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==Taking Control== You have a vast assortment of tools to complete your objectives. You can hack APCs, use special powers, use regular AI-powers, task your cyborgs to help you, and trick the crew. ===[[File:APC_emagged.gif|64px]]Hacking=== To purchase your unique malfunction AI modules, you must spend processing power. At the beginning of a round, you have 50 processing power to spend, and can gain an additional 10 for every APC you hack. To hack an APC, click on it, press the large red Override button, and wait about a minute for the hack to complete. The more APCs you hack, the more you will be able to do, but hacked APCs are very obvious to anyone who sees them, turning dark blue with blinking red lights. As soon as a competent crewmember sees a hacked APC, expect Security and the Heads of Staff to be formulating a plan to take you down. Because of this, hacking APCs in isolated or hard-to-reach areas is key if you want to earn more processing power. ===Shunting=== Malfunctioning AIs may shunt their core processes into any APC they have hacked, at any time, and as often as they'd like; doing so essentially puts you into the targeted APC as opposed to your core. Do this by clicking on the hacked APC, and then clicking the "Shunt Core Process" button. AIs can survive while shunted even if their AI core is destroyed. However, AI modules can only be used from the AI core, and shunted AIs cannot look around the station or interact with many things unless they return to their core. Additionally, if the crew finds the APC you're hiding in, they can destroy it to kill you, or use an intellicard on it to card you. Because of this, shunting should only be used as a last ditch effort to survive if your core is about to be destroyed and you need to buy a little more time. Finally, shunting cancels any activated Doomsday Devices. ===Malfunction Modules=== With your processing power, you can purchase a number of special abilities, known as modules. After a module is purchased, you can click the buttons that appear to activate them. * '''Doomsday Device (Costs 130 CPU):''' The ultimate "fuck you" to the crew. Once activated, and after a somewhat lengthy delay, you will trigger the station's Delta Alert, producing a global announcement and warning to the crew and starting a 450 second (7 and a half minute) countdown. If the crew doesn't kill you or force you to shunt to an APC by the time the timer hits zero, the station will explode and the round will end. Essentially the AI's way to declare war on the crew, if you intend to go Delta, make sure to work with your cyborgs to set up as many defense and preparations as possible, because the entire crew WILL be coming for your mechanical ass. * '''Robotic Factory (Costs 100 CPU and removes Shunting):''' Allows you to place a Robotics Factory in a location of your choosing. The Factory is a 1x3 structure, with the factory itself in the middle and conveyor belts to the left and right. Simply have your cyborgs drop a prone or knocked-out human on the belt, and they will roll into the Factory, being instantly and painfully converted into a new cyborg. However, there is a one minute cooldown between conversions. Effectively using the Factory often requires some cyborg assistants and setup; for best results, flood the Factory's room with N2O to keep the humans asleep, and make sure you have cyborg guards to keep your soon-to-be minions subdued and sedated while the Factory recharges between uses. Keep in mind that building the Factory removes your ability to shunt to an APC! * '''AI Turret upgrade (Costs 30 CPU):''' Adds 30 hit points to every turret, and makes them shoot heavy lasers instead of normal ones, basically doubling their damage. Turrets are your main line of defense, but if the crew is serious about assaulting your core, they'll almost always bring ways to deal with them. * '''Hostile Station Lockdown (Costs 30 CPU):''' Close, bolt and electrify all airlocks, blast doors and firelocks. They will return to normal after 90 seconds. A good one-button way to cause mass havoc on the station, although it's better for ruining the crew's day than it is for stopping the few who are robust and determined to kill you in specific. * '''Destroy RCDs (Costs 25 CPU):''' All RCDs on the station will, after a brief delay, violently explode like grenades. Because your core is usually fortified by reinforced walls, RCDs are one of the biggest threats to your physical defenses, and being able to detonate them all is a powerful tool. However, you can only use this ability once, and the crew can print more RCDs even after it's been used, meaning you should save it until someone is actively breaking into your core and try to destroy their means to make more. * '''Override Thermal Sensors (Costs 25 CPU):''' Disables all fire alarms' thermal sensors, so they won't activate in case of fire. If someone clicks on a fire alarm, they'll notice this. Best used in conjunction with a plasma flood so that your fires can spread unimpeded. * '''Air Alarm Safety Override (Costs 50 CPU):''' Disables all air alarms' safeties, giving you access to the Flood environmental mode, which disables scrubbers and can go above the vent safety limit. Although it can be convenient, you can get virtually the same results by simply setting