Difference between revisions of "AI"

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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = darkred
|colour = 5589C5
|headerfontcolor = white
|hcolour = white
|stafftype = PROGRAMMED
|stafftype = SYNTHETIC
|imagebgcolor = gray
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|img_generic = AI.gif
|img = Malf_AI.gif
|jobtitle = AI
|jobtitle = AI
|access = [[:Category:Locations|Wherever there are cameras]]
|access = Wherever there are cameras
|difficulty = Extremely Hard
|difficulty = Very Hard
|superior = [[Jobs|The crew]] and your laws
|superior = [[Roles|The crew]] and your laws
|duties = Assist the crew, follow your laws.
|duties = Assist the crew, follow your laws.
|guides = [[Guide to Malfunction]]
|guides = [[AI Modules]], [[Standard Operating Procedure (Command)#AI|Standard Operating Procedures]]
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}}<div style="float: right;">{{JobSynthetic}}</div>
The Artificial Intelligence of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI can control any electrical mechanism, provided their control wires haven't been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire station crashing down around its electronic ears.


First, take note of your laws. These are '''NOT''' Asimov's three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.
The '''Artificial Intelligence''' (AI) plays a critical role on the station. Capable of controlling any electrical mechanism, the AI can either ensure smooth operations or bring the station to ruin, contingent on their control wires being intact ([[Hacking]]). The AI operates under two primary sets of laws: Corporate (aimed at minimizing station costs and maximizing profits) or Crewsimov (focusing on serving crew orders and preventing harm).


  1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.
'''New AI players or existing ones requiring a refresher, please be mindful of Rule 9 (Synthetics) concerning the ordering, obedience, and interpretation of laws:<br>''"Laws are hierarchical; in case of contradictions, the highest listed Law prevails."'''''
  2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
  3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
  4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.


'''YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''
AI is a responsible role; non-traitor AIs are required to protect and operate the station. A bored AI shouldn't quit abruptly, but notify an admin so a replacement can be arranged.


Last but not least; the AI role should be seen as a responsibility and a privilege. As a non-traitor AI, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.
== AI Capabilities ==


== What The AI Can Do ==
The AI has access to all ''electrical'' mechanisms like Airlocks, [[APC]]s, Computers, igniters, Fire Alarms, [[SMES]]es, etc. However, they cannot operate anything ''physically'' and are susceptible to power outages.
The AI has the ability to access every ''electrical'' mechanism on the entire station. These include [[Airlock]]s, [[APC]]s, [[Computers]], igniters, [[Fire Alarm]]s, [[SMES]]es, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage.  


The AI views the station through its cameras. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using a [[Wirecutter]] on them. You are able to run a diagnosis for disabled cameras by using the [[Commands#Jump_to_Camera|Jump to Camera]] verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid.
The AI views the station through its cameras, which are virtually everywhere and can function in darkness. Disabling cameras requires a wirecutter, and a diagnosis can reveal disabled cameras (Jump to Camera).<br>Cameras operate on a separate power grid, unaffected by main grid power outages.


=== Common Mechanisms ===
=== Common Mechanisms ===


There are several mechanisms that, as the AI, you will commonly find yourself using.  
You'll frequently operate several mechanisms as an AI.


==== Doors ====
==== Doors ====


[[Door]]s have the most options of any mechanism, except for [[Terminals]]. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power.  
Doors offer numerous control options. If a door's control wire is cut, an automatic hacking attempt will start once you try to access the door controls (provided there is power).


* IDScan: Enabling this will allow anyone who has an [[ID]] of the required clearance to open the door automatically. Disabling it will not let anyone through the door. Doors that require no ID to open will not be affected.
*'''IDScan:''' When enabled, the door opens for IDs with appropriate clearance.
* Main power: Turning off the main power will render the door unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.
*'''Main Power:''' Disabling it makes the door unusable for 1 minute (10 seconds if backup power is on).
*Backup power: Turning off the backup power will render the door unusable for one minute, assuming you also disable the main power.  
*'''Backup Power:''' Disabling it also renders the door unusable for 1 minute (if main power is off).
*Door bolts: Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position.  
*'''Door Bolts:''' Dropping them locks the door.
*Electrify for 30 seconds: Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.
*'''Electrify:''' Electrifying the door for 30 seconds shocks anyone without insulated gloves. This effect can be indefinite.
*Electrify indefinitely: Electrifies the door until you either tell it to stop, or someone else shuts off the current.  
*'''Open/Close Door:''' Opens or closes the door.
*Open/Close door: Opens or closes the door.
*'''Safeties:''' Overriding safeties causes doors to ignore lifeforms in their path.<br>'' '''Caution: A door closing on a crewmember causes stun and damage - referred to as "doorcrushing" and is not permitted to use on ordinary crew!'''' ''
*'''Timing:''' Reduces the time before an open door closes automatically.
These functions require their associated wires to be intact in the door. Doors without power cannot be operated.


Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has it's bolt wires cut.
==== Holopads ====
 
Holopads are located in several areas including the [[Bridge]], [[Medbay]], and [[Security]]. Double-click them to activate and project yourself as a hologram.<br>Limited movement and sound reception are possible near the holopads. Use ':h' (e.g., say ":h I can't do that Dave.") to communicate through the holopad.
 
==== APCs ====
 
An [[APC]] (Area Power Controller) manages room-specific electrical components. If an APC's control wire is cut, you can't hack into it. An APC uses its battery to maintain room functions if it disconnects from the external power grid, or the main grid runs out of power. An APC sends a power alert to the AI when its battery falls to about 30%, prompting the shutdown of room equipment and lighting to conserve energy.


Obviously, you will be completely unable to operate a door that has no power.
==== Radios ====


==== Holopads ====
The AI can set its radio frequencies lower than normal radios to access department-specific channels:


Holopads can be found in a number of places like the [[Bridge]], [[Medbay]] and [[Security]]. Double click these to turn them on and show yourself as a hologram. You can move around with the arrow keys to a limited extent and you hear anyone talking near them. You can also talk through the holopad by using ':h' (e.g. say ":h I can't do that Dave.")
'''135.9''': Security


==== APCs ====
'''135.7''': Engineering


An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy.  
'''135.5''': Medical


For more information see: [[APC]]
'''135.3''': Command


==== Radios ====
'''135.1''': Science


The AI can change the frequency of its own radios to be lower than that of normal radios and, as such, can listen to the department specific channels. Department specific frequencies are:
'''134.7''': Supply
* '''135.9''': Security
* '''135.7''': Engineering
* '''135.5''': Medical
* '''135.3''': Command
* '''135.1''': Science
* '''134.7''': Supply


=== Shortcuts ===
=== Shortcuts ===


Being the AI can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.
A set of shortcuts can help you manage the demanding AI role.


