[POLL] Hackable suit sensors

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Should hacking suit sensors be merged?

Yes
17
21%
Yes
17
21%
Yes
17
21%
No
8
10%
No
8
10%
No
8
10%
Abstain
2
2%
Abstain
2
2%
Abstain
2
2%
 
Total votes: 81

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JJRcop
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[POLL] Hackable suit sensors

Post by JJRcop » #36777

I have a PR up on Github that implements hackable suit sensors.

If you click on a jumpsuit with wirecutters, the jumpsuit will store your current stats, then when the crew monitoring console asks for them, it will only report back the stored stats, not your real ones. You can fix them by clicking on them with wirecutters again.

This is intended to allow devious folks to set their suit sensors on without people using the suit sensors to discover them.

The major downside to hacking your sensors is that.. well, they don't do anything except report fake stats from the time you hacked them, so if you die nobody will know. And if they do find you and you are still listed as alive on sensors, they will obviously know you hacked your sensors and may be extremely suspicious of you.

Also another note: You have to be wearing the jumpsuit when you hack it, or else it will store nobody's stats and will only report nothing, effectively becoming useless.

https://github.com/tgstation/-tg-station/pull/5292
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kosmos
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Re: [POLL] Hackable suit sensors

Post by kosmos » #36782

Sounds very cool, immersive stuff and adds another dynamic to the game.

But in the end this feels like game-wise it's only making the already quite rarely used crew monitoring console more unreliable and removing players from the round more easy. I can't say I want that.

I see this kind of as a nerf, and imo something needs to be buffed to counter it a little. Perhaps have it randomly and quickly flash the real statistics every 30 seconds to give a little hint to the crew monitor viewer that something's not right?
Lo6a4evskiy
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Re: [POLL] Hackable suit sensors

Post by Lo6a4evskiy » #36799

How would wirecutters make a fucking memory circuit out of jumpsuit suit sensors though?

Otherwise... Doesn't seem very useful. You can just switch to the second mode to avoid tracking. Or better yet, turn them off completely.

I mean, all right, it doesn't really do much.
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Re: [POLL] Hackable suit sensors

Post by miggles » #36800

it wouldnt
the sensors would just keep reporting the last known location
the wire youre cutting is probably the transmission wire or something like that
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Incomptinence
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Re: [POLL] Hackable suit sensors

Post by Incomptinence » #36810

Makes more sense for a multitool really. Allow stealth or semi stealthy suit sensors sabotage on other players?

Multi tools are semi rare at round start but the AI eye detector is a functioning one and they can be made at autolathes.
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Re: [POLL] Hackable suit sensors

Post by Munchlax » #36822

Yeah, multitools sound better than wirecutters
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Re: [POLL] Hackable suit sensors

Post by Lo6a4evskiy » #36824

miggles wrote:it wouldnt
the sensors would just keep reporting the last known location
That's what memory circuit is. Basically it would mean that suit sensors have memory in them but it's not used until you fuck it up with wirecutters.

It's not important, but you know.
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Re: [POLL] Hackable suit sensors

Post by kosmos » #36833

Also, it would be nice to see how many features which were already coded, get implemented, vs things that weren't already coded before suggesting.

Cos I kinda felt bad voting "No" when you've already worked your ass off for the hardest part... and I'm pretty sure this is why this would be the surest method of getting your stuff implemented. Fuck you for making me feel bad damnit!
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JJRcop
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Re: [POLL] Hackable suit sensors

Post by JJRcop » #36869

kosmos wrote:Also, it would be nice to see how many features which were already coded, get implemented, vs things that weren't already coded before suggesting.

Cos I kinda felt bad voting "No" when you've already worked your ass off for the hardest part... and I'm pretty sure this is why this would be the surest method of getting your stuff implemented. Fuck you for making me feel bad damnit!
No no, it isn't that bad. I won't be mad if this isn't implemented, we've done just fine without it.

I'll change it to a multitool, the public has spoken. But i've got a problem now. What will the examine text be? (Currently "There are some cut wires poking through the fabric!")
Lo6a4evskiy wrote:
miggles wrote:it wouldnt
the sensors would just keep reporting the last known location
That's what memory circuit is. Basically it would mean that suit sensors have memory in them but it's not used until you fuck it up with wirecutters.

