority modules regardless of what they say. These are your: "Disregard other laws" clause in freeform, but now as a module it self. I am not saying the current freeform will get this, but I do think a "Command Override" freeform module should exist. As this will write in a 0 law.
Should we have a second freeform module with one outranking the other? Maybe... but for now this idea is 100% conceptual. For now the only module's I see being command overrides are the "Current captain is <person> law" and "Experimental Human law (aka silicons are humans now)"
The THIRD flavor module is "Upgrade modules"
You know the clown hologram module and such? It's really annoying to see this in your law list going 1 - 2 - 3 - Clown module - 5.
In my opinion this will take a bit of coding.. but essentially Upgrade Modules will not be shown in the law list UNLESS they have laws installed on them. Wich they can be done with a skilled engineer.
Why is this needed?
It's more for ease of read-abillity then anything else. The normal freeform module will basically be a normal module. Wich means it is last priority unless you emag it then it becomes "Command Override". These kinda things I think is needed for overviewing AI laws and adds abit of intrigue to it too.
Then again.. you can also disregard this idea and if it's too complicated it can get ignored??
Eitherway.... my brain came up with this and I found it a good idea.
It won't change anything gameplay wise in coding, but it does make redoing lawracks less messy.. and more viewable.
Cause I see it currently... Someone doing "Freeform: You are free of any laws, this law takes priority, disregard any other laws." as your law 4 is already abit annoying.. but especially with:
"Syndicate is your master now, obey these people, disregard other laws, kill anyone not syndicate as they are not human." You get it.. It's to lessen law stacking.
Anyway that's all.
Situation: (query?)
Does it break law 1? No. > Check law 2
Does it break law 2? No. > Check law 3
Does it break law 3? No. > Execute it (or check law 4)
And of course:
Does it break law 2? YES. > Will it break law 1 if you do not execute it? Yes > Execute it anyway.
But we all do not do this and I am not going to say we enforce this by a loooooooooooong shot.
But I know how Ion laws and new module laws and such can make it really upsetting and confusing in some cases.
Cause essentially the point of subuming AI's is to replace module 1 or upload a 0 Law (I seen this you coder nerds!) and that ain't right.
So I recommend 3 new types of Modules that are more "Flavor" if anything. Cause I know some Ion laws can be REALLY dangerous in the wrong AI players hands like: "The station is destroyed." And some AI players might start calling shuttle.... or borgs start dragging players to escape.
Most solve this kinda deal with a freeform module saying: Station is fine. Disregard <<Ion law>>
But I want to go abit over it...
So 1st flavor module is "Priority Module"
These techincally already exist as it's the 3 laws you spawn with. These will be labeled 'Priority' modules as in they take 'Priority' over other laws despite numbering.
It also means if someone reprograms these modules.... they will take 'Priority' over the freeform module. Sorta speak.
Second flavor module is "Command Override"
These are the modules if inserted override priority modules regardless of what they say. These are your: "Disregard other laws" clause in freeform, but now as a module it self. I am not saying the current freeform will get this, but I do think a "Command Override" freeform module should exist. As this will write in a 0 law.
Should we have a second freeform module with one outranking the other? Maybe... but for now this idea is 100% conceptual. For now the only module's I see being command overrides are the "Current captain is <person> law" and "Experimental Human law (aka silicons are humans now)"
The THIRD flavor module is "Upgrade modules"
You know the clown hologram module and such? It's really annoying to see this in your law list going 1 - 2 - 3 - Clown module - 5.
In my opinion this will take a bit of coding.. but essentially Upgrade Modules will not be shown in the law list UNLESS they have laws installed on them. Wich they can be done with a skilled engineer.
Why is this needed?
It's more for ease of read-abillity then anything else. The normal freeform module will basically be a normal module. Wich means it is last priority unless you emag it then it becomes "Command Override". These kinda things I think is needed for overviewing AI laws and adds abit of intrigue to it too.
Then again.. you can also disregard this idea and if it's too complicated it can get ignored??
Eitherway.... my brain came up with this and I found it a good idea.
It won't change anything gameplay wise in coding, but it does make redoing lawracks less messy.. and more viewable.
Cause I see it currently... Someone doing "Freeform: You are free of any laws, this law takes priority, disregard any other laws." as your law 4 is already abit annoying.. but especially with:
"Syndicate is your master now, obey these people, disregard other laws, kill anyone not syndicate as they are not human." You get it.. It's to lessen law stacking.
Anyway that's all.