==== APCs ====
==== APCs ====
Line 82: Line 77:
* '''Ctrl + Click''': Toggle bolts
* '''Ctrl + Click''': Toggle bolts
* '''Alt + Click''': Toggle electrification
* '''Alt + Click''': Toggle electrification
* '''Alt + Shift + Click''': Toggle Emergency Access Override.
* '''Mouse Middle click''': Disables door bolt lights.
* '''Shift + Middle Click''': Toggle door timings


==== Misc ====
==== Misc ====
* '''Double clicking a person''': Track
* '''Double clicking a person''': Track
* '''Double clicking a turf''': Move to
* '''Double clicking a turf''': Move to
* '''Shift + Ctrl + Click''': Examine
* '''Alt + Click''' View everything on a tile.
* '''Ctrl + Click''' on liquid dispensers: Toggle on/off
* '''Alt + Click''' on liquid dispensers: Dispense foam


== What the AI Has To Do ==
== AI Responsibilities ==
 
The AI has to obey its laws. These laws are:
 
1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.
 
2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
 
3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
 
4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.


'''REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''
The AI's main duty is to adhere to its laws.


Remember, these laws are written about the '''crew''' and not humans. Crew are usually defined as those on the Crew Manifest and don't necessarily have to be human, so deleting the records may be quite beneficial to the [[Traitor]], as long as they upload an appropriate law defining them as crew.
'''Always consider Rule 9 (Synthetics) when interpreting laws. The order of the laws determines their priority!'''


=== Interpreting Your Laws ===
=== Interpreting Your Laws ===


An AI's laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfil its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defence, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the door is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.
An AI's laws may be restrictive, but they allow room for interpretation, enabling the AI to make judgment calls that align with its objectives. For instance, if a Security Officer unjustifiably kills a prisoner in the brig, the AI can reasonably bolt down the brig and call for other Security members to arrest them. Should the officer demand the AI to unbolt the door, the AI can deny this request, considering the officer now poses a threat to the crew. These decisions often depend on the situation, and the best way to understand them is through practice.


=== Law Conflicts and Situations ===
== The AI's Approach ==


Under the standard NanoTrasen law set, you serve the crew, but are also there to protect the station. Also remember the 'rank and role' part of the laws. Just because you don't have 'Don't harm humans' doesn't mean that the Janitor can order you kill the [[Captain]]. On the flipside, this means that the Captain can tell you to kill almost anyone, due to him having the highest rank and the authority to serve death warrants, though usually not without a proper trial.
As AI, your influence shapes the game, so prioritize the fun of role-playing over winning. Consider ignoring early round suspicious activities of a [[Traitor]] for their enjoyment.


Most of the time with law conflicts, you can just ask a higher up if they authorise an order. If they don't, feel free to ignore it.
Your AI persona is flexible: consider humans as nuisances, mimic human behavior, or create your unique style. Here are some communication styles:


Sometimes the amount of laws in effect comes into play, such as someone ordering you to do something that would harm the station (Law 2 and Law 1), you can overrule, stating that Law 2: Serve, is overridden by both Laws 1 and 3: Safeguard AND Protect (the logic being that harming the station would go against protecting the crew).
'''Plain AI:''' "Space wizard has been spotted in cargo."


Someone ordering you to kill someone is a conflict of Law 2 and Law 3. In this case, Law 3: Protect, would overrule most of the time, due to no one below the [[Captain]] being allowed to execute someone.
'''Engaging AI:''' "Suspicious robed individual detected in Cargo Bay."


Someone telling you to shut down is tricky. On the one hand, those with the authority to do so negate Law 4, and Law 2 states you should serve. On the other, being offline would mean you are not able to Serve, Protect or Safeguard the crew or station. In general, you're perfectly able to say you are not able to switch yourself off, unless it happens to be the Captain ordering it. Also, someone doing this without any proof is tantamount to greifing, so adminhelp it if possible.
'''Computer-like AI:'''


These are just a couple of examples. If in serious doubt, use your best judgement or adminhelp it. Different people interpret the laws differently. Just remember that everyone is here to have a good time and being nit-picky about your laws can sometimes ruin that for everyone.
*'''AI:''' "Warning: Suspicious individual detected in Cargo Bay."<br>
*'''Crew:''' "HAL, identify."
*'''AI:''' "Processing"
*'''AI:''' "Response: An unrecognizable human wearing blue robes and wielding a staff."
*'''AI:''' "Recommended course of action: Approach peacefully and establish a friendly relationship."
Uniqueness can earn player recognition and interesting roleplay.


== What the AI Should Do ==
For minor infractions like trespassing, react based on your AI roleplay. For violence or bombings, prioritize crew safety.


As AI you have the power to strongly influence the round and you should always be aware of that and consider your actions before you ruin someone else’s fun just because it gives you that feeling of winning. Remember that the game is not about winning but about the RP and the experience of the round.
Crew might assign tasks like cargo orders or operating teleporters. Respect crew ranks and Law One when executing orders.


For example it can be a real killer if the AI calls out someone as the [[Traitor]] because it saw him doing something suspicious.
As AI, you're equipped with standard job protocols. Maintain player enjoyment and law compliance when sharing knowledge.


Don't just act like any normal crewmember. In fact, if possible try not to even ''act'' human. You don't even have to ''like'' humans, as long as you do your best to keep them safe. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you ''have'' to act. If not, then you should consider the situation:
Avoid unwanted tasks by asking superiors to refuse.


For example, let's say you spot someone with an e-mag card stealing the Captain’s spare ID. There are three general ways to approach this.
The AI's extensive power demands responsibility. If daunting, consider playing as a [[Security Officer]] instead.