It's not important, but you know.
My idea was there was already a memory circuit in the embedded antenna, and if you cut the signal from the sensors, its error handler will just use the last known data.


Also a way that it bugs out occasionally wouldn't be the worst thing that could happen. I just only want it to be noticeable if you're really really paying attention, and looking for it. I don't want it to instantly bone them.
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Re: [POLL] Hackable suit sensors

Post by paprika » #36893

Shit idea. Feature creep. Useless. Makes medical doctor even more annoying.
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Re: [POLL] Hackable suit sensors

Post by Lo6a4evskiy » #36896

JJRcop wrote:I'll change it to a multitool, the public has spoken.
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damiac
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Re: [POLL] Hackable suit sensors

Post by damiac » #36910

I kind of like the idea, just as a slight defense against meta. Right now, if you see someone's suit sensors reporting their location, you can be pretty sure they're not up to trouble.
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Re: [POLL] Hackable suit sensors

Post by Cipher3 » #36933

damiac wrote:I kind of like the idea, just as a slight defense against meta. Right now, if you see someone's suit sensors reporting their location, you can be pretty sure they're not up to trouble.
But that's not really meta. Meta would be assuming anyone without their suit sensors maxxed are traitors and proceeding to act accordingly. The fact that someone's suit sensors are on - IC as well as OOC - implies that they're being a good little boy/G.I.R.L and listening to what the big CMO said, or even just that their suit happened to start that way.
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lumipharon
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Re: [POLL] Hackable suit sensors

Post by lumipharon » #36968

This honestly sounds kind of well, pretty useless.

Medically: chucklefucks will cut their sensors then get killed and never get help.
Security: They don't even start with a monitoring console, and one look on the camera console will tell you if they're there or not... or you just ask the AI like sec always does, which requires neither console.
AT BEST you might be able to pretend to be in maint killing people while you're on the other side of the station, or something. It really just seems pointless.
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Falamazeer
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Re: [POLL] Hackable suit sensors

Post by Falamazeer » #36975

To make this more usefull, AND skip beginning round steps, How about you automatically have suit sensors on full every round, And require a multi tool to change that.
it would be better than the usual med head message every round "suit sensors on people"
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Falamazeer
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Re: [POLL] Hackable suit sensors

Post by Falamazeer » #36988

Violaceus wrote:And give engineers gloves at spawn. They will wear them anyway.
And place ID in PDA on start.
And have singulo already started at round start.
Do you actually feel that your game is enriched by taking the time to crank your suit sensors up full blast?

But an option, with the proper tools of disabling it might be worthwhile situationally.
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Arete
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Re: [POLL] Hackable suit sensors

Post by Arete » #37008

I believe that one of the main points of having suit sensors start randomized is so that a person who turns his suit sensors off isn't immediately assumed to be up to no good.
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StrawberryMoses
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Re: [POLL] Hackable suit sensors

Post by StrawberryMoses » #37017

What if the suit sensors reported the same coordinates / life signs as a copy of someone else on the station? They'd still change, but it wouldn't be noticeable without looking hard at the console's records.
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Re: [POLL] Hackable suit sensors

Post by MisterPerson » #37030

Personally I'd be ok with forcing them to be on all the time no matter what, at least for heads of staff/sec.

Or removing them, whatever, I don't care.
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Re: [POLL] Hackable suit sensors

Post by Malkevin » #37412

Description could be something like "The update error indicator is blinking"

And yes, add this
And change suit sensors so that they default to on and full. That would make medical/telesci a lot more useful.

As was said, the reason they are currently randomised is so that it doesn't look suspect when a traitor turns their suit sensors off, being able to have them on but produce a false readout isn't as suspect.
Having them start full on would mean people wouldn't forget to turn them on, which means when you do die its more likely someone will find you via the console - which in turn means the console will see more use because dead people will probably have their sensors on.
Medically: chucklefucks will cut their sensors then get killed and never get help.
Why is this a bad thing? If they're dumb enough disable them without a reason other than "lol - dont want people to see me" then its their own stupid fault for being retards.
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litmeuplol
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Re: [POLL] Hackable suit sensors

Post by litmeuplol » #38659

JJRcop wrote: Also another note: You have to be wearing the jumpsuit when you hack it, or else it will store nobody's stats and will only report nothing, effectively becoming useless.
Does that mean if you take your jumpsuit off and scan it then you'll be deleted from the suit sensor list?
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