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Idea for the prisoner transfer room: Asimov-vision

Posted: Sat Mar 19, 2016 3:36 am
by Luke Cox
Even though the prisoner transfer room was meant to provide security with a way to execute prisoners without Asimov AIs interfering, we still get countless cases of borgs stumbling in and seeing the harm. We could fuck around with policy to try to resolve this, but I have a better idea: Asimov-vision. The prisoner transfer room should have a device in it that makes the room look different to silicons. All blood is invisible, the lethal injection syringes look like roses, the surgical tools look like clown horns, weapons look like medical items, etc. The floor could look like grass with flowers for comedic effect. Think Pyroland from Team Fortress 2.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sat Mar 19, 2016 11:39 am
by Stickymayhem
awesome idea but I don't see how it could be done code-wise

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sat Mar 19, 2016 12:57 pm
by TheNightingale
Add a teleporter to "Central Command" that actually sends prisoners to deep space. Shenanigans ensue when they push the HoS inside instead of the prisoner.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sat Mar 19, 2016 7:35 pm
by TechnoAlchemist
Just use the secret gulag trick like a good officer

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sat Mar 19, 2016 7:38 pm
by iamgoofball
roses have thorns

a human could prick their hand on it and be harmed

no harm allowed

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sat Mar 19, 2016 7:40 pm
by Anonmare
Make them tulips then goof
Roses are shit flowers anyway

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sat Mar 19, 2016 8:56 pm
by Shaps-cloud
Literally the entire point of executing people is to get peace of mind that they're dead and gone and won't come back after you later as long as the brig is secure, in exchange for the AI and the borgs flipping out if you fuck up and they find out what you did. You can't have both at once (other than gulag'ing people but that has its own pros and cons)

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sat Mar 19, 2016 10:09 pm
by Luke Cox
Sec can easily kill prisoners and hide the bodies or change the AI laws to something that permits executions. I very much doubt that it was a deliberate design choice. The transfer room thing is just a workaround. If somebody could get this working code-wise, it would also open up the possibility for traitor items with the same function.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 1:50 am
by Super Aggro Crag
Shaps wrote:Literally the entire point of executing people is to get peace of mind that they're dead and gone and won't come back after you later
u n l e s s they come back as a golem or posibrain or revenant or abductor or morph or...something else...

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 2:47 am
by Anonmare
Super Aggro Crag wrote:
Shaps wrote:Literally the entire point of executing people is to get peace of mind that they're dead and gone and won't come back after you later
u n l e s s they come back as a golem or posibrain or revenant or abductor or morph or...something else...
You can't really prevent someone from becoming a revenant/golem/morph/etc.
Plus posibrains and golems have strict rules stating they do not recall past lives.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 2:52 am
by DanielRatherman
>not just blamming people on the spot the moment the Captain a-oks execution before anyone can whine about it.

It's like you don't even Commissar.

Really though- If someone is enough of a shitter to deserve blamming they have probably done alot of harm and as long as you remove them without too much fanfare by the time the AI even knows they're dead and in deep space. It's only when HoS' and Wardens go screaming over :c "IM GONNA KILL THIS GUY CAPTAIN COME WATCH" that they degrade into Asimov bolt-down fests.

A simple PDA message to Cap, followed by quietly taking the prisoner to maint or sec airlock is always best.

Not that I advocate or carry out many executions- but usually if someone deserves it they're being traitor-y or insane enough to warrant on the spot blamming.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 3:00 am
by Luke Cox
I do what you described, the AI often seems to find a contrived reason to sneak a borg into the transfer room every so often. I thought this would be a fun solution to what is usually a policy issue, and as I said before the functionality can be expanded to other items.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 6:47 am
by Steelpoint
At this point the Transfer Room is more a honeytrap for Silicons.

Just do the deed on the Gulag.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 7:58 am
by Luke Cox
Still, would this be possible code-wise? Imagine if we could make a traitor item that applied this affect to silicons around them. It would serve as a substantial buff to antags.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 11:40 am
by Malkevin
Super Aggro Crag wrote:
Shaps wrote:Literally the entire point of executing people is to get peace of mind that they're dead and gone and won't come back after you later
u n l e s s they come back as a golem or posibrain or revenant or abductor or morph or...something else...
If that happens they should be happy to get back in the round instead of being a pissy cunt.