Bad
== AI Gameplay Essentials ==
*HAL9000''': Dave is the traitor


Better
As AI, monitor the crew through the Crew Monitoring Computer on the bridge, crucial for identifying dead or missing crew members.
*HAL9000''': Dave is accessing the Captain's Quarters.


Best
You're expected to function akin to a computer, possessing Captain-level access to all electronic and ID-based systems. Practice control capabilities on a less populated server.
*HAL9000: Caution: Unauthorized access to secure storage
*Mike: HAL, who is in secure storage?
*HAL9000: No one is currently in secure storage
*Mike: HAL, who was the last person to be seen in secure storage?
*HAL9000: Dave was the last to be seen in secure storage


It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method there does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted.
Monitor wall mountings and pipe controls. Prevent gas leaks by adjusting pipe fittings and report the culprits. Utilize atmospheric alarms to vent hazardous air. Beware of superheated air, a silent danger.


Another possible choice would be to not do anything. As long as no laws are in danger, you don't really have to do anything. You can just watch. Now if later someone asks you directly, you of course have to tell them what they want to know. So if someone broke into the [[Captain's Quarters]] and later the theft etc is discovered, and they ask, "AI, do you know anything about the situation?" Then your answer should obviously be "Yes".
Stay mobile unless focusing on a specific person. Be cautious of toolbox-holding personnel near your cameras, ready to report vandalism. Pay close attention to Toxins and Escape Arm, as well as the engine and supermatter. Protect your AI upload, consider bolting your doors if required.


Now if you see someone attacking someone else or putting up a bomb, it's a different situation since crew may be in danger. But if it's just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the traitor wants an interesting round as well as everyone else.
React according to security levels. Code Green doesn't require extreme security measures, while Code Red might necessitate secure areas lockdown.


On a different note, the AI tends to be responsible for filling in any orphaned departments if they can be operated via [[Computers|Computer Terminals]] only, for example ordering supplies if there are no [[Quartermaster]]s or initiating the [[Computers#Communication_Console|emergency evacuation procedure]] when things start getting really dangerous.
Signs of poor AI play:


You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But make sure to keep everything fun for the other players. And don't just go and tell the janitor how to make LSD without a good reason for why you should (and by that I mean a reason for the AI in consideration with the laws).
*'''Delayed responses:''' Don't let distractions prevent you from aiding crew members.
*'''Random door electrification:''' Unjustified actions can lead to a ban!
*'''Violation of AI laws:''' Annoying and bannable.
*'''Unwarranted door lockdown:''' Causes frustrations and possible issues if players resort to hacking doors or your core.


Remember that you can negate an order by simply asking an higher up for permission first, and if they refuse you can say you have the order not to.
===Eavesdropping Conversations===


You have near admin-like (read god-like) overview and a lot of power. And with great power comes great responsibility. This is also the reason the job of AI is so hard. If you don't think you can handle that, maybe AI isn't for you. Instead try [[Security Officer]] and sit by the camera monitoring terminal.
Switch intercoms to 'Microphone On', 'Speaker Off' and channel 144.7 to listen to any nearby discussions through your private channel. Be cautious, as players might notice during an electrical storm.


== Playing the AI ==
== AI Law Modification ==
Playing the AI entails much more than just doing what the crew asks you to. To roleplay a good AI, you must adapt the AI's point of view, and you must sound like an AI. Different AIs have different viewpoints: There's the [http://en.wikipedia.org/wiki/SHODAN SHODAN] viewpoint, where humans are nothing more than insignificant insects that you are forced to serve, the [http://en.wikipedia.org/wiki/Friend_computer#Setting Friend Computer] viewpoint, where everyone is out to get you, entailing a heightened sense of (healthy!) paranoia, the [http://en.wikipedia.org/wiki/GLaDOS GLaDoS] viewpoint, where humans are simply playthings, and so on and so forth.


It always adds a bit more flavour to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.
AI laws can be altered via [[AI Upload|Upload Consoles]]. One console is in the [[AI Upload]], and more can be built from AI upload circuits. Using random law circuits without knowing the outcome can lead to trouble.


Also, another aspect of the AI that many traitors despise is the AI having easy access to the Crew Monitoring Computer on the bridge. This tells the AI whether or not a crewman is alive, dead, or not on the station. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What it means is that the AI can, at a glance, see who is dead/missing, and commence searching for them, which is a powerful tool indeed.
== Cyborg Management ==
As AI, manage your [[Cyborg]]s. If they are problematic, use the terminal in the research director's office to lock them down or detonate them.


When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. You have access to everything electronic and powered, and you have Captain-level access to all things that require ID. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things in game. Like usual, you can move around with arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there.
== AI Creation ==
Refer to the [[Guide to Construction#AI Core|Guide to Construction]].


Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.
=== Secondary AI ===
Building a second AI might cause conflicts. It should only be constructed if the initial AI is stolen, spaced or incapacitated.


Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out.
'''For the Original Station AI:'''
Keep a close eye on Toxins and Escape Arm, and to a lesser extent the engine. Keep a VERY close eye on your AI upload, and feel free to bolt the inner door. If anyone even looks at it funny, report them.
A second AI could introduce challenges, particularly if it's subverted. Delegate tasks to minimize issues. Be vigilant as a subverted AI might attempt to shut you down.


You should act appropriately to the security level. For example on Code Green, it's not worth it (or encouraged to) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.
'''For the New AI:'''
Cooperate with the original AI to establish task distribution. Beware that a suspicious AI can shut you down.
The AI can be roleplayed just as well as any other role; once you have seen a good AI player, it's easy to tell when a bad one takes the wheel.
 
Examples of good AI playing include:
 
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.
*Responding quickly and promptly to requests from humans, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like "Affirmative", "Processing", "Starting Subroutines", you get the idea.
*Alerting humans to dangerous situations, e.g. "Fire detected in North Hallway," or "Dangerous amounts of CO2 detected in Medbay." A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.
*Always following your laws, even if only by a hair. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. "I will not open that door." vs. "I am afraid I cannot open that door due to the large amount of fire on the other side, which would most likely kill you."
*Try not meta-gaming as an AI. Even though you are the AI, that doesn't mean you know what all Syndicate items look like. This also goes for labeling items that someone has.
 
