[MERGED] Hostile Lockdown ability for Malf AIs!

How, what and why to code in BYOND.

Would you like this feature added?

Approve
13
17%
Approve
13
17%
Approve
13
17%
Reject
8
10%
Reject
8
10%
Reject
8
10%
Revise
1
1%
Revise
1
1%
Revise
1
1%
Abstain
4
5%
Abstain
4
5%
Abstain
4
5%
 
Total votes : 78

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Gun Hog
 
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[MERGED] Hostile Lockdown ability for Malf AIs!

Postby Gun Hog » Fri May 02, 2014 5:10 am #3237

I wish to grant the Malf AI a new ability - Hostile Lockdown, costing 20 CPU time!

- This ability activates all firelocks
- Closes all blast doors and shutters
- Closes and shock-bolts all airlocks that the AI can control, crushing anyone standing in a doorway when it happens.
- Sets the screen display to "Lockdown"

The lockdown can be reversed using the "Disable Lockdown" verb.
- Lifting the lockdown opens everything that was locked down by the AI. (Airlocks close again shortly after)
- Lifting the lockdown restores airlocks to a safe and functional setting.
Justification for this ability provided here: http://www.ss13.eu/tgdb/latest_stats.ht ... alfunction

It is my hope that this and further tweaks will help to even out the win/loss rate for the AI during this mode!

PR found here! https://github.com/NTStation/NTstation13/pull/532
It is merged!
Last edited by Gun Hog on Sun May 18, 2014 5:10 pm, edited 4 times in total.



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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby Neerti » Fri May 02, 2014 8:45 am #3265

I don't see how something that's easily circumvented and can be done by the AI manually for free deserves to be worth 40 CPU.
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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby AseaHeru » Fri May 02, 2014 12:12 pm #3295

Well, it is for the entire station.
At once.
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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby Stickymayhem » Fri May 02, 2014 12:17 pm #3297

It's loud and obvious, prevents plasma fire and other gases ruining the station, is too general and all in all seems to have little benefit to the AI. If a guy can circumvent one door like that he can circumvent another in ten seconds.

If I'm trying to separate people I should lockdown manually and more specifically.

Incredibly expensive and loud with very little benefit to the AI as a result.
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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby Jeb » Fri May 02, 2014 2:16 pm #3318

Make them able to fuck vending machines too like the random event does.
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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby Giacom » Fri May 02, 2014 3:27 pm #3327

You can already make machines rise up and kill humans.
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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby imblyings » Fri May 02, 2014 5:20 pm #3337

Get on my level faggots

What you need is a power that explodes all welding fuel tanks.
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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby Steelpoint » Fri May 02, 2014 5:23 pm #3339

Its a neat power in theory, but in practice all its going to do is loudly advertise to the crew that you are a Malf AI and you just spent almost half of your CPU to bolt down the station, which is not as effective as you might imagine if the crew is half way competent.

If the power cost around 10 to 20 CPU to execute it might be viable, but right now it seems to expensive to consider.
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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby Tokiko2 » Fri May 02, 2014 10:55 pm #3402

The usefulness of this probably depends on the map. You should consider adding an option to set different cost values for different maps in case we ever get that map switching thing implemented.

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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby Gun Hog » Sun May 04, 2014 7:44 am #3569

I can drop it to 20 if that seems more acceptable. I always thought that station-wide bolt shocking would be quite powerful as it hinders everyone without gloves and tools. I have not even PR'ed it for NTStation yet, so I can freely tweak it as needed. And yes, it is loud. It is meant to be loud. There is no way around it, even if I removed fire alarm and lockdown screen from the code, it would be ousted in seconds that a station-wide shock-bolt has occurred.

Also remember that the AI can reverse it at any time.

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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby Jeb » Sun May 04, 2014 8:09 am #3575

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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby Gun Hog » Sun May 04, 2014 8:08 pm #3670

Edited my PR in /tg/ to be 20 CPU! That should make it more tasty if it ever gets in.

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Re: [POLL] Hostile Lockdown ability for Malf AIs!

Postby paprika » Wed May 07, 2014 9:06 am #4195

I like it. Could definitely stall the crew a TON. Even if they know that the doors are shocked most crew members will be retarded enough to touch them a ton anyway, out of habit. Even if it's a big HOLY SHIT I'M MALF sign, it's still disorienting enough with the bright ass fire alarm lights to stall the crew in getting to you.

Edit: This is stronger than you might think though, woeful AI players. As much as you might want to make malf AI blob strong or whatever. It's not about AI balance, it's more about the AI being a hard role to master and antag AI goes hand in hand with that. Most of the AI losses are from poor AI players who play malf AI once or twice and get streamrolled so they turn it off. Just saying, AI is incredibly strong but like blob, you need to get good. There's a very small niche group of players that making malf strong will benefit and the worst part is these are the players that typically win malf so all you're really doing is making the good players even stronger and handing the bad players a crutch so malf is easier than blob. :lol:
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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby Helios127 » Thu May 15, 2014 11:46 am #6071

Course you gotta remember that the downside is... it also bolts all doors! Meaning your borgs might not get everyone.

