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The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 4:13 am
by Bluespace
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?

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 4:19 am
by InsaneHyena
I had a similiar idea - a 20tc item for engineers that allows that to interact with doors the same way AI does it.

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 2:43 pm
by XDTM
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.

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 5:19 pm
by kevinz000
I volunteer to code this later
Need sprites though.

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 5:25 pm
by TheColdTurtle
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

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 6:19 pm
by Bluespace
For balance purposes, interacting with anything locks the AI out for 5ish seconds. No bolt wars to waste telecrystals.

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 6:21 pm
by kevinz000
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

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 7:09 pm
by InsaneHyena
So what are you coding exactly

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 7:20 pm
by cedarbridge
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.

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 7:31 pm
by Bluespace
Unlimited use engineer only would be pretty boring.

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 7:40 pm
by InsaneHyena
You're just salty about my idea being better.

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 7:44 pm
by Bluespace
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.

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 7:47 pm
by Dr_bee
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.

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 8:10 pm
by Screemonster
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

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 8:33 pm
by kevinz000
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

Re: The syndicate binary interface implant.

Posted: Mon Mar 06, 2017 8:41 pm
by InsaneHyena
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.

Re: The syndicate binary interface implant.

Posted: Tue Mar 07, 2017 8:34 pm
by kevinz000
In any case I'll have to somehow make the AI interaction happen and I don't know how snowflake it is...

Re: The syndicate binary interface implant.

Posted: Tue Mar 07, 2017 8:54 pm
by ShadowDimentio
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.

Re: The syndicate binary interface implant.

Posted: Tue Mar 07, 2017 9:21 pm
by Anonmare
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.

Re: The syndicate binary interface implant.

Posted: Wed Mar 08, 2017 1:02 am
by Bluespace
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.

Re: The syndicate binary interface implant.

Posted: Wed Mar 08, 2017 2:38 am
by Jacough
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.

Re: The syndicate binary interface implant.

Posted: Wed Mar 08, 2017 3:03 am
by Haevacht
We shadowrun now.

Re: The syndicate binary interface implant.

Posted: Wed Mar 08, 2017 5:18 am
by Drynwyn
Haevacht wrote:We shadowrun now.
you say that as though it's a problem

Re: The syndicate binary interface implant.

Posted: Thu Mar 09, 2017 4:11 pm
by Bluespace
Code it code it code it.

Re: The syndicate binary interface implant.

Posted: Thu Mar 09, 2017 4:29 pm
by kevinz000
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

Re: The syndicate binary interface implant.

Posted: Thu Mar 09, 2017 4:34 pm
by Bluespace
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.

Re: The syndicate binary interface implant.

Posted: Sat Mar 11, 2017 8:58 pm
by kevinz000
click intercepts working, now to figure out how AI interaction works.

Re: The syndicate binary interface implant.

Posted: Tue Mar 28, 2017 4:48 pm
by Bluespace
How's it going?

Re: The syndicate binary interface implant.

Posted: Tue Mar 28, 2017 5:16 pm
by MimicFaux
Haevacht wrote:We shadowrun now.
I'm digging this concept item.

Re: The syndicate binary interface implant.

Posted: Tue Mar 28, 2017 7:13 pm
by kevinz000
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.