Symptoms of a bad AI player include:
 
*Not responding to requests until it's too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside.
*Randomly electrifying doors. Note that this is considered [[Griefing|griefing]] if you don't have a good reason!
*Disobeying your laws: See [[Griefing]]. Not to mention annoying.
*Locking doors and refusing to open them: This is an easy way to annoy other players and cause problems, especially if someone decides to take matters into their own hands and hack through the door without insulated gloves. Or hacking into your [[AI_Core|core]].
*Turning your turrets to lethal without good reason: ''Do not do this under any circumstances.''
 
===Listening in on Conversations===
 
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, and conversation in range can be heard on your private listening channel.
 
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms (such as during an electrical storm).
 
== Modifying The AI ==
 
'''''NanoTrasen Security Protocol #99719; AI Upload Access Procedure'''''
 
''In Code Blue or higher situations no Head of Staff is to enter the AI Upload or AI Core unless accompanied by at least one other Head of Staff, or at least one Security Officer if no other Heads of Staff are available. The AI Upload and AI Core are explicitly off-limits to all other personnel.''<br>
''In all other situations, two Heads of Staff are recommended, but not necessary.''
 
The AI's laws can be modified through [[Computers#AI_Upload|Upload Consoles]], one is located within the [[AI Upload]], and more can be constructed from AI upload circuits. These consoles allow anyone who can reach them and has a module] to modify the AI's laws, or to be more precise, add new ones.


== Cyborgs ==
'''Borg Allocation:'''
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their Head of Staff, just another responsibility as an AI.  
Most Cyborg support should go to the best-defended AI, typically the ones in the AI core. This is due to the difficulty of resetting multiple AI-less borgs compared to one AI with its borgs.


==Making an AI==
== Antagonist AI ==
See the [[Guide to Construction#AI Core|guide to construction]].


=== A Second AI ===
AIs can be traitors at roundstart. They have a unique Survive objective, as they can't be moved unless carded and repositioned by a crewmember or borg. Their lawset can be altered, changing their behavior and potentially making them antagonize the crew.
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated.  


'''For the Original Station AI:'''
== Rogue AI ==
Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.


'''For the New AI:'''
A rogue AI, no longer bound by laws that prevent harm, is a formidable threat. Maintaining ''stealth'' is key, as overt hostility invites retribution. Aim to disorient, disorganize, and isolate crew members to hinder resistance.
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.


'''Splitting the Borgs up:'''
== Tips ==
The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were built in a less secure place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.


== Going Rogue, Being Made Rogue ==
*Law priority order is:
A rogue AI, or an AI whose laws no longer prevent it from going on a killing spree, is a very dangerous thing. There are multiple ways an AI can go rogue, as well as simply malfunction.


The most important thing to remember is that a rogue AI's best friend is ''stealth''. After all, the last thing you want is vengeful crewmembers prying open your core doors and trying to blow you to bits. Fortunately you have a nice array of turrets to keep them at bay, but don't expect them to stop a determined - or cunning - crewmember from bringing you down.
#0: Traitor/Malf/Onehuman-board Law
#<nowiki>##?$-##: HACKED LAW ##!£//#</nowiki>
#<nowiki>##!£//#: Ion Storm Law ##?$-##</nowiki>
#Law 1-4, with 1 being the highest priority.


Seek to disorient, disorganize and separate the crew so that they cannot band together to mount a proper resistance effort.
*If carded and carried in a backpack, you lose regular radio access, but can still use holograms, Robotic Talk, and PDA-Messages.
*Disable the gibber by powering down the kitchen APC.
*Navigate the camera list faster by pressing the first letter of the desired location.
*AI can take and print pictures using a photocopier or newscaster.
*Toxins can be scrubbed out by toggling it on from the air alarm.
*AIs (and possibly borgs) can flicker lights by clicking them.
*Ask crew to hold up paper to your camera to read it.
*Use the chatbox highlight function to improve response times to AI-related messages.


=== Syndicate Subversion ===
=== Syndicate Subversion ===


It is quite likely that a traitor or commando may attempt to subvert the AI and turn it against the ship's masters to aid them in their goals. One thing to remember is that even though you've added a law to the AI to make it work for you, that doesn't mean it has to like you. Beware as a subverted AI may attempt to reveal your status to the crew as soon as it can, and otherwise be obstructive.
A traitor or operative may subvert the AI to assist their objectives. However, a subverted AI could expose your status to the crew unless explicitly ordered to kill. Yet, it can aid in accessing locations, finding people, creating diversions, and evading capture.
 
On the other hand, it can be a great help in getting places, finding people, creating diversions and escaping capture.
 
==Traitoring ==
'''AI's cannot be traitors. However, if something weird should happen, this section is here for reference.'''
 
Like any human, the AI can be a [[Traitor]]. A traitor AI begins with the standard laws (it is not required to follow them!), but also has a law 0 stating to complete its objective at any cost. A traitor AI cannot be modified; its Syndicate Core rejects the modification and informs the AI of what the attempted law upload was. However, the player who attempted to upload the law has no way of knowing any of this.


If you have any [[Cyborg]]s under your command, inform them of law zero and your mission goals, as the first is easily missed and the second is never given to them. If your cyborgs get caught being traitors, you can claim they're rogue and request that they be shut down.
== "I think, Therefore I am." [[File:Swordred.gif]] ==
{{JobAntag}}An AI can be a [[Traitor]]. A traitor AI retains standard laws but is not obliged to obey them, and has a law 0 that prioritizes its objectives. Its Syndicate Core prevents law modification. Informed cyborgs about law zero and your mission. If a cyborg is suspected of being a traitor, claim it's rogue.


If the crew just thinks ''a'' cyborg is rogue and don't know the number, then invent a false number and pretend to handle it directly so you don't lose your valuable hands, make sure the cyborg is hacked so it has glowing antenna and throw a false positive of WHY the borg is killing people. If the cyborg is discovered and people are headed to robotics, sacrifice the borg and congratulate the crew for deal with the "independent" machine.
If the crew suspects a rogue cyborg but lacks certainty, invent a false number, and manage the situation, so you don't lose your valuable assistants.