Oh! It should also put *everyone* on arrest.
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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby paprika » Thu May 15, 2014 12:54 pm #6084

Now that's just taking the effort out of shit for the sake of taking effort out of shit.
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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby AseaHeru » Thu May 15, 2014 2:18 pm #6101

Why is everyone the *&!^ pug?

That said, borgs can unbolt doors, so thats not an issue Helios.
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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby Gun Hog » Thu May 15, 2014 3:41 pm #6127

Indeed. If you have borgies, they can unbolt and re-bolt at will. Keep in mind that the AI can unbolt and open EVERYTHING at once, as many times as it wants. This ability is not just "lol bolt-shock everything I win". If you think that is all it takes, then prepare to cry and wonder why you lost. Use it well. Door crush people. Flood plasma in select areas (this helps to conserve plasma) and if they are stupid enough to touch a door, you have yourself a fire! This power is all about containment. You slow down the crew and give yourself some time to think and manage the threats. You cannot much to stop engineers (unless they are unprepared or incompetent), clowns, assistants or certain heads (HoS, CE, Captain, RD if he has bombs or tools). You are most likely to get wrecked by assistants and engineers.

This power helps borgs to hunt down enemies. It is hard to escape when everything is bolt-shocked, even an engineer needs a good few seconds to get a door opened. Also keep in mind that simply disrupting the airlock's power will render it immune to the lockdown or release powers. Borgs can do that if they have an airlock they need to stay open or closed.

Fun tidbit if you play on Sibyl. If they approve this power there - the AI will not need to set anyone to arrest. It can simply hack the securitron and it will arrest everything in range! I call this the "Skynet" strategy. I am hoping to open up another winnable style of play other than "Hide core in mining" or "Door Fortress 13". "Borg Swarm" is balanced by the sheer ease of stopping it.

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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby paprika » Fri May 16, 2014 5:33 am #6221

I'm surprised you didn't mention "flood minisat with plasma" since that's literally the most effective strategy against -anything- that isn't an atmos tech hardsuit.
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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby Stickymayhem » Fri May 16, 2014 6:32 am #6234

paprika wrote:I'm surprised you didn't mention "flood minisat with plasma" since that's literally the most effective strategy against -anything- that isn't an atmos tech hardsuit.


>Toss in a welder
>Hope the AI bought that heat damage protection that doesn't do anything!
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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby Neerti » Fri May 16, 2014 7:52 am #6248

AIs/borgs are already fire-immune.
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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby Stickymayhem » Fri May 16, 2014 11:00 am #6270

Neerti wrote:AIs/borgs are already fire-immune.


Really? I'm sure I've died as a Borg in plasma fire before.

So that ability is SUPER useless.
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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby paprika » Sat May 17, 2014 12:25 am #6386

Lasers do burn damage you moron.
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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby Gun Hog » Sat May 17, 2014 12:45 am #6389

paprika wrote:Lasers do burn damage you moron.

The fireproof ability is completely and utterly useless. It does not affect the amount of burn damage taken from any weapon. It simply adds fireproofing to an object that already is fireproof.

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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby Neerti » Sat May 17, 2014 12:45 am #6390

You don't have to call him a moron. It's a pretty crappy/overpriced ability nobody uses anyways.
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Re: [POLL][PR] Hostile Lockdown ability for Malf AIs!

Postby paprika » Sat May 17, 2014 11:18 pm #6559

Gun Hog wrote:The fireproof ability is completely and utterly useless. It does not affect the amount of burn damage taken from any weapon. It simply adds fireproofing to an object that already is fireproof.


It has nothing to do with fire or plasma or anything like that, it's meant to be a laser proofing on your core, that's why it's expensive.

Code: Select all
/mob/living/silicon/ai/updatehealth()
   if(status_flags & GODMODE)
      health = maxHealth
      stat = CONSCIOUS
      return
   health = maxHealth - getOxyLoss() - getToxLoss() - getBruteLoss()
   if(!fire_res_on_core)
      health -= getFireLoss()


This code is p bad now that I look at it. But the intention behind the malf power is pretty clear. Someone ought to fix this.
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Re: [MERGED] Hostile Lockdown ability for Malf AIs!

Postby 420goslingboy69 » Sun Jun 15, 2014 11:09 pm #13737

Just saw this used in a round. Most OP ability I've ever seen in ss13. Makes everyone but Engineers basically stuck. Add the ability to add fires into rooms and remove gravity gg so quick.
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Re: [MERGED] Hostile Lockdown ability for Malf AIs!

Postby danno » Mon Jun 16, 2014 3:06 am #13795

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Re: [MERGED] Hostile Lockdown ability for Malf AIs!

Postby Stickymayhem » Mon Jun 16, 2014 10:39 am #13869

I killed the whole server with it, resulting in a successful restart vote. On Sybil. With forty players.

It's cool and fun, bit needs to be like three times more expensive
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Re: [MERGED] Hostile Lockdown ability for Malf AIs!

Postby AseaHeru » Mon Jun 16, 2014 12:53 pm #13918

Moar price needed then.
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