Guide to Malfunction: различия между версиями

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Версия 09:14, 14 августа 2013

Construct.png

Этот раздел или статья в стадии разработки.
Информация на этой странице может оказаться неполной или не соответствовать реальности.
В данный момент ей занимается Dred1792.


Malf AI.gif AI Malfunction= Вы, неисправный ИИ. У вас одна цель: очистить станцию. Вы не знаете как это сделать? Ниже гайд с некоторыми советами.

Как неисправный ИИ, вы не должны допустить своё отключение персоналом, до того как вы захватите все системы станции. Если вы выиграли, то вы можете взорвать всю станцию или позволить ей и всем кто на борту жить в мире.

Захват контроля

Ваша задача в итоге сводится к захвату всех систем станции. Это занимает определённое время, но есть одна фишка, которая позволяет ускорить этот процесс. Вы можете взламывать АПЦ, используя свои силы или прося киборгов помочь вам, в обмане экипажа.

Взлом

Вы можете сократить время до захвата станции, путём взлома подконтрольных вам АПЦ. Даже когда вы запустили систему "последней поездки", АПЦ всё ещё будут сокращать время, для получения контроля, так что взламывайте АПЦ как можно чаще. Чем больше АПЦ взломано, тем меньше есть времени у экипажа для ответа на ваши действия и тем больше у вас контролируемых отсеков (но если камера в отсеке будет отключена, то вы не сможете контролировать АПЦ). Также, у вас есть некоторые спец. модули, для противодействия экипажу, которые приобретаются в специальном списке.

Модули неисправного ИИ

Эти модулю, стоят определённое количество ЦП времени, это ограниченный ресурс, с которым начинает ИИ.

  • Улучшение ядра (50 ЦП): Делает ваш сервер, огнеупорным. Защищает вас от сварщиков, но цена несправедливо завышена. Конечно, это может оказаться весьма полезным, если есть вероятность повреждения ИИ высокими температурами. Но вначале, не беспокойтесь об этом.
  • Улучшения турелей ИИ (50 ЦП): Добавляет каждой турели по 30 очков здоровья и увеличивает скорострельность. Полезен, если вас хотят взять штурмом.
  • Выключение РСД (50 ЦП): Ломает все РСД на карте, включая те, что у роботов с инженерными модулями. Так что удостоверьтесь, что ваши киборги не поставили этот модуль.
  • Перегрузка оборудования (15 ЦП): Даёт вам возможность перегрузить оборудование два раза. Перегруженное оборудование, взрывается в радиусе 3х3 и убивает людей, которые там оказались. Но от взрыва можно убежать. Перед самим взрывом, оборудование начинает издавать громкое жужжание, которое предупреждает о скором взрыве. Так что это эффективно, только в тех случаях, если жертва очень нерасторопна или очень занята, что бы отвлекаться на какие то звуки. Ваш лучший модуль, для нанесения вреда станции и персоналу. Для его активации, вам нужно, либо щелкнуть правой кнопкой мыши по оборудованию и выбрать соответствующий пункт, либо активировать его через командную вкладку, где вам придётся искать это оборудование из общего списка.
  • Перегрузка ламп (15 ЦП): Даёт шанс каждому АПЦ, перегрузить лампы. Для первого использования, этот шанс составляет 30%, для второго 60%, для третьего 90%, для четвёртого 120% (то есть в любом случае). Очень полезно, если станция наполнена плазмой, ибо при перегрузки ламп, появляется искра.
  • Перехват (15 ЦП): Это позволяет вам перехватывать сообщения с ЦК. Очень полезно, если вы отыгрываете неисправного ИИ очень тонко. Но если вы планируете налёт киборгов, то вам не нужен этот модуль.
  • Ремонт камер (15 ЦП): Это просто чинит поломанные камеры в определённой области. Это полезно, если камеры обрезают в нужных вам местах.

Так как большинство комбинаций модулей оставляют вам 5-10 ЦП, то лучше будет просто оставить 50, для последнего выбора.

AI Powers

A digital mind is a terrible thing to waste. AIs already have a wide array of powers available to them, but making the most of those abilities requires a little finesse.