the vents of any given air alarm to Internal 0, and manually disabling the scrubbers. * '''Viral Mech Domination (Costs 30 CPU):''' Allows you to hack a mech's onboard computer, causing you to shunt into it and ejecting any occupants. The usefulness of this ability depends entirely on the situation and whether or not the crew built a useful mech. If you're safe and all they have is a RIPLEY, you're better off staying in your core, but if you're about to die and the foolish roboticist built a fully armed and equipped Phazon, jump in and go for a joyride. Unlike shunting into an APC, dominating a mech is one way, and you WILL die if the mech is destroyed with you in it (and fail your objectives if it leaves the z-level), so make sure you're positive before you steal a ride. * '''Overload Machine (Costs 20 CPU):''' This gives you two uses of the Overload Machine command each time you select it. Overloaded machines explode in a 1 tile radius, and may open that tile to space, possibly killing non-human targets. The explosion takes five seconds to happen after you initiate it, and there's a loud buzzing noise that gives any non-humans in the area a warning. Overload and Override Machine are indispensable tools for crippling the station's ability to fight you; prime targets include the techfabs, chem dispensers, robotics consoles, communications consoles and more. You can also use this on many small wall-mounted machines like intercoms and buttons for tactical explosions. * '''Override Machine (Costs 30 CPU):''' This gives you two uses of the Override Machine command each time you select it. An 'upgrade' to Overload Machine, Override Machine instead causes the machines to grow Rareware googly eyes and come to life, attacking any humans they can find. Both Overload and Override effectively remove the targeted machine from the station, so choosing between them is a matter of if you want to spend 10 more processing power to summon a surprisingly robust simplemob; it's often worth it if you can spend the power, but a simple Overload is cheaper if you simply want a machine gone. * '''Blackout (Costs 15 CPU):''' Gives 3 uses of Blackout. Blackout gives every APC a 30% chance to overload its lighting circuit, blowing up all the lightbulbs. Every APC that did not overload its lighting circuit has an increased chance to do it if Blackout is used again. Note that you can overload the lighting of any given APC manually by clicking on it and selecting the overload option; Blackout is simply a one-click way to knock out as much of the station's lighting as you can if time is of the essence. * '''Reactivate Camera Network (Costs 10 CPU):''' This fixes a broken camera in an area, and has 30 uses. Extremely simple, but since many humans will cut your cameras if they know you're rogue, it can be useful. * '''Upgrade Camera Network (Costs 35 CPU):''' This upgrades all cameras giving them X-Ray vision, night vision and making them EMP-proof. An incredibly useful upgrade, as it essentially lets you see the entire station, including maintenance and other areas without normal camera vision. * '''Enhanced Surveillance (Costs 30 CPU):''' This allows you to hear conversations near the cameras you're viewing. In other words, if you're actively looking at someone, you can 'hear' what they're saying, even if they aren't using their radios. A powerful spying tool, especially since if the crew knows you're malfunctioning, they'll often try to discuss plans to take you down in person. ===AI Powers=== A digital mind is a terrible thing to waste. [[AI|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 seriously wounding 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. 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. Disable telecoms. Set the holodeck on fire. 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. Disable bot safeties. * 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. Report made-up 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 act like a small bomb and causes 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. * As the malf AI you can hack the robotics terminal in the RD office to give your borgs [[Syndicate_Items#Emag|emagged]] slots, which can be useful for when you want an army of cyborgs to murder the station or throw people off your trail suggesting the borg may have been [[Syndicate_Items#Emag|emagged]]. Only do this if you are willing to accept the possibility of being discovered. ===Cyborg Abilities=== Cyborg 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 Peacekeeper borg and the Engineering borg. The Service and Mining borgs are third-tier choices, and are good choices if you're a subtle AI. Janitor borgs are great too if you want them to slip someone and drag them to hot burning flames. Medical borgs are also good because their hacked hypos are great at dealing death, sometimes without warning. * All cyborgs are vulnerable to flashes (wall mounted, hand-held, and portable). Flashes stun the cyborg for a short amount of time, which in a malf round will likely lead to their demise. 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 and EMP 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. * The Achilles' heel of all cyborgs is the robotics 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.
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