Idea for the prisoner transfer room: Asimov-vision
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Idea for the prisoner transfer room: Asimov-vision
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.
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
- Byond Username: Stickymayhem
Re: Idea for the prisoner transfer room: Asimov-vision
awesome idea but I don't see how it could be done code-wise
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
-
- Joined: Fri Mar 20, 2015 5:07 pm
- Byond Username: TheNightingale
Re: Idea for the prisoner transfer room: Asimov-vision
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.
- TechnoAlchemist
- Joined: Fri Nov 21, 2014 2:39 am
- Byond Username: TechnoAlchemist
Re: Idea for the prisoner transfer room: Asimov-vision
Just use the secret gulag trick like a good officer
- iamgoofball
- Github User
- Joined: Fri Apr 18, 2014 5:50 pm
- Byond Username: Iamgoofball
- Github Username: Iamgoofball
Re: Idea for the prisoner transfer room: Asimov-vision
roses have thorns
a human could prick their hand on it and be harmed
no harm allowed
a human could prick their hand on it and be harmed
no harm allowed
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Idea for the prisoner transfer room: Asimov-vision
Make them tulips then goof
Roses are shit flowers anyway
Roses are shit flowers anyway
- Shaps-cloud
- Code Maintainer
- Joined: Thu Aug 14, 2014 4:25 am
- Byond Username: Shaps
Re: Idea for the prisoner transfer room: Asimov-vision
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)
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Re: Idea for the prisoner transfer room: Asimov-vision
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.
- Super Aggro Crag
- In Game PermaBanned
- Joined: Sat Mar 21, 2015 9:47 pm
- Byond Username: Super Aggro Crag
Re: Idea for the prisoner transfer room: Asimov-vision
u n l e s s they come back as a golem or posibrain or revenant or abductor or morph or...something else...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
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: Idea for the prisoner transfer room: Asimov-vision
You can't really prevent someone from becoming a revenant/golem/morph/etc.Super Aggro Crag wrote:u n l e s s they come back as a golem or posibrain or revenant or abductor or morph or...something else...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
Plus posibrains and golems have strict rules stating they do not recall past lives.
- DanielRatherman
- Joined: Wed Jan 21, 2015 12:32 am
- Byond Username: DanRatherman
Re: Idea for the prisoner transfer room: Asimov-vision
>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.
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.
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Re: Idea for the prisoner transfer room: Asimov-vision
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.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Idea for the prisoner transfer room: Asimov-vision
At this point the Transfer Room is more a honeytrap for Silicons.
Just do the deed on the Gulag.
Just do the deed on the Gulag.
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Re: Idea for the prisoner transfer room: Asimov-vision
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
If that happens they should be happy to get back in the round instead of being a pissy cunt.Super Aggro Crag wrote:u n l e s s they come back as a golem or posibrain or revenant or abductor or morph or...something else...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
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
- Uristqwerty
- Github User
- Joined: Tue Mar 17, 2015 12:44 am
- Byond Username: Uristqwerty
- Github Username: Uristqwerty
Re: Idea for the prisoner transfer room: Asimov-vision
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.
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.
An Urist from early baystation. Has submitted a few small additions to /tg/station over the years, but is far from the most notable Urist on this codebase.
- DanielRatherman
- Joined: Wed Jan 21, 2015 12:32 am
- Byond Username: DanRatherman
Re: Idea for the prisoner transfer room: Asimov-vision
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.
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.
- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: Idea for the prisoner transfer room: Asimov-vision
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 radiusDanielRatherman 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.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
-
- Confined to the shed
- Joined: Sun Jul 19, 2015 8:09 pm
- Byond Username: Zilenan91
Re: Idea for the prisoner transfer room: Asimov-vision
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.
Spoiler:
-
- Github User
- Joined: Fri Apr 18, 2014 1:50 pm
- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Idea for the prisoner transfer room: Asimov-vision
Or you can not get seen killing people.
- Atlanta-Ned
- In-Game Game Master
- Joined: Fri Apr 18, 2014 2:11 pm
- Byond Username: Atlanta-ned
Re: Idea for the prisoner transfer room: Asimov-vision
Ding ding we have a winner.Scott wrote:Or you can not get seen killing people.
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.
Statbus! | Admin Feedback
OOC: Pizzatiger: God damn Atlanta, how are you so fucking smart and charming. It fucking pisses me off how perfect you are
OOC: Pizzatiger: God damn Atlanta, how are you so fucking smart and charming. It fucking pisses me off how perfect you are
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
- DanielRatherman
- Joined: Wed Jan 21, 2015 12:32 am
- Byond Username: DanRatherman
Re: Idea for the prisoner transfer room: Asimov-vision
I can just imagine it: you open the captains door and see him sitting at his desk talking to the chaplain over iced tea.PKPenguin321 wrote: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 radiusDanielRatherman 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.
"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."
Who is online
Users browsing this forum: No registered users