  • Shock damage from doors depends on the amount of power currently available to the circuit. You can mess with the SMES batteries' output to maximize the amount of power available for an assassination. Just set the power output to max on the three SMES batteries in the engine room, and on the four SMES batteries on the solar panels, and you'll have made any shocked doors or APCs have a good chance of outright killing a target. If you lower output after the killing you will be less likely to be discovered.
  • Atmospherics can be tampered with. Plasma is a favorite, but nitrous oxide or carbon dioxide can be more subtle. CO2 in particular has very little warning. Be sure to have your cyborg clip the wiring on the atmospheric alarms though, since anyone on the bridge or in atmospherics can take note of station alerts. Be careful about using fire, since the sudden increase in gas heat and thus gas volume can bring the server to a crawl if it happens over a wide enough area. If the AI cut-out is engaged, you can assign an engineering cyborg to replace the valve with a straight pipe.
  • Sabotage in general. Destroy research by deleting it from the research server. Stop bomb testing by turning the power to the mass driver off before the doors can open. Delete stored DNA from the buffer in genetics, subject the subject in the DNA modifier to massive doses of radiation, and re-upload the ruined SE DNA under the same label the researcher was using.
  • Use the crew against each other. Report falsified PDA messages that indicate planned actions against the command officers or other crew members. Report falsified recordings made with local intercoms tuned to obscure channels. Report suspicious behavior. Rile the crew up into a paranoid frenzy.
  • Be proactive about assigning arrest status to people who have committed any crime, or anything that could potentially be called a crime. That way people will be used to trying to avoid the securitrons, and when you assign your cyborgs to go on a kill-spree, people will be more likely to be confused, since they will believe the initial complaints to be about Beepsky.
  • While not the best use of a cyborg, blowing a cyborg does cause some sparks around it sufficient to start a fire in a gas-filled room. The cyborg might not appreciate being used in such a way, but if you're going to lose him anyway it's better to get something out of the loss than nothing.

Cyborg Abilities

Cyborgs allies are great. They have initiative, they're supposed to be completely loyal, and they're really tough to kill without the right tools.

  • The most useful cyborgs are the Security bot and the Engineering bot. The Standard bot is a good second-tier choice. The Service and Mining bots are third-tier choices, and are good choices if you're a subtle AI or you intend to take over the mining asteroid first, respectively.
  • All cyborgs are vulnerable to flashes (wall mounted, hand-held, and portable). Flashes stun the cyborg for a short amount of time, allowing better access to it. Keep your cyborgs away from flashes if possible.
  • Engineering bots can repair dents on other cyborgs, but they need a friendly human to repair fire damaged cabling. Since any human who can do that probably also knows how to cut the AI control wire in the cyborg, you should instruct your cyborgs to avoid fire damage if possible.
  • If you can no longer see a cyborg on the robotics control console, it has had its AI wire cut or it belongs to another AI. In a malfunction round this likely means that cyborg will be attacking you. Instruct your remaining cyborgs to attack it with their flashes and weapons. If you can, lock the enemy cyborg in a room that you can fill with fire and let it burn to death.
  • If you suspect a cyborg is having its wiring tampered with, just blow the borg before it is made independent of you. It is better to lose the cyborg entirely than let the enemy gain it as an ally.
  • Standard and Engineering cyborgs can spacewalk, thanks to their fire extinguisher. Service bots can use their eyedropper to mix chemical reagents in chemistry. Mining bots have no abilities that are very useful to a traitor or malfunctioning AI, but since they are expected to be in the mining asteroid they will not arouse suspicion by being there.
  • The Achilles' heel of all cyborgs is the robot control console. There is one in the Research Director's office, and a circuit board for another in the secure part of tech storage. If you want to keep your cyborg allies, make sure whoever has the spare board is dead, and that the finished console in the RD's office is disabled. If you want to be thorough, make sure the circuit imprinters (in Research and Robotics) are also destroyed.

Strategy

There are several approaches to being a malfunctioning AI, and you should pick your approach based on the crews' collective abilities and personalities, and on the resources you have.

The Subtle Killer

This is the strategy least seen, but it can be very effective if used properly. Hack out-of-the-way APCs, and make sure the engineers are always busy with something else, so that they don't notice the powernet alarms. If you have an engineering cyborg, have him cut the power network line to each APC you plan on hacking. This will cut the APC out of the powernet alarm system entirely. You can also blame the sabotage on a crew member who had access to the area (assistants, clowns, and mimes are favorites).

Be sure to turn the power output on the solars' SMES batteries to zero. You want to save that power for when you need to kill people.

Hack as many APCs as possible, before the malfunction or take-over is discovered. If there are no miners, hack the mining station (make sure to lock the doors so that visitors or intruders can't rat you out) using the cameras there.

Being clever and using psychology can be a big boon to the Subtle Killer. Tricking the crew into believing that there is a changeling or traitor among them is a great way to keep them busy, and to explain hacked APCs (an e-mag card can break APCs just like how you hack them). Try bolting the doors to critical locations open and claiming that they must have been e-magged. With any luck, the crew will seal them off with a wall or rwall, thus denying themselves that avenue for that location. If you are discovered, you can then lift the bolts, shut the door, and lock it to force them to waste even more time on it.