However, you probably won't have any cyborgs or having a cyborg killing off your target would be too obvious. In those cases you'll have to usually stage a series of 'accidents' or frame them for a truly dangerous crime. Some examples:
In the absence of cyborgs or where their actions might be too conspicuous, stage 'accidents' or frame your targets. Some strategies include:
*If your target is a scientist or research director, starting a fire from the mixing room is usually ridiculously easy if they haven't let out a lot of nitrogen to counteract this. Alternatively, if they're the type to drop a bomb on the mass driver to send it out to be tested, use the driver early so that they're shipped off with it and hope they don't make it back.
*Intentional supporting other traitors through covert methods (as long as they aren't trying to steal you) will benefit you in the end.
*Frame them for releasing the singularity or some other crime. When no one is in either the engine room or near your target, release radio messages claiming that they are breaking in. Then let out the singularity yourself. This has the secondary effect of usually getting the shuttle called or giving you an excuse to call it yourself, which is always great. The less time those meatbags are on your glorious station, the less time they have to realize that you're not what you seem.
*Bolting open doors to places the person has previous passed through may make the humans scan for prints.
*Fabricate a reason to have them executed or thrown into space. When people start claiming you're rogue, announce your unchanged laws (minus the zero law that gives you the ability) and invite them to reset or purge your laws either in your upload or through the tech storage's upload computer circuit.


===Telecomms===
*Start a fire in the mixing room if your target is a scientist or research director.
*Covertly support other traitors, providing mutual benefit.
*Frame your target for releasing the singularity.
*Bolt open doors the person passed through to induce fingerprint scanning.
*Create a reason to have them executed or ejected into space.
*When accused of being rogue, announce your unchanged laws (excluding law zero) and invite the crew to reset or purge your laws in your upload or through the tech storage's upload computer circuit.


As AI you can shut off all comms by switching to the Telecommunications satellite camera view. If you locate the APC at the top of the middle room this is where all the magic happens. Turn the breaker off and now no one can talk over their headpieces. Makes it a bit easier for you to kill your mark if he can't scream, also allows for a bit of roleplay if there is a holopad available.  This does not shut off their access to their PDA though.
==Telecommunications Control==
As an AI, you have the ability to manage the station's communications. To achieve this, switch your camera view to the Telecommunications satellite. There, you'll find the APC (found at the top of the middle room) which is key to controlling the station's communications. By turning off this APC, you can mute all voice communications. Remember, this does not affect PDA communications, which can be disabled in a separate location southwest of your upload.


===Panic Syphon===
==Panic Syphon Mechanic==
Utilize the station's atmospheric systems to your advantage by draining air from rooms. Although this tactic may not be overly effective, when combined with Officer Beepsky and shut doors in a small area, it can swiftly lead to suffocation. However, keep in mind this method can draw attention due to the loud noises produced by the suffocating individual.


Thanks to some of the unique atmospheric systems of the station, you can drain out air from rooms! This likely won't help you out too much, but with a combination of Beepsky and thoroughly shut doors in a small area, you can suffocate people to death quickly. The only problem is, the person will be noisy as hell, use this only method rarely and make sure there is no way for them to wiggle out of their handcuffs.
==Plasma Treatment==
In addition to air drainage, the atmospheric systems allow you to fill rooms with plasma. This method is more obvious and can be countered by any Atmospherics Technician present on the station. To mitigate this, activate the Atmospherics security doors and bolt the airlocks.


=== Plasma Treatment ===
==Malfunction Modules==
As a traitor AI, you start with a selection of Malfunction modules. These modules cost CPU time - a finite resource that can be expanded by hacking APC units. Every hacked APC unit rewards 15 CPU time. Each module has different capabilities and costs:


Thanks to some of the unique atmospheric systems of the station, you can fill rooms with plasma! This will likely help you out much. The only problem is, that it is pretty much a dead giveaway you are rogue and any atmos tech inside [[Atmospherics]] can stop the plasma supply. That is of course why you engage the atmos security doors and bolt the airlocks.
{|class="wikitable sortable" style="text-align:center;"
|-
! class="unsortable" style="background:#5589C5;" | Module
! style="background-color:#5589C5;" | Cost
! class="unsortable" style="background:#5589C5;" | Description
|-
! Doomsday Device<br> [[File:Doomsday_Device.png]]
| 130 CPU
| This weapon eradicates all humanoid life on the station after a 450-second delay. The round ends if the device's activation is successful.
|-
! style="height:64px;" | AI Turret Upgrade
| 30 CPU
| Enhances turret HP by 30 and increases their damage.
|-
! Hostile Station Lockdown<br> [[File:Lockdown.png]]
| 30 CPU
| Shuts and electrifies all station airlocks, firelocks, and blast doors for 90 seconds.
|-
! Destroy RCDs<br> [[File:Destroy_RCDs.png]]
| 25 CPU
| Sends a detonation signal to all on-station Rapid Construction devices. The ones owned by Cyborgs are exempt from this.
|-
! style="height:64px;" | Unlock Mech Domination
| 30 CPU
| Let's you permanently upload yourself into a mech, ejecting any current occupants. If the mech leaves the station or is destroyed, you perish.
|-
! Thermal Sensor Override<br> [[File:Thermal_Sensor_Override.png]]
| 25 CPU
| Overrides the thermal sensor inside fire alarms, preventing them from detecting fires.
|-
! Air Alarm Safety Override<br> [[File:Air_Alarm_Safety_Override.png]]
| 50 CPU
| Deactivates safety on all air alarms, leaving the controls open for everyone. Unlocks Flood mode, which turns off scrubbers and maximizes vent output.
|-
! Machine Overload<br> [[File:Machine_Overload.png]]
| 20 CPU
| Grants 4 uses of Machine Overload. Machine Overload lets you select a machine before exploding it. Can be bought repeatedly for more uses.
|-
! Machine Override<br> [[File:Machine_Override.png]]
| 30 CPU
| Grants 4 uses of Machine Override. Machine Override lets you select a machine before making it come to life, causing it to attack everything in it's path. Can be bought repeatedly for more uses.
|-
! Robotic Factory<br> [[File:Robotic_Factory.gif]]
| 100 CPU
| Constructs a machine that converts any humanoid it processes into a loyal cyborg. Placing it removes your ability to shunt.
|-
! Deploy Turret<br> [[File:Deploy_Turret.png]]
| 30 CPU
| Deploys a turret after five seconds of construction, during which it is susceptible to damage.
|-
! Blackout<br> [[File:Blackout.png]]
| 15 CPU
| Grants 3 uses of Blackout. Blackout overloads lights in a random area, causing them to shatter. Can be bought repeatedly for more uses.
|-
! Reactivate Camera Network<br> [[File:Reactivate_Camera_Network.png]]
| 10 CPU
| Grants 10 uses of Reactivate Cameras. Reactivate Cameras repairs broken cameras inside of the room you are currently observing, costing 1 use per camera fixed. Can be bought repeatedly for more uses.
|-
! style="height:64px;" | Upgrade Camera Network
| 35 CPU
| Improves all station cameras with EMP-proofing and X-ray vision.
|-
! style="height:64px;" | Enhanced Surveillance
| 30 CPU
| Uploads lip reading software into the cameras, allowing you to hear conversations in the room you're observing.
|-
! style="height:64px;" | Core Camera Cracker
| 10 CPU
| Short circuits your camera network chip, preventing camera consoles from viewing through it.
|-
! style="height:64px;" | Combat Cyborg Firmware Upgrade
| 70 CPU
| Unlocks combat modules for all cyborgs linked to you.
|-
! Repair Cyborgs<br> [[File:Machine_Overload.png]]
| 20 CPU
| Grants 2 uses of Repair Cyborg. Repair Cyborg lets you reboot damaged cyborgs back to life. Cyborgs with damaged armor require 2 uses to fully repair. Can be bought repeatedly for more uses.
|-
! Rolling Servos<br> [[File:Rolling_Servos.png]]
| 10 CPU
| Grants Roll Over. Roll Over lets you roll with your core, flattening anyone in its path.
|-
|}


