Today I'm specifically going over this section (under Asimov & Law 2 Orders):
What exactly is considered a dangerous area is left vague, but a reasonable assumption can be made that it is, in general, any location that unauthorized access to has a reasonable chance to lead to human harm. I often consider chemistry a dangerous area when accessed by non-medical personnel without access (though am of course willing to allow it in reasonable situations, such as a loose virus with no medical staff to handle it.) What's also worth noting is that the first and second section somewhat contradict in the use of the term "immediate" - none of the listed dangerous examples necessarily cause IMMEDIATE human harm, though an unauthorized user getting a ton of laser guns or a maxcap is obviously dangerous and the risk of a plasma/n2o/etc flood is clear for atmos. The supermatter crystal is arguably ALSO a dangerous area, in that it can lead to radiation, an explosion, potentially anomalies or gas fires, and in edge cases, singularity or tesla breaches (though these require very deliberate forms of sabotage.)Opening doors is not harmful and you are not required, expected, or allowed to enforce access restrictions unprompted without an immediate Law 1 threat of human harm.
"Dangerous" areas (armory, atmospherics, toxins lab, etc.) can be assumed to be a Law 1 threat to any illegitimate users as well as the station as a whole if accessed by someone not qualified in their use.
While normally such a policy section is fine being vague, as it's generally a common sense issue as to what qualifies as a dangerous area and what doesn't, progressive traitors brings with it a new curveball: the Bridge. (and the captain's office.)
For those of you out of the loop, traitors now have a new "reputation" stat, and they take on missions in a similar manner to how contractors used to. Reputation increases over time, and by competing missions, they gain bonus TC and reputation. Higher reputation results in both better equipment becoming purchasable and harder, more dangerous missions. Several of these missions, including one of the two "finale" missions, revolve around hacking a comms console (as a 30 second do_after), which depending on the mission can:
Summon Pirates
Summon Fugitives
Increase the round threat level by 15
Awaken some syndicate sleeper agents
In the case of the finale one, it instead gives you a special item that instantly hacks said console, calling the "Starfury," which is functionally very similar to nukies (I've heard that they might be stronger.)
Why is this a big deal? Because it means allowing a traitor access to a comms console is likely to result in human harm. By consequence, this makes the captain's office and bridge potentially "dangerous areas." This situation is unique compared to the others in that the danger is less obvious, and it's ONLY dangerous if accessed by a traitor. This leads me to the following combination of questions as to how an Asimov AI should be reacting to a human's attempt to access one of these areas.
Can/should an Asimov AI deny a human access to an area with a communications console to:
Roundstart mindshielded personnel (sec and a non-acting captain?)
Heads of staff?
Regular crewmembers?
Does the answer to any of the above change if the presence of syndicate agents is likely?
Does the answer to any of the above change if the presence of syndicate agents is confirmed?
Does the answer to any of the above change if the specific human is likely to be a syndicate agent?
Does the answer to any of the above change if the specific human is confirmed to be a syndicate agent?
Should the AI de-facto deny non-mindshielded non-humans access without a law one or two reason?
I'm assuming the answer for the first question in ALL situations is "no," as they cannot be traitors unless they're being impersonated. The rest, however, feel iffy, and I can see a lot of arguments going in a lot of different ways, which is why I'm asking for extra opinions here.