The syndicate binary interface implant.

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Bluespace
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The syndicate binary interface implant.

Post by Bluespace » #264046

Implant or tool, either one works.
The idea here is to give traitors a tool that can be used offensively/defensively whilst also allowing for stealth.
You order your SBII for 8 telecrystals, and pop it in your arm. (Don't get EMP'd, or it'll burn out, and cook your arm.)
You can now access the same panel an AI would on a door or machine!
The implant has 15 "actions" overall.
You open both brig doors with a hotkey shortcut? 2 actions gone.
You shock a door? Action gone.
You click 3 buttons on the HoP machine? 3 actions gone.

How could it be used?
1) Wave your arm at the permabrig doors, and you're free! You won't be able to unlock the lockers though, they aren't binary.
2) Lock yourself in maint during a security chase.
3) Stand at the robotics window and print yourself a mech.
4) Cause a remote explosion in chemistry for giggles.
5) Crank up the heat on cryo.

Restrictions.
If you try and use an action on a machine that you would normally need access to, you'll need to channel for 5-10 seconds, and the AI will be alerted to exactly where and what you are doing. Plus, it'll use two actions. (Yeah, no running past the borg machine to blow 'em instantly.)
15 uses max, cannot be recharged, will still fuck your shit up if you get EMP'd.
If you lose your arm you lose the implant.
Cannot be used while restrained, you wouldn't be able to even point the implant correctly.
Cannot be used through cameras.

Thoughts? Balance concerns?
I play Boris Pepper.
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InsaneHyena
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Re: The syndicate binary interface implant.

Post by InsaneHyena » #264050

I had a similiar idea - a 20tc item for engineers that allows that to interact with doors the same way AI does it.
Bring back papercult.

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XDTM
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Re: The syndicate binary interface implant.

Post by XDTM » #264118

I like Hyena's one better; limited items don't feel really good to use, and engineering could use their own traitor item, with this being a pretty nice fit.
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kevinz000
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Re: The syndicate binary interface implant.

Post by kevinz000 » #264148

I volunteer to code this later
Need sprites though.
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TheColdTurtle
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Re: The syndicate binary interface implant.

Post by TheColdTurtle » #264152

How about a little box with a red dot in it.

EDIT: also maybe make a message that says "xs arm is glowing" when they use it
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Bluespace
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Re: The syndicate binary interface implant.

Post by Bluespace » #264202

For balance purposes, interacting with anything locks the AI out for 5ish seconds. No bolt wars to waste telecrystals.
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kevinz000
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Re: The syndicate binary interface implant.

Post by kevinz000 » #264210

Bluespace wrote:For balance purposes, interacting with anything locks the AI out for 5ish seconds. No bolt wars to waste telecrystals.
If it's unlimited use why bother
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InsaneHyena
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Re: The syndicate binary interface implant.

Post by InsaneHyena » #264258

So what are you coding exactly
Bring back papercult.

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cedarbridge
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Re: The syndicate binary interface implant.

Post by cedarbridge » #264263

I don't care who codes this but it better leave proper fingerprint logs so I don't have to play guessing games about who shocked the door.
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Bluespace
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Re: The syndicate binary interface implant.

Post by Bluespace » #264270

Unlimited use engineer only would be pretty boring.
I play Boris Pepper.
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InsaneHyena
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Re: The syndicate binary interface implant.

Post by InsaneHyena » #264273

You're just salty about my idea being better.
Bring back papercult.

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Bluespace
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Re: The syndicate binary interface implant.

Post by Bluespace » #264276

InsaneHyena wrote:You're just salty about my idea being better.
No?
20TC? Why the hell would I ever pick it over an emag at that point?
Especially considering i'm an engineer that could just manually shock doors.
A door opens in front of an engineer? Better EMP him just to check for a binary implant.
Lots of downsides.
I play Boris Pepper.
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Dr_bee
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Re: The syndicate binary interface implant.

Post by Dr_bee » #264278

It would be a nice metabreaker to rogue AIs as well, as you can use this implant to fake a rogue AI if you hide in a locker and use it or something.
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Screemonster
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Re: The syndicate binary interface implant.

Post by Screemonster » #264289

for 20tc you might as well allow use over cameras too since you're basically blowing your entire tc load to become a less-capable version of a traitor ai
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kevinz000
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Re: The syndicate binary interface implant.

Post by kevinz000 » #264300

How about this we argue over who gets it and who gets what after I get the AI interaction working at a basic level because that's the codewise challenge
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InsaneHyena
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Re: The syndicate binary interface implant.

