Sulaco Death Alarms.

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Katsukai
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Sulaco Death Alarms.

Post by Katsukai » 04 Apr 2017, 06:59

Summary (a quick, 2-3 sentence summary): Basically an automated AI system that announces if an crew member dies in Sulaco and maybe has an added sound effect like an AI narrating it.

Benefits (How this will benefit the server and game as a whole):
1. IMMERSION
2. AI chamber finally gets an use, and there is an some-sort of an AI presence in the ship.
3. Early round griefing detection.
4. More strategy for the xenos, and possibility destroying the AI chamber's APC to disable Death Alarms.
5. Sulaco is suppose to be the marine's home ground, having slight benefit of AI telling them where crew members die at Sulaco, gives them a small edge similar how xeno deaths works on hivemind.

Details (Description of how you think this would work, the benefits, etc): M.O.T.H.E.R. [Death Alarm] "An crew member has died in (location)" (Sound file plays in both Sulaco z-levels https://puu.sh/v8UA5/895e5ef74f.mp3.)

Implementation (Optional, if you have an idea how to implement it): Add an AI mob in the AI chamber with only one station intercom that is called "Death Alarm", so when the AI speaks it gets the [Death Alarm] text. The custom AI mob will need own coding to detect deaths and speak to the intercom.

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Casany
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Re: Sulaco Death Alarms.

Post by Casany » 04 Apr 2017, 07:46

I see a major problem that will arise

During Sulaco boarding it mah get a little spammy with all the death alarms going off
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Katsukai
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Re: Sulaco Death Alarms.

Post by Katsukai » 04 Apr 2017, 08:53

Casany wrote:I see a major problem that will arise

During Sulaco boarding it mah get a little spammy with all the death alarms going off
Easy fix, just add an delay for each announcement.

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Katsukai
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Re: Sulaco Death Alarms.

Post by Katsukai » 04 Apr 2017, 08:59

and/or it ignores deaths within the CD of the delay. Needs just few playtests to see what works best. Also welp double post.

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Re: Sulaco Death Alarms.

Post by phil235 » 04 Apr 2017, 09:28

I really don't see the point of this. The death messages are useless and spammy.
Why would the xenos ever want to focus on destroying that AI?
The only possible use for this is for marines to find a solo xeno hiding on the Sulaco. But even then any xeno worth its salt would run away and go into hiding after killing someone on the Sulaco, so the advantage for marine is pretty much nothing.

If you want an AI on the Sulaco for immersion just add one and make it announce the Red Alert and other ship wide automated messages.
-1

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Re: Sulaco Death Alarms.

Post by Katsukai » 04 Apr 2017, 09:45

phil235 wrote:I really don't see the point of this. The death messages are useless and spammy.
Why would the xenos ever want to focus on destroying that AI?
The only possible use for this is for marines to find a solo xeno hiding on the Sulaco. But even then any xeno worth its salt would run away and go into hiding after killing someone on the Sulaco, so the advantage for marine is pretty much nothing.

-1
Because if you would have 2-3 xenos that have bursted from marines that didn't get surgery in time at sulaco, getting those stealth kills are rather hard when you have an AI telling where their victims just died and they can shortly get revived.

Knowing where people die, during event of boarding give critical information for marines where to defend, cause they do not get much time build defenses unless they meta. And CMO and Command is too busy to follow crew monitoring to get any information of that terminal, having something that tells you their deaths would help a lot on the level of communication that CM is lacking. The critic of it being spammy isn't really valid when multiple xenos die on hivemind and nobody complains about that. If 50 marines die in sulaco within 5 minutes, the death alarm could have an adjusted delay for each announcement so the chat isn't filled of death marines dying.
phil235 wrote: If you want an AI on the Sulaco for immersion just add one and make it announce the Red Alert and other ship wide automated messages.

We already have that and it's rather stale and uneventful, nothing different compared to regular SS13.

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Re: Sulaco Death Alarms.