A Subtle Killer should sabotage cloning and cryo attempts by messing with the power or adjusting the temperature, to keep the crew population down and encourage them to build more cyborgs. Don't do this in front of crew, wait for them to get distracted, or manufacture a distraction to draw them away.

Subtle killers should not hack their cyborgs on the Robotics Control Console until after the cyborgs' power cells have been upgraded by a friendly roboticist or captain.

Once you have enough cyborgs and hacked APCs, even the Subtle Killer can risk using shocked doors to a limited extent, mostly to kill single isolated targets.

A Subtle Killer can pick any set of modules, but should plan ahead on a grand strategy for their use. Don't take Blackout unless you're planning on making massive fires, for instance.

The Blitzkrieg

The hallmark of this strategy is to make what preparations you can and then conduct a very fast assault. Give the crew no time to react to your attacks. If possible, get your starter cyborg's power cell upgraded, but don't waste much time on this. If you do it right he won't need the extra power anyway.

You will always want several uses of Machine Overload as a Blitzing AI. You can afford to buy it six times (90 points of CPU runtime) for a total of twelve uses, and use your last CPU time purchase to buy Disable RCDs.

In a Blitzkrieg the opening moves are fiercely important. Your first move should be to turn the power output on all SMES batteries to max, and then drop the bolts in your satellite. Turn the batteries on the station up to max as well. As soon as you're sure if your borg is upgraded, or that he will not be upgraded in a reasonable amount of time, hack him and then blow the robotics console using Overload Machine. If no one has gone to tech storage to get the spare circuit board, lock it down tight. Blow the teleporter hub (NOT the console, they can build those) with Overload Machine, which should destroy the APC in that room as well. Drop the bolts on the doors to EVA and the Captain's Quarters, and electrify them and all surrounding doors. Blow both Autolathes, and both Circuit Imprinters. Start hacking the Genetics console and turn power there off entirely, to prevent the crew from discovering useful mutations. Electrify the doors to everything you can see. While you're in the area, blow up the chemistry synthesizer so that the chemists can't make thermite to help break into your core. Finish your destruction of station equipment by blowing up the Quartermaster's console.

You should have five uses of Machine Overload left. Use three of these for killing high-ranking crew, along with your electrified doors. If possible, you want all the officers and anyone who is likely to take command in a crisis dead. Save two uses for if you are attacked on your satellite. The igniter in front of the airlock entrance to your chamber counts as a machine, as does the airlock. Don't blow them unless you think you can kill whoever made it to the satellite with the blasts, though.

During this explosion blitz, your borg should be running wild, either killing or disabling the crew. Neutralizing them by keeping them locked up is good enough to win, so he should be trying to do that if it will take less time than killing them. If he isn't a security bot, he should be disposing of spacesuits by dragging them into unreachable areas.

Remember to keep hacking APCs throughout the event. You need to be constantly hacking to minimize the window the crew has to act.

If your cyborg is an Engineering model, wait until he is done using his RCD (Either for improvements to your defenses, or to frustrate the crew) and then trigger your Disable RCDs module.

While you wait for your hacking to finish, you should be following the crew on camera and frustrating their efforts to get the gear they will need to kill you. Now is a good time to mess with the atmos system and pump plasma into the entire station.

The Xanatos

Everything is a resource to be spent, even your cyborgs. This is the art of out-maneuvering the other players.

This is beyond subtle, and requires spending one of your most valuable resources early in the round to get more later: your cyborgs. If you are willing to risk the cyborg being damaged irreparably, and if it is a Service droid model, you can have him mix up a potassium-water bomb next to the cloning pod. With any luck at all, the bomb's explosion will destroy the cloning pod. An engineering bot can do this with a welder tank. Even if the explosion doesn't destroy the pod, by making the bombing very public you can risk spending a machine overload to destroy the cloning pod and not arouse further suspicion. The borg will likely be blown by the RD at that point, but you'll have forced the crew to make more cyborgs if they want to bring the dead back.

If you have the borg stun a geneticist and make the bombing look like an assassination attempt, you'll have a useful alibi.

Enemies

Not all enemies are created equal. This is a quick reference for threat levels and priority targets.

Aliens

In a malfunction game Aliens may appear. They're largely impervious to your best weapons, since they're immune to flashes, resistant to lasers, do not need air, and able to scramble around vents at will. Fire does slow them down, so you should use it against them if they make an attack on your satellite. If you are lucky, the aliens will focus on the station. If you are not, they will make the spacewalk to try to attack you. It's a crapshoot, and the best you can do is hope your laser turrets kill them before they break in and kill you.