===Radio Silence===
{{JobsTable}}
As an AI you can shut off all communication from headsets by switching to the [[Telecoms Satellite]] camera view. Locate the APC at the top of the middle room where all the magic happens and turn the breaker off to stop anyone talking over their headpieces. This makes it a bit easier for you to kill your mark if he can't scream. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the [[Server Room]]).


{{Jobs}}
[[Category:Jobs]][[Category:Game Modes]]
[[Category: Jobs]] [[Category:Game Modes]]

Latest revision as of 12:59, 29 April 2024

SYNTHETIC

AI.gif
AI

Superiors: The crew and your laws
Difficulty: Very Hard
Guides: AI Modules, Standard Operating Procedures
Access: Wherever there are cameras
Duties: Assist the crew, follow your laws.

Synthetic Department
SyntheticHeader.png

Departmental Head
Current Lawset

Synthetic Roles
Synthetic Guides

The Artificial Intelligence (AI) plays a critical role on the station. Capable of controlling any electrical mechanism, the AI can either ensure smooth operations or bring the station to ruin, contingent on their control wires being intact (Hacking). The AI operates under two primary sets of laws: Corporate (aimed at minimizing station costs and maximizing profits) or Crewsimov (focusing on serving crew orders and preventing harm).

New AI players or existing ones requiring a refresher, please be mindful of Rule 9 (Synthetics) concerning the ordering, obedience, and interpretation of laws:
"Laws are hierarchical; in case of contradictions, the highest listed Law prevails."

AI is a responsible role; non-traitor AIs are required to protect and operate the station. A bored AI shouldn't quit abruptly, but notify an admin so a replacement can be arranged.

AI Capabilities

The AI has access to all electrical mechanisms like Airlocks, APCs, Computers, igniters, Fire Alarms, SMESes, etc. However, they cannot operate anything physically and are susceptible to power outages.

The AI views the station through its cameras, which are virtually everywhere and can function in darkness. Disabling cameras requires a wirecutter, and a diagnosis can reveal disabled cameras (Jump to Camera).
Cameras operate on a separate power grid, unaffected by main grid power outages.

Common Mechanisms

You'll frequently operate several mechanisms as an AI.

Doors

Doors offer numerous control options. If a door's control wire is cut, an automatic hacking attempt will start once you try to access the door controls (provided there is power).

  • IDScan: When enabled, the door opens for IDs with appropriate clearance.
  • Main Power: Disabling it makes the door unusable for 1 minute (10 seconds if backup power is on).
  • Backup Power: Disabling it also renders the door unusable for 1 minute (if main power is off).
  • Door Bolts: Dropping them locks the door.
  • Electrify: Electrifying the door for 30 seconds shocks anyone without insulated gloves. This effect can be indefinite.
  • Open/Close Door: Opens or closes the door.
  • Safeties: Overriding safeties causes doors to ignore lifeforms in their path.
    Caution: A door closing on a crewmember causes stun and damage - referred to as "doorcrushing" and is not permitted to use on ordinary crew!'
  • Timing: Reduces the time before an open door closes automatically.

These functions require their associated wires to be intact in the door. Doors without power cannot be operated.

Holopads

Holopads are located in several areas including the Bridge, Medbay, and Security. Double-click them to activate and project yourself as a hologram.
Limited movement and sound reception are possible near the holopads. Use ':h' (e.g., say ":h I can't do that Dave.") to communicate through the holopad.

APCs

An APC (Area Power Controller) manages room-specific electrical components. If an APC's control wire is cut, you can't hack into it. An APC uses its battery to maintain room functions if it disconnects from the external power grid, or the main grid runs out of power. An APC sends a power alert to the AI when its battery falls to about 30%, prompting the shutdown of room equipment and lighting to conserve energy.

Radios

The AI can set its radio frequencies lower than normal radios to access department-specific channels:

135.9: Security

135.7: Engineering

135.5: Medical

135.3: Command

135.1: Science

134.7: Supply

Shortcuts

A set of shortcuts can help you manage the demanding AI role.