Post by InsaneHyena » #264304

Bluespace wrote: 20TC? Why the hell would I ever pick it over an emag at that point?
>Bolt doors to hide from your pursuers, or to prevent your victim from running away!
>Unbolt doors to escape from validhunting/rogue AI!
>Shock doors to kill people or to frame the AI! Wire supermatter directly into the grid for maximum results!
>Unshock doors to waltz into traitor AI's sat!
>Set armory to emergency access to cause a grey tide!
Possibilities are endless.
Bluespace wrote: Especially considering i'm an engineer that could just manually shock doors.
Takes time, is extremely obvious and loud. You can't shock the door while your victim is trying to escape through it.
Bluespace wrote: A door opens in front of an engineer? Better EMP him just to check for a binary implant.
You're assuming it's an implant. I'm thinking augmented reality glasses - chameleon glasses for metabreaking. Engineers are already expected to wear mesons at all times.
Bring back papercult.

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kevinz000
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Re: The syndicate binary interface implant.

Post by kevinz000 » #264736

In any case I'll have to somehow make the AI interaction happen and I don't know how snowflake it is...
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ShadowDimentio
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Re: The syndicate binary interface implant.

Post by ShadowDimentio » #264743

Have it be an aimable sort of thing with a button. Click the button to "aim" it and open interactions with a door you select, alternatively use AI hotkeys for quickbolting doors and so on.
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Anonmare
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Re: The syndicate binary interface implant.

Post by Anonmare » #264754

You could make it a "toggle AI interaction" action button that allows you to interact with objects as though you had a limited version of silicon privilege.
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Bluespace
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Re: The syndicate binary interface implant.

Post by Bluespace » #264842

Anonmare wrote:You could make it a "toggle AI interaction" action button that allows you to interact with objects as though you had a limited version of silicon privilege.
This.
Button at the top, could even use wizard spell code for it. Probably.
"You feel a warmness in your arm as you activate the implant." - Hotkeys enabled. Clicking a door opens the AI panel,etc.
I play Boris Pepper.
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Jacough
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Re: The syndicate binary interface implant.

Post by Jacough » #264870

Hitching off this idea, an engineer only item could be the syndicate cyberdeck. Uses Wi-Fi to interface with APCs. While connected, it gives the engineer the same perspective and interface options as the AI. They can view through cameras and fuck with doors and machinery tied to that APC. The tablet has limited range though so don't expect to hack the AI's APC all the way from a maintenance tunnel near arrivals. In addition, if the engineer is jacked in too long it'll send a warning to the AI with their location and regardless of whether they're in camera view or not, the AI will be able to see them. The closer the engineer is to the APC, the more time he has before the AI can track him.
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Haevacht
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Re: The syndicate binary interface implant.

Post by Haevacht » #264877

We shadowrun now.
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Drynwyn
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Re: The syndicate binary interface implant.

Post by Drynwyn » #264897

Haevacht wrote:We shadowrun now.
you say that as though it's a problem
In game, I play the A.I Firmware, the French cyborg C.U.R.I.E, Aubrie Allen, and the lizard scum Skulks-Through-Maintenance.
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Bluespace
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Re: The syndicate binary interface implant.

Post by Bluespace » #265242

Code it code it code it.
I play Boris Pepper.
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kevinz000
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Re: The syndicate binary interface implant.

Post by kevinz000 » #265252

Bluespace wrote:Code it code it code it.
Now that I have my pipe stuff from VG up for review I'll be working on this yeah chill
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Bluespace
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Re: The syndicate binary interface implant.

Post by Bluespace » #265254

kevinz000 wrote:
Bluespace wrote:Code it code it code it.
Now that I have my pipe stuff from VG up for review I'll be working on this yeah chill
I have 7 euros of g2a credit you can have for being a dear and coding this.
I play Boris Pepper.
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kevinz000
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Re: The syndicate binary interface implant.

Post by kevinz000 » #266113

click intercepts working, now to figure out how AI interaction works.
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Bluespace
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Re: The syndicate binary interface implant.

Post by Bluespace » #273930

How's it going?
I play Boris Pepper.
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Re: The syndicate binary interface implant.

Post by MimicFaux » #273941

Haevacht wrote:We shadowrun now.
I'm digging this concept item.
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kevinz000
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Re: The syndicate binary interface implant.

Post by kevinz000 » #273973

Brain is in pain but I'm having progress.
Did you know there's only two levels of AI interaction for non AI mobs? Admin and none!
Anyways I'm screwing with Atmos code but this isn't dead /yet/ unless I run into some huge barrier.
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