Just... why does the AI use intercoms? Why can't it have a radio installed into it, with access to all channels?
Is it even a game balance issue or a code issue?
Of AIs and radios
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- In Game PermaBanned
- Joined: Thu May 08, 2014 11:17 pm
- Byond Username: Cipher3
Re: Of AIs and radios
But that's a legitimate feature and actually very much the point. The AI is supposed to have those conflicts due to its Asimov lawset. The intercoms being possible to set to those frequencies is intentional and purposeful. The thing he's talking about here is why do we even bother with that instead of an in-core radio with captain's headset-like access to all channels.Braindude wrote:Because it'd be fucking annoying to talk about executing a traitor in sec/command channel and get bolted in by the AI while you know it's player has a shit eating grin on his face doing it. And it already happens with AIs setting some of their intercomms to sec/command channel.
Boy I sure fucking wonder which AI does this fucking shit
Spoiler:
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- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Of AIs and radios
>not using NTSL to spy on every department channel as AI
On topic, why does it matter?
On topic, why does it matter?
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- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Of AIs and radios
because saycode
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
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