Post by Wubs4Scrubs » 04 Apr 2017, 10:55

-1

This would essetially remove the stealth option for a Xeno on board the Sulaco and in addition it would encourage meta-gaming from said stealthy Xenos as they would probably make a mad dash to the AI chamber or whatever to disable these death alarms so they weren't revealed. Also I can just picture the chat spam if like the Sulaco was breached and atmos started murdering everybody which would kill a lot of people very quickly. A delay could fix this I guess but I just don't see the point because the only time this would ever be useful is when a lone Xeno is on board. You mentioned the griefer revealing aspect but I just don't feel as though that justifies a change like this. Usually a griefer would just open fire on a crowd and get tased or frozen depending on if an admin had to intervene. As such a death log wouldn't really do anything.
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Re: Sulaco Death Alarms.

Post by phil235 » 04 Apr 2017, 11:07

Katsukai wrote:Because if you would have 2-3 xenos that have bursted from marines that didn't get surgery in time at sulaco, getting those stealth kills are rather hard when you have an AI telling where their victims just died and they can shortly get revived.
I don't see how it makes those stealth kills harder, the death message appears after the death, i.e. after the action is over. A xeno would go back into hiding mere seconds after the kill, making the death alert not very useful. Same thing for telling marines where the boarding occured, marines already get the info via radio. And the cost of this two small benefits is radio spam during most of the round where the death messages will be useless and clutter the comms chat that's already hard to read dur to the scrolling speed.
Katsukai wrote:The critic of it being spammy isn't really valid when multiple xenos die on hivemind and nobody complains about that.
The difference is that xenos spend most of the round on the planet so the death messages are useful for them for most of the round. Also, xenos are usually in smaller numbers than marines during most of the round. Finally, all xeno deaths are always due to marine attacks so the xeno players know when they see the death message that marines are near the area, whereas marines can die from their wounds, from friendly fire, crushed by landing Rasputin, not just from alien attacks which makes the message far less useful.

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Re: Sulaco Death Alarms.

Post by Artouris » 04 Apr 2017, 11:33

So I have to question why would a ship ever have public death alarms. You do realize morale is a thing? So if you start hearing enough death alarms for entire squads it's not good for morale. So I doubt there would be public death alarms.

I mean is there any use for this really? You can't get cloned, and there's no human antags on the sulaco anyways so... I mean knowing there's a xeno aboard is alot more interesting when you come across a actual body. Also if see a actual body you're probably going to radio it in. But mechanically there is no need to find a dwas body or know where it is (since cloning is gone)
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Re: Sulaco Death Alarms.

Post by Katsukai » 04 Apr 2017, 11:41

Artouris wrote:So I have to question why would a ship ever have public death alarms. You do realize morale is a thing? So if you start hearing enough death alarms for entire squads it's not good for morale. So I doubt there would be public death alarms.

I mean is there any use for this really? You can't get cloned, and there's no human antags on the sulaco anyways so... I mean knowing there's a xeno aboard is alot more interesting when you come across a actual body. Also if see a actual body you're probably going to radio it in. But mechanically there is no need to find a dwas body or know where it is (since cloning is gone)
You are missing an critical point, usually you find bodies and they are dead not responding there fast enough cause not knowing he was dead there, but if you have an death alarm you can save the person within 5 minutes using dehib. Maybe having it on global would affect on morale, but having it for medical or command channels could be really useful.

It's an military vessel and space has many dangers, wouldn't it be realistic? Since crew members health is already being monitored with many different applications like OVERWATCH and Suit sensors, but there are no alarms if one dies within the vessel? Even in the movies the colonists in Hadley's Hope all had tracking devices that monitored their location and health status, I would believe an military vessel would have even more close monitoring, since it has an ship AI?

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Re: Sulaco Death Alarms.

Post by KingKire » 04 Apr 2017, 12:44

-1. A more reasonable alternative would be having the CO, CMO's and the MP's computer pop out a warning that a possible death might have occured on the ship. Or we can just go one step further and upgrade the medical records computer to be more user friendly, scince it already can technically tell you about crew life signs.
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Re: Sulaco Death Alarms.

Post by forwardslashN » 05 Apr 2017, 20:11

I don't think this makes any real mechanical sense to have, nor would a ship AI system automatically know who is dead or who is alive. Denied.
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