Intellicard Mech AI salvaging + Additional AI idea

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FantasticFwoosh
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Intellicard Mech AI salvaging + Additional AI idea

Post by FantasticFwoosh » #133676

This is a very straightforward idea. Given that a AI is not Malfunctioning, any (usually auxiliary) AI unit within a destoyed and operable mech chassis (perhaps add some text to distinguish this) can be retrieved by anyone using a intellicard (putting them at thier mercy to pernament destruction or subjugation if they have no intention to restore the AI to working order) balancing their use both for and against antags.

> Additionally give Operatives a ability to purchase a AI controlled mauler (AI drawn from ghost pool) with near full station access within its line of sight as per regular AI mech / Malf like ability to hack APC's to shut out the AI and gain control of a area. Because of proposed suggestion the AI then can be captured/destroyed via intellicard (perhaps have the counter subverted AI able to fix damage and have a few unique abilities in order to stop ops/crewmembers such as overloading shocks on doors to stupidly high amounts by forcing the grid)

I dream of a future of more AI engagement, where a tasked gygax unit can literally punch down foes into forced stuns opening doors wherever, and antags and station crew are both evaporated to dust by mechanical overlords created by scientists more concerned on what they can do rather than why did they just put a obviously crazy AI into a fully armed durand because it 'promised' to behave.

Feedback appreciated

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Cik
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Re: Intellicard Mech AI salvaging + Additional AI idea

Post by Cik » #133697

i'm for AI things that aren't opening doors of course, as long as you keep balance in mind especially when handing them to people like nukeops (marauder idea) considering one of the big downsides of the assault mech is that you lose an operative's hands.

mite b kewl though
Gun Hog
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Re: Intellicard Mech AI salvaging + Additional AI idea

Post by Gun Hog » #134031

I had thought of doing this - leaving the dead AI in the wreckage object of the mech instead of simply gibbing it. I was worried that it would be a waste, though. I suppose I can give it a shot?

As for the Marauder idea, I am not sure about attempting this. The idea of having an AI mech pilot is pure deliciousness to me, but I do not know how to balance this. The mechs are already an investment which essentially costs most teams their entire TC budget, and I would have to add a hefty cost to that to justify adding an AI player to it. Keep in mind that an allied AI, even a carded one, is an extremely powerful asset that can crack open the station's systems with ease. Furthermore, a mech lacks vulnerability to flashes, a mechanism that makes the Syndicate Cyborg a huge liability on the battlefield.

How would I make this happen? Increasing the cost over a normal empty mech would make it near impossible to buy, and allowing it as is would probably allow the OPs to ROFLSTOMP the station with relative ease. I can do the mech wreckage idea for you, but I am afraid you will have to ask someone else to handle giving the Ops an AI powered mech.
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Cobby
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Re: Intellicard Mech AI salvaging + Additional AI idea

Post by Cobby » #134035

I think the balancing factor is you can outrun the mech and you now know the ops aren't packing a punch unless they're with the mech.

If they're spending their entire TC pool on a mech with AI, it should be near impossible to defeat.
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Gun Hog
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Re: Intellicard Mech AI salvaging + Additional AI idea

Post by Gun Hog » #134038

How would you balance this, then? What would be the TC cost compared to just an empty mech? What about shenanigans such as an Op carding the AI, taking the mech for himself, and instead using the Syndie AI help kill and replace the Station AI?
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FantasticFwoosh
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Re: Intellicard Mech AI salvaging + Additional AI idea

Post by FantasticFwoosh » #134042

Gun Hog wrote:How would you balance this, then? What would be the TC cost compared to just an empty mech? What about shenanigans such as an Op carding the AI, taking the mech for himself, and instead using the Syndie AI help kill and replace the Station AI?
If you make it that expensive, then that'd be justified on the basis as already said that ANYBODY with a intellicard can just suck it out straight away without having to go through unlocking it from maintenance (the non destroyed route i would assume) when it is eventually brought down and effectively 'capture a operative' that wont explode in their face that you could assume would be used in IC bargaining if it is made a objective to retrieve the AI (not nessecarily the mech) back to the shuttle or be outright destroyed by station crew + deconned for immediate high syndicate levels.

The mech would be part of the team, and would effectively may replace a syndieborg (because with the inflated cost there is probably only going to be a small amount of cash to go round for essentials). Sure people are going to stick to the old ways surely even with it added in, as a mauler screams *SHOOT ME IM A HUGE UNMISSABLE TARGET*, but even if its used once or twice a month its still a effective tool in the already luxurious arsenal of operatives that can be surprising enough to shift the meta.

To avoid fellow OP hijacking beyond being bwoinkable, syndicate AI's have to give consent to be carded via maintenance access by other ops in a active state, also it would be horribly inefficient, surely buying a seperate Syndi AI intellicard or just subverting the current system AI is cheaper, but playing swapsies putting a subverted station ai into your mech and placing your specialist syndi AI in is a option and legit strategy if you are ingenious and sneaky enough.