Revenant might be an exception but everything else is a new character, so if they're dicking over their killers that's meta grudging so they can get bant

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 8:56 pm
by Uristqwerty
Code-wise, it would be fairly easy to cover objects with an image() shown only to specific players, and messages would probably be easy to alter depending on who observes an action. It might also be possible to use PLANE_MASTER to make specific items fully transparent and ignore the mouse only for specific players. I have no idea how names might be changed based on the observer, though, except by hiding the object entirely and showing a different one in its place. Right-click menus might or might not show otherwise-hidden things, I haven't used BYOND enough in recent years (and never touched planes) to know the answer to that.


Gameplay-wise, there are interesting side-effects based on how it's implemented. Maybe it's a specific object or symbol that affects only those who can actually see it, so an "unfortunately-placed" corner makes specific tiles visible unaltered to borgs approaching from specific directions, and anything incriminating that ends up there mysteriously changing/disappearing as they get closer gives an excuse to be suspicious of the area. (Tangent: EURion constellation in real life)

Or the inverse, something that makes nearby harmless things look deadly, creates the illusions of corpses, etc...


If implemented as a specific symbol (with, say, different IR and UV layers to explain why greytide can't just scribble it everywhere), it also is easy to extend to the idea of AI-unreadable paperwork. Continuing from that, I could see a stamp with limited supply of special inks, and the effect not transferring to photocopies and photographs also introducing gameplay options.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 9:15 pm
by DanielRatherman
Would be interesting if there was a traitor item that functioned like a chameleon cloak but effected an area rather than a person. Basically it takes a 'photo' of a- let's say 5x5 tile area- and projects it to replace the real thing.

It could be like a hard-light display, and therefor work against carbon critters and AIs using cameras, or be hacking-based and only apply to sillycones. Either way a sort of 'holodeck' projector that could be applied anywhere would be cool and quite useful for stealth antags to cover up break-ins, sabotage, and murders.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 9:56 pm
by PKPenguin321
DanielRatherman wrote:Would be interesting if there was a traitor item that functioned like a chameleon cloak but effected an area rather than a person. Basically it takes a 'photo' of a- let's say 5x5 tile area- and projects it to replace the real thing.

It could be like a hard-light display, and therefor work against carbon critters and AIs using cameras, or be hacking-based and only apply to sillycones. Either way a sort of 'holodeck' projector that could be applied anywhere would be cool and quite useful for stealth antags to cover up break-ins, sabotage, and murders.
they have something like this on goon as a traitor item, it makes everything but the floor/walls invisible within a certain radius unless you're inside the radius

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 10:14 pm
by Zilenan91
We don't have anything that it could be used for without being stupid. On Goon they can cloak gibber machines in the hallway and let people walk into them and spew into chunks, we don't have anything like that that would be too usable since our crusher only faces one way and we only have one of them.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Sun Mar 20, 2016 10:29 pm
by Scott
Or you can not get seen killing people.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Mon Mar 21, 2016 12:49 am
by Atlanta-Ned
Scott wrote:Or you can not get seen killing people.
Ding ding we have a winner.

I've never had an issue with the AI when it comes time to killing someone BECAUSE I KNOW TO SHUT UP ABOUT IT. Don't MENTION IT, don't HINT AT IT, don't THINK ABOUT IT. This is not complicated.

Plus you shouldn't even be executing people most of the time. Find something more interesting to do, geez.

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Mon Mar 21, 2016 1:05 am
by Luke Cox
But this is FUN

Re: Idea for the prisoner transfer room: Asimov-vision

Posted: Mon Mar 21, 2016 1:28 am
by DanielRatherman
PKPenguin321 wrote:
DanielRatherman wrote:Would be interesting if there was a traitor item that functioned like a chameleon cloak but effected an area rather than a person. Basically it takes a 'photo' of a- let's say 5x5 tile area- and projects it to replace the real thing.

It could be like a hard-light display, and therefor work against carbon critters and AIs using cameras, or be hacking-based and only apply to sillycones. Either way a sort of 'holodeck' projector that could be applied anywhere would be cool and quite useful for stealth antags to cover up break-ins, sabotage, and murders.
they have something like this on goon as a traitor item, it makes everything but the floor/walls invisible within a certain radius unless you're inside the radius
I can just imagine it: you open the captains door and see him sitting at his desk talking to the chaplain over iced tea.

"hey captain, I needed you to authorize giving someone all-"

As the scene turns into him strapped to a bed being whipped with the chain of command by a lizard assistant.

"access."