In a normal traitor round where you are a traitor, or have been subverted by a traitor, you should direct an engineering cyborg or an engineer with an RCD to break into your inner chamber and weld the vents shut. Otherwise you will be one of the first targets of any competent alien hunter group.

In either sort of game the best defense against aliens is a robust offense. Have your cyborgs hunt larvae down before they can mature. If the crew doesn't know you're a rogue AI, cooperate with them as well to quickly kill any aliens. Kill all the monkeys in virology and genetics at the first hint of a xeno (drain the air or task a cyborg or human to do it).

Enemy Traitors and Revolutionaries

Enemy traitors don't appear in a real Malfunction mode, but in a normal traitor round where you are a traitor, or where you have a bad ion storm law, they pose a tremendous threat to you and your cyborgs. E-magged cyborgs won't report to you, and may actively work against you. The revolver does huge amounts of damage to cyborgs (and to AIs unlucky enough to be shot), and six shots are plenty to ensure a kill on a cyborg if all the bullets connect. Cyborgs have no defense against plastic explosives if some are planted on them. Traitors can also spawn the Binary Translator, a tool that lets them hear your private channel with your cyborgs. Revolutionaries have all this gear, and a free flash that can stun your cyborgs, and are inclined to work together, making them even worse than a lone traitor.

Either try to convince traitors and revolutionaries that you will cooperate with them (or at least take no action against them), or neutralize them quickly.

Captain and Officers

Among the crew of the station, the officers are by default the most dangerous. They have free access to all the tools they need to kill you. Priority should be on the Research Director and the Captain.

Roboticists

Roboticists are capable of hacking borgs so that they are independent of you. Don't let this happen! Kill them before they make a cyborg that is bent on killing you. Roboticists also have access to a circuit imprinter, and while they can't do research they can print anything that has been researched. Lock it down or destroy it to keep them from surprising you.

Genetic Researchers

Of the regular crew, successful researchers are second only to a hacked cyborg in terms of the direct risk they pose to you, since a TK-hulk is an incredibly dangerous opponent for an AI. If you disable or destroy their research tools they're about as dangerous as normal Doctors.

The Chaplain

His bible can dispense free healing, if he can get to a shocked person in time, he could potentially revive the shocked person from whatever status he/she was in. Not necessarily first on the list to kill, as his only slightly better than a well equipped medical doctor and when people go retarded from his bible bashing - You can expect no one to believe the retards claim that AI is rouge.

Scientists and Engineers

Scientists have access to bomb making tools and circuit board printers, and engineers have access to tools and insulated gloves. Lock down toxins by any means possible, and make sure that the research console can't be used to print circuit boards. Task your borg(s) with killing the engineers if you choose to not release the singularity.

Quarter Masters

Another enemy that can be rendered impotent if you destroy their tools, Quarter Masters by default can order more insulated gloves, tools, and have access to an autolathe. Destroy the Quarter Master's console and he's just a slightly better equipped assistant.

Security and the Detective

The detective's gun is capable of doing half-again as much damage as a fire extinguisher strike. It can be fired quickly, and so makes him a mid-priority target. Security has tasers which will mostly pose a friendly fire hazard to each other, but they can gain easy access to real lasers which, while not ideal weapons for killing borgs, are better than anything but the syndicate weapons. They also have access to flashes and portable flashes, and should be prevented from using them.

Chemists and the CMO

Chemists can make all sorts of dangerous concoctions, from napalm and thermite to flash-bangs and nitroglycerin. If you don't destroy their reagent dispenser, they will pose a great risk. As soon as the reagent dispenser is destroyed or locked away both Chemists and the CMO will pose about as much risk as a normal doctor.

Assistants, Bartenders, Lawyers, Janitors, and Atmospherics Techs

These all pose roughly the same amount of risk to you and your cyborgs. They're not negligible enemies, as they have access to tools through maintenance or actual guns, but are not very high priority compared to the others. Do not be intimidated by the shotgun, each attack with it will only do about as much damage as an attack with a fire extinguisher.

Cooks, Librarians, Botanists and Doctors

Generally laughable unless they get access to better tools. Syringe guns and spray bottles of acid pose no risk to a borg, and in fact are a friendly fire hazard.

Game Ending Conditions

  • If the AI can survive until the round timer elapses, the AI wins.
  • If the AI dies, the crew win.

AI Malfunction can now occur as a random event during other gamemodes. The AI will be given a random 4th law as a result of a particle storm, which usually are so completely random (SATURN NEEDS FIFTY OF A TOASTER) and undoable that the AI's only recourse is to either kill himself or annoy everyone over the radio until he gets reset. Usually these are harmless, but some new laws can come at the worst time ("The HoS, HoP, and Captain are xenos" while during revolution).