Guide to malfunction: Difference between revisions

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fun fact ipcs aren't organic (for malf hijack now)
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Your possible objectives:
Your possible objectives:
*Do not allow any organic lifeforms to escape on the shuttle alive.
*Do not allow any organic lifeforms to escape on the shuttle alive. '''IPC crew members are not organic.'''
*Ensure no mutant humanoid species are present aboard