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Gun Hog
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Re: Intellicard Mech AI salvaging + Additional AI idea

Post by Gun Hog » #134054

I shall not be allowing AIs to be carded without the mech being in maint mode first. That would make AI mechs just as pathetically easy to stop as cyborgs, one melee click with a moderately common item meaning instant defeat. Please understand, no antagonist player would take the time to steal/build an AI, subvert it, and place it in a mech if anyone with an AI card could just yank it out at any given time and have valids for both the AI and the person that created it. Either for or against antagonists, this would make them far too vulnerable to be useful for combat, considering the investment into a mech and sacrifice of long range control.

Now then, how would you want this done for the Ops? Would they buy the empty mechs as normal, and then a carded AI, or would the Ops have the option of buying the AI preloaded onto the mech? (Codewise, it is easier to just spawn in an AI player on a card)

What would the carded AI player cost? If you are going with preloaded AI mechs, what would their costs be?
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FantasticFwoosh
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Re: Intellicard Mech AI salvaging + Additional AI idea

Post by FantasticFwoosh » #134068

Gun Hog wrote:I shall not be allowing AIs to be carded without the mech being in maint mode first. That would make AI mechs just as pathetically easy to stop as cyborgs, one melee click with a moderately common item meaning instant defeat. Please understand, no antagonist player would take the time to steal/build an AI, subvert it, and place it in a mech if anyone with an AI card could just yank it out at any given time and have valids for both the AI and the person that created it. Either for or against antagonists, this would make them far too vulnerable to be useful for combat, considering the investment into a mech and sacrifice of long range control.

Now then, how would you want this done for the Ops? Would they buy the empty mechs as normal, and then a carded AI, or would the Ops have the option of buying the AI preloaded onto the mech? (Codewise, it is easier to just spawn in an AI player on a card)

What would the carded AI player cost? If you are going with preloaded AI mechs, what would their costs be?
I think you're confused, you have to use maintenance procedure to card a mech, on non syndicate AI mechs its instananeous, and syndicate mechs its prompted, abuse by station mechs to walk to station crew would be a bwoinkable law offense (may need to state a AI mech ion law not to allow unauthorised persons or people not relevant to your laws to access your core)

Only broken down ireparrable chassis mechs are able to be sucked up instantaneously.

But just buying a preloaded AI mech with bells and whistles attached (and probably more economic ironically for such a expensive item) is probably easier, that being said i can't deliver a solid number of telecrystals to use advisably because i dont really play operatives as a antag.

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Gun Hog
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Re: Intellicard Mech AI salvaging + Additional AI idea

Post by Gun Hog » #134076

Oh, I see. Still, it is not truly needed. Syndicate mechs have more restricted ID settings in terms of operators. An oversight in access allows normal robotics crew to access a Syndicate mech and enable maint mode, but I can easily fix that. Since, after I fix that bug, only Operatives can access the maintenance controls on a Syndicate Mech, there is no need to prompt a Syndicate AI before allowing it to be carded. Any AI mech's consent to be carded is controlled by permitting/denying maint access in the mech's pilot console. This is denied by default.

As Syndicate AIs serve Syndicate Agents without question (except harming them), they would comply to carding only to fellow :newcop:s. The only decent reason I can think for the AI to allow that while on the station is to replace the station AI, or allow another Operative to be the pilot. If some assistant manages to steal an Op's ID, then snag the AI during this window, he should be applauded.

TL;DR Personal Version: It would require an additional code check that I am too lazy to write and defend it when a maintainer comments on its purpose.

Still, I will think about your Syndie mech suggestion. It would be a differnt PR to the wreckage one.
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FantasticFwoosh
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Re: Intellicard Mech AI salvaging + Additional AI idea

Post by FantasticFwoosh » #134119

Gun Hog wrote:Oh, I see. Still, it is not truly needed. Syndicate mechs have more restricted ID settings in terms of operators. An oversight in access allows normal robotics crew to access a Syndicate mech and enable maint mode, but I can easily fix that. Since, after I fix that bug, only Operatives can access the maintenance controls on a Syndicate Mech, there is no need to prompt a Syndicate AI before allowing it to be carded. Any AI mech's consent to be carded is controlled by permitting/denying maint access in the mech's pilot console. This is denied by default.

As Syndicate AIs serve Syndicate Agents without question (except harming them), they would comply to carding only to fellow :newcop:s. The only decent reason I can think for the AI to allow that while on the station is to replace the station AI, or allow another Operative to be the pilot. If some assistant manages to steal an Op's ID, then snag the AI during this window, he should be applauded.

TL;DR Personal Version: It would require an additional code check that I am too lazy to write and defend it when a maintainer comments on its purpose.

Still, I will think about your Syndie mech suggestion. It would be a differnt PR to the wreckage one.
Excellent news, much appreciated.

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