peoplearestrange wrote:The other thing is you need a "challenge" as a antag. If there was no AI and no security murderbone becomes silly easy, pretty much anything becomes silly easy.
This partically effects lowpop rounds where people might choose to be an AI/be made an AI, but dont want the pain in the neck of being the lone security guard.
I agree with this. I've played a lot of AI on /tg/ and I actually am not able to stop traitors all that often, or even really contribute much to the hunt. Any good traitor has tools and his face hidden. If you're a lizard wear a firesuit so no one can see your tail. Ditch it in maintenance after you flee. AI can't do much to stop you. If you ditch the AI it's even worse, every chucklefuck with a mask, ebow, and esword can murderbone the entire crew one by one. Even if they yell for help the AI is the only one who could catch a glimpse before you're gone.
I think part of the AI problem is a symptom of /tg/ being low RP. For all the good you also are gonna get some bad. AI sees the clown not slip and fall while wearing brown shoes TATOR! SHITCURITY! GET HE!. Some Greyshirt turns into some PinkShirt CHAMELEON JUMPSUIT! TATOR!. While low rp is great you have to be conscious of the fact that you do lose some of the benefit of the doubt you get from med rp rules where non-obvious syndicate gear(not obvious to a real person, like brown shoes or a pen) aren't supposed to make you valid immediately. It's a rough world for antags where walking down the hall with a pen can make you valid for an extinguisher to the face.
As some others have said, maybe reviewing AI policy would be better than removing it, since AI is a pretty central part of the game. /TG/ is my favorite server but we have to admit that the entire playerbase(essentially) are a bunch of valid-hunting autists, myself included to an extent. I saw a HOS arrest someone once because he used his ID on a locker and "only people with things to hide have lockers keyed to their IDs". He used the guy's ID to get in, found his hidden traitor gear, and killed him.
Has anyone suggested making camera sprites still by default and then changing them to their current moving sprite when the AI is using a camera?
There's also a multitool for like 1 or 2 TC that tells if you an AI can see you. That's nice to have.