Roundstart AI bolting/reinforcement

subject217
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Roundstart AI bolting/reinforcement

Post by subject217 » #447865

Bottom post of the previous page:

I've had discussions with several different admins about this and the wording of this rule is somewhat strange so I thought it was suited for a policy thread. Repeatedly as a player I've run into AI players who will turn the AI sat into Fort Knox at roundstart: Bolts on all airlocks within the AI sat, and shutters/blast doors enabled both on the AI sat and on the entrance to the transit tube that leads to the AI sat (like on Meta or Delta ). Here's what the rules say about roundstart bolting for AIs:
Silicons and Other Server Policies wrote:1. You must not bolt the following areas at round-start or without reason to do so despite their human harm potential: the Chemistry lab; the Genetics Lab; the Toxins Lab; the Robotics Lab; the Atmospherics division; the Armory. Any other department should not be bolted down simply for Rule 1 reasons.
2. The core and upload may be bolted without prompting or prior reason. The AI core airlocks cannot be bolted and depowered at roundstart however, unless there is reasonable suspicion an attack on the core will take place.
The specific wording here is "The core and upload". A separate part of the rules also allows the AI to keep Secure Tech Storage bolted at roundstart. The AI core is only the immediate area that the AI subsides in and the one airlock that leads into it. However, most AI players go well beyond that. Should this be enforced? Personally, it's quite obnoxious when one tries to go to Telecomms as an engineer on Metastation and he is blocked by blast doors, 4 bolted airlocks, and stun turrets.

In other parts of the rules it is mentioned multiple times that the AI cannot bolt things down because of the *security risk* if it's an area that's actually used by people to do their jobs. IMO, Meta tcomms meets this prerequisite and enforcement of this rule should be changed, at least on Metastation.
Last edited by subject217 on Mon Oct 22, 2018 1:03 am, edited 2 times in total.
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
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Re: Roundstart AI bolting/reinforcement

Post by Anonmare » #453688

Still relies on you having a cyborg or an AI shell which isn't guaranteed and other traitors will probably kill you than work with you.
And MULEbots can't be directed like normal bots or travel through transit tubes/space/teleporters

If there was a malf power to just buy a customisable AI shell, it'd be fine but there isn't one, not that it matters since EMPs are hyper-deadly to AIs and more abundant than they've ever been.

You don't even need to EMP the AI core, you only need to hit its APC really. Since EMPs pulse wires, an EMP'd APC will be turned off for ~2 minutes and if they EMP the SMES as well - you're already dead, you just don't know it yet. Since an EMP will deplete an entire power cell in an APC and toggle the SMES output off, and you can't turn it back on without being powered by an APC.
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Anuv
Joined: Sun Feb 18, 2018 11:34 pm
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Re: Roundstart AI bolting/reinforcement

Post by Anuv » #453693

Let malf AIs shunt to mulebots and control them
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Yakumo_Chen
Joined: Fri Dec 11, 2015 10:08 pm
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Re: Roundstart AI bolting/reinforcement

Post by Yakumo_Chen » #453718

I've said for months that emp-proofing apcs and turrets is a power and AIs should get, make it cost the same as the turret upgrade.
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
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Re: Roundstart AI bolting/reinforcement

Post by DemonFiren » #453815

making emps bounce off walls when
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non-lizard things:
Spoiler:
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