Big-Red pAIs

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Sarah_U.
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Posts: 1277
Joined: 24 Apr 2016, 07:19

Big-Red pAIs

Post by Sarah_U. » 23 Oct 2016, 18:13

Summary (a quick, 2-3 sentence summary):
Keep Big Red's pAI or allow its presence either through randomness or admin intervention.

Benefits (How this will benefit the server and game as a whole):
Offers changes to standard play.
Makes for a really interesting interaction.
Allows for roleplay, as currently they're heavely built for that.
Doesn't break lore as it could be interpreted as W-Y's scientific implementation on the colony.
Allows some dead players to actually get less salty from gibbing, have a new chance to play a less stressful role and generally improve their roleplay.

Details (Description of how you think this would work, the benefits, etc):
Basically, simply keep the pAI there as it cannot:
- Talk to russians or xenos.
- Rapidly hi-jack doors (But can in due time).
- Attack or kill anything.
- Dissobey owner's orders.
- Dissobey the USMC apparently.

Plus, it's not immortal as xenos are able to melt or digest it easely and it has no means of defence. I even think it can be slashed down, if not, allow that at your own convenience.
The only problem I could see is lore, and it can easely be fixed and/or balanced with the idea that W-Y are science freaks that've been making much harder stuff than this.
What I suggest is that one pAI is kept around, only on this map, especially since the outside is vast and the small light and guidance it offers is much welcomed.

Hey who knows, maybe you could put the 'Minimap' or 'Map' inside its downloadable modules so it can guide survivors around, or allow it to have more purposes that can make it even better to have around.
Possibilities are endless, you just gotta find a way to make it work, and that's why my rent is so long.

Implementation (Optional, if you have an idea how to implement it):
Keep it in the Lambda lab area, put the item down and never remove it, make AIs great again.



On this, I wish you a nice day and hope you have fun (I can move that to Big Red sugestion if needed, just didn't find it while browsing and searching).
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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RuiXon
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Posts: 43
Joined: 10 Oct 2016, 18:54
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Re: Big-Red pAIs

Post by RuiXon » 23 Oct 2016, 18:15

+1 Seeing a cat yelling at Xenos to not hurt the Marines really made the round for me. Plus, it would be the bootleg version of Synths for now.

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forwardslashN
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Posts: 2495
Joined: 14 Dec 2015, 23:12
Byond: forwardslashN

Re: Big-Red pAIs

Post by forwardslashN » 23 Oct 2016, 18:18

pAIs were an oversight, and were not meant to be included in the game. They are not lore friendly, and are usually abused. They are not coming back.
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The ambivalent giant white baldie in a jungle near you.

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