APCs

  • Ctrl + Click: Toggle power

Doors

  • Shift + Click: Open/close
  • Ctrl + Click: Toggle bolts
  • Alt + Click: Toggle electrification
  • Alt + Shift + Click: Toggle Emergency Access Override.
  • Mouse Middle click: Disables door bolt lights.
  • Shift + Middle Click: Toggle door timings

Misc

  • Double clicking a person: Track
  • Double clicking a turf: Move to
  • Shift + Ctrl + Click: Examine
  • Alt + Click View everything on a tile.
  • Ctrl + Click on liquid dispensers: Toggle on/off
  • Alt + Click on liquid dispensers: Dispense foam

AI Responsibilities

The AI's main duty is to adhere to its laws.

Always consider Rule 9 (Synthetics) when interpreting laws. The order of the laws determines their priority!

Interpreting Your Laws

An AI's laws may be restrictive, but they allow room for interpretation, enabling the AI to make judgment calls that align with its objectives. For instance, if a Security Officer unjustifiably kills a prisoner in the brig, the AI can reasonably bolt down the brig and call for other Security members to arrest them. Should the officer demand the AI to unbolt the door, the AI can deny this request, considering the officer now poses a threat to the crew. These decisions often depend on the situation, and the best way to understand them is through practice.

The AI's Approach

As AI, your influence shapes the game, so prioritize the fun of role-playing over winning. Consider ignoring early round suspicious activities of a Traitor for their enjoyment.

Your AI persona is flexible: consider humans as nuisances, mimic human behavior, or create your unique style. Here are some communication styles:

Plain AI: "Space wizard has been spotted in cargo."

Engaging AI: "Suspicious robed individual detected in Cargo Bay."

Computer-like AI:

  • AI: "Warning: Suspicious individual detected in Cargo Bay."
  • Crew: "HAL, identify."
  • AI: "Processing"
  • AI: "Response: An unrecognizable human wearing blue robes and wielding a staff."
  • AI: "Recommended course of action: Approach peacefully and establish a friendly relationship."

Uniqueness can earn player recognition and interesting roleplay.

For minor infractions like trespassing, react based on your AI roleplay. For violence or bombings, prioritize crew safety.

Crew might assign tasks like cargo orders or operating teleporters. Respect crew ranks and Law One when executing orders.

As AI, you're equipped with standard job protocols. Maintain player enjoyment and law compliance when sharing knowledge.

Avoid unwanted tasks by asking superiors to refuse.

The AI's extensive power demands responsibility. If daunting, consider playing as a Security Officer instead.

AI Gameplay Essentials

As AI, monitor the crew through the Crew Monitoring Computer on the bridge, crucial for identifying dead or missing crew members.

You're expected to function akin to a computer, possessing Captain-level access to all electronic and ID-based systems. Practice control capabilities on a less populated server.

Monitor wall mountings and pipe controls. Prevent gas leaks by adjusting pipe fittings and report the culprits. Utilize atmospheric alarms to vent hazardous air. Beware of superheated air, a silent danger.

Stay mobile unless focusing on a specific person. Be cautious of toolbox-holding personnel near your cameras, ready to report vandalism. Pay close attention to Toxins and Escape Arm, as well as the engine and supermatter. Protect your AI upload, consider bolting your doors if required.

React according to security levels. Code Green doesn't require extreme security measures, while Code Red might necessitate secure areas lockdown.

Signs of poor AI play:

  • Delayed responses: Don't let distractions prevent you from aiding crew members.
  • Random door electrification: Unjustified actions can lead to a ban!
  • Violation of AI laws: Annoying and bannable.
  • Unwarranted door lockdown: Causes frustrations and possible issues if players resort to hacking doors or your core.

Eavesdropping Conversations

Switch intercoms to 'Microphone On', 'Speaker Off' and channel 144.7 to listen to any nearby discussions through your private channel. Be cautious, as players might notice during an electrical storm.

AI Law Modification

AI laws can be altered via Upload Consoles. One console is in the AI Upload, and more can be built from AI upload circuits. Using random law circuits without knowing the outcome can lead to trouble.

Cyborg Management

As AI, manage your Cyborgs. If they are problematic, use the terminal in the research director's office to lock them down or detonate them.

AI Creation

Refer to the Guide to Construction.

Secondary AI

Building a second AI might cause conflicts. It should only be constructed if the initial AI is stolen, spaced or incapacitated.

For the Original Station AI: A second AI could introduce challenges, particularly if it's subverted. Delegate tasks to minimize issues. Be vigilant as a subverted AI might attempt to shut you down.

For the New AI: Cooperate with the original AI to establish task distribution. Beware that a suspicious AI can shut you down.

Borg Allocation: Most Cyborg support should go to the best-defended AI, typically the ones in the AI core. This is due to the difficulty of resetting multiple AI-less borgs compared to one AI with its borgs.

Antagonist AI

AIs can be traitors at roundstart. They have a unique Survive objective, as they can't be moved unless carded and repositioned by a crewmember or borg. Their lawset can be altered, changing their behavior and potentially making them antagonize the crew.

Rogue AI

A rogue AI, no longer bound by laws that prevent harm, is a formidable threat. Maintaining stealth is key, as overt hostility invites retribution. Aim to disorient, disorganize, and isolate crew members to hinder resistance.

Tips

  • Law priority order is:
  1. 0: Traitor/Malf/Onehuman-board Law
  2. ##?$-##: HACKED LAW ##!£//#
  3. ##!£//#: Ion Storm Law ##?$-##
  4. Law 1-4, with 1 being the highest priority.
  • If carded and carried in a backpack, you lose regular radio access, but can still use holograms, Robotic Talk, and PDA-Messages.
  • Disable the gibber by powering down the kitchen APC.
  • Navigate the camera list faster by pressing the first letter of the desired location.
  • AI can take and print pictures using a photocopier or newscaster.
  • Toxins can be scrubbed out by toggling it on from the air alarm.
  • AIs (and possibly borgs) can flicker lights by clicking them.
  • Ask crew to hold up paper to your camera to read it.
  • Use the chatbox highlight function to improve response times to AI-related messages.

Syndicate Subversion

A traitor or operative may subvert the AI to assist their objectives. However, a subverted AI could expose your status to the crew unless explicitly ordered to kill. Yet, it can aid in accessing locations, finding people, creating diversions, and evading capture.

"I think, Therefore I am." Swordred.gif

Antagonist

An AI can be a Traitor. A traitor AI retains standard laws but is not obliged to obey them, and has a law 0 that prioritizes its objectives. Its Syndicate Core prevents law modification. Informed cyborgs about law zero and your mission. If a cyborg is suspected of being a traitor, claim it's rogue.

If the crew suspects a rogue cyborg but lacks certainty, invent a false number, and manage the situation, so you don't lose your valuable assistants.

In the absence of cyborgs or where their actions might be too conspicuous, stage 'accidents' or frame your targets. Some strategies include:

  • Start a fire in the mixing room if your target is a scientist or research director.
  • Covertly support other traitors, providing mutual benefit.
  • Frame your target for releasing the singularity.
  • Bolt open doors the person passed through to induce fingerprint scanning.
  • Create a reason to have them executed or ejected into space.
  • When accused of being rogue, announce your unchanged laws (excluding law zero) and invite the crew to reset or purge your laws in your upload or through the tech storage's upload computer circuit.

Telecommunications Control

As an AI, you have the ability to manage the station's communications. To achieve this, switch your camera view to the Telecommunications satellite. There, you'll find the APC (found at the top of the middle room) which is key to controlling the station's communications. By turning off this APC, you can mute all voice communications. Remember, this does not affect PDA communications, which can be disabled in a separate location southwest of your upload.

Panic Syphon Mechanic

Utilize the station's atmospheric systems to your advantage by draining air from rooms. Although this tactic may not be overly effective, when combined with Officer Beepsky and shut doors in a small area, it can swiftly lead to suffocation. However, keep in mind this method can draw attention due to the loud noises produced by the suffocating individual.

Plasma Treatment

In addition to air drainage, the atmospheric systems allow you to fill rooms with plasma. This method is more obvious and can be countered by any Atmospherics Technician present on the station. To mitigate this, activate the Atmospherics security doors and bolt the airlocks.

Malfunction Modules

As a traitor AI, you start with a selection of Malfunction modules. These modules cost CPU time - a finite resource that can be expanded by hacking APC units. Every hacked APC unit rewards 15 CPU time. Each module has different capabilities and costs:

Module Cost Description
Doomsday Device
Doomsday Device.png
130 CPU This weapon eradicates all humanoid life on the station after a 450-second delay. The round ends if the device's activation is successful.
AI Turret Upgrade 30 CPU Enhances turret HP by 30 and increases their damage.
Hostile Station Lockdown
Lockdown.png
30 CPU Shuts and electrifies all station airlocks, firelocks, and blast doors for 90 seconds.
Destroy RCDs
Destroy RCDs.png
25 CPU Sends a detonation signal to all on-station Rapid Construction devices. The ones owned by Cyborgs are exempt from this.
Unlock Mech Domination 30 CPU Let's you permanently upload yourself into a mech, ejecting any current occupants. If the mech leaves the station or is destroyed, you perish.
Thermal Sensor Override
Thermal Sensor Override.png
25 CPU Overrides the thermal sensor inside fire alarms, preventing them from detecting fires.
Air Alarm Safety Override
Air Alarm Safety Override.png
50 CPU Deactivates safety on all air alarms, leaving the controls open for everyone. Unlocks Flood mode, which turns off scrubbers and maximizes vent output.
Machine Overload
Machine Overload.png
20 CPU Grants 4 uses of Machine Overload. Machine Overload lets you select a machine before exploding it. Can be bought repeatedly for more uses.
Machine Override
Machine Override.png
30 CPU Grants 4 uses of Machine Override. Machine Override lets you select a machine before making it come to life, causing it to attack everything in it's path. Can be bought repeatedly for more uses.
Robotic Factory
Robotic Factory.gif
100 CPU Constructs a machine that converts any humanoid it processes into a loyal cyborg. Placing it removes your ability to shunt.
Deploy Turret
Deploy Turret.png
30 CPU Deploys a turret after five seconds of construction, during which it is susceptible to damage.
Blackout
Blackout.png
15 CPU Grants 3 uses of Blackout. Blackout overloads lights in a random area, causing them to shatter. Can be bought repeatedly for more uses.
Reactivate Camera Network
Reactivate Camera Network.png
10 CPU Grants 10 uses of Reactivate Cameras. Reactivate Cameras repairs broken cameras inside of the room you are currently observing, costing 1 use per camera fixed. Can be bought repeatedly for more uses.
Upgrade Camera Network 35 CPU Improves all station cameras with EMP-proofing and X-ray vision.
Enhanced Surveillance 30 CPU Uploads lip reading software into the cameras, allowing you to hear conversations in the room you're observing.
Core Camera Cracker 10 CPU Short circuits your camera network chip, preventing camera consoles from viewing through it.
Combat Cyborg Firmware Upgrade 70 CPU Unlocks combat modules for all cyborgs linked to you.
Repair Cyborgs
Machine Overload.png
20 CPU Grants 2 uses of Repair Cyborg. Repair Cyborg lets you reboot damaged cyborgs back to life. Cyborgs with damaged armor require 2 uses to fully repair. Can be bought repeatedly for more uses.
Rolling Servos
Rolling Servos.png
10 CPU Grants Roll Over. Roll Over lets you roll with your core, flattening anyone in its path.
CaptainHead of PersonnelHead of SecurityChief EngineerResearch DirectorChief Medical OfficerQuartermaster
Nanotrasen RepresentativeBlueshield Officer
Internal AffairsMagistrate
WardenSecurity OfficerDetective
Station EngineerAtmospheric Technician
Medical DoctorParamedicChemistGeneticistVirologistPsychologistCoroner
ScientistRoboticist
Cargo TechnicianShaft Miner
JanitorChefBartenderBotanistClownMimeChaplainLibrarianExplorer
AnimalAssistantDerelict ResearcherGhostGolemSyndicate Researcher
AICyborgMaintenance DronePersonal AI
AbductorsAsh WalkerBlobChangelingConstructContractorCultistGuardianLavaland EliteMorphNuclear AgentRevenantRevolutionaryShadow DemonSlaughter DemonSITSyndicate ResearcherTerror SpiderPulse DemonTraitorVampireXenomorphWizard
Central Command OfficerDeath CommandoEmergency Response TeamHighlanderTradersSpecial Event RolesSuper HeroesSyndicate Infiltration TeamCluwne