Gving the AI and sec something to do to reduce validhunting

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Tornadium
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Re: Gving the AI and sec something to do to reduce validhunt

Post by Tornadium » #115000

Bottom post of the previous page:

Why not just remove AI from round start positions and require the AI to be built? (Requiring research).

Then you can keep the AI and give the bridge commander and crew a purpose.
Zilenan91
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Re: Gving the AI and sec something to do to reduce validhunt

Post by Zilenan91 » #115006

Tornadium wrote:Why not just remove AI from round start positions and require the AI to be built? (Requiring research).

Then you can keep the AI and give the bridge commander and crew a purpose.

This would remove Malf mode
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Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
whodaloo
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Re: Gving the AI and sec something to do to reduce validhunt

Post by whodaloo » #115011

Zilenan91 wrote:
Tornadium wrote:Why not just remove AI from round start positions and require the AI to be built? (Requiring research).

Then you can keep the AI and give the bridge commander and crew a purpose.

This would remove Malf mode
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Malkevin

Re: Gving the AI and sec something to do to reduce validhunt

Post by Malkevin » #115016

Meh, Malf hasn't been fun since it turned into Hide and Seek, and even before that it was only fun for the half dozen people that could grab space suits.
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Scones
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Re: Gving the AI and sec something to do to reduce validhunt

Post by Scones » #115019

Zilenan91 wrote:
Tornadium wrote:Why not just remove AI from round start positions and require the AI to be built? (Requiring research).

Then you can keep the AI and give the bridge commander and crew a purpose.

This would remove Malf mode
Nothing of value lost
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AnonymousNow
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Re: Gving the AI and sec something to do to reduce validhunt

Post by AnonymousNow » #115022

Malkevin wrote:Meh, Malf hasn't been fun since it turned into Hide and Seek, and even before that it was only fun for the half dozen people that could grab space suits.
I think there's only a few of us who can remember the satellite run. Good times.

Personally, I'd cry blood if the AI was removed.
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Re: Gving the AI and sec something to do to reduce validhunt

Post by PKPenguin321 » #115127

Scones wrote:
Zilenan91 wrote:
Tornadium wrote:Why not just remove AI from round start positions and require the AI to be built? (Requiring research).

Then you can keep the AI and give the bridge commander and crew a purpose.

This would remove Malf mode
Nothing of value lost
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Incomptinence
Joined: Fri May 02, 2014 3:01 am
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Re: Gving the AI and sec something to do to reduce validhunt

Post by Incomptinence » #115141

Malf is pretty out of date last addition was what autoborger?
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Re: Gving the AI and sec something to do to reduce validhunt

Post by PKPenguin321 » #115145

Incomptinence wrote:Malf is pretty out of date last addition was what autoborger?
no it was the mech hijack thing IIRC, but still malf is shit

edit: actually i think it was the universal door close-bolt-shock thing getting nerfed and camera upgrade/reactivate getting buffed
i play Lauser McMauligan. clown name is Cold-Ass Honkey
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tell the best admin how good he is
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Gun Hog
Joined: Sat Apr 19, 2014 5:19 am
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Re: Gving the AI and sec something to do to reduce validhunt

Post by Gun Hog » #115201

My changes to Malfunction are as follows:
- AI's powers get displayed at round end
- Upgrade Turrets buffed to make turrets have heavy lasers (40 dmg per shot)
- Upgrade Cameranet gives all cameras xray and EMP resistance, plus night vision for the AI
- The Repair Camera net power works on up to 30 cameras across the entire network.
- Added Hostile Lockdown, and later nerfed it.
- Added Mecha Domination. (Needs adjustments)
- [PENDING] Disable RCDs power changed to Destroy RCDs, makes RCDs explode! (does not hurt Engineering borgs)
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CPTANT
Joined: Mon May 04, 2015 1:31 pm
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Re: Gving the AI and sec something to do to reduce validhunt

Post by CPTANT » #115203

malf autoborger should be reduced in cost, its an incredibly fun feature but never used because of the cost.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
Malkevin

Re: Gving the AI and sec something to do to reduce validhunt

Post by Malkevin » #115204

The borgs it make have crappy cells
Zilenan91
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Re: Gving the AI and sec something to do to reduce validhunt

Post by Zilenan91 » #115219

CPTANT wrote:malf autoborger should be reduced in cost, its an incredibly fun feature but never used because of the cost.

+1 it's so expensive, and the main reason malfs almost never use it is firstly because it costs so damn much, and secondly because there are SO many bad borg players in this game, and it's really hard to get borgs that know how to play the game.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
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Re: Gving the AI and sec something to do to reduce validhunt

Post by Lumbermancer » #115226

I think the main issue that the AI and sec suffer from is that they don't have much to keep themselves occupied with, which leads to then scanning the station for antag behavior, since they don't have anything else to do really.
Holy fuck it's literally the job of security to scan the station for antag behaviour. Stop with this whiny talk.
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CPTANT
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Re: Gving the AI and sec something to do to reduce validhunt

Post by CPTANT » #115231

Lumbermancer wrote:
I think the main issue that the AI and sec suffer from is that they don't have much to keep themselves occupied with, which leads to then scanning the station for antag behavior, since they don't have anything else to do really.
Holy fuck it's literally the job of security to scan the station for antag behaviour. Stop with this whiny talk.
inb4 "lolno sec don't fight antags they keep the station safe" comments of people who can not grasp the concept of police catching badguys.

Well guess what, if antagonists go around sabotaging shit and murdering people (read: 95% of them) hunting them is exactly what keeping the station safe is.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
Malkevin

Re: Gving the AI and sec something to do to reduce validhunt

Post by Malkevin » #115250

FYI: Real life police aren't even there to protect individual people, they're there to uphold the law.
That protect and serve slogan is only a marketing ploy

Their only legal obligation is to protect the public at large, which means getting the scumbags off the streets

What makes anyone think the goon squad of a corporate dystopia is going to be any better?
TheNightingale
Joined: Fri Mar 20, 2015 5:07 pm
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Re: Gving the AI and sec something to do to reduce validhunt

Post by TheNightingale » #115254

Getting the scumbags off the streets =/= getting the antags off the streets. Unfortunately, quite a lot of scumbags are non-antags with a penchant for greytiding, and even a few antags aren't law-breakers (excluding "enemy of the corporation", of course).
Cheimon
Joined: Tue May 20, 2014 6:53 pm
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Re: Gving the AI and sec something to do to reduce validhunt

Post by Cheimon » #115261

Yeah, but how can we ignore Enemy of the Corporation? Being in thrall to the Syndicate is a huge IC concern.
TheNightingale
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Re: Gving the AI and sec something to do to reduce validhunt

Post by TheNightingale » #115266

Taking a side job itself doesn't mean much, until you start actually doing something against the station. Killing your traitor objective is murder; stealing the blueprints is grand theft; possessing an emag is contraband. "Enemy of the Corporation" is just something you charge people with noslips with to get them out of the way.

(Or not, you've got a point there.)
Last edited by TheNightingale on Thu Aug 27, 2015 8:55 pm, edited 1 time in total.
Cheimon
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Re: Gving the AI and sec something to do to reduce validhunt

Post by Cheimon » #115276

So joining the organisation that literally sends commando teams over to stations to blow them up with nukes is "doesn't mean much"? Syndies and Nanotrasen aren't just two lovable scamps: they're organisations that absolutely hate each other. There's no reason for security forces to be merciful to someone that joined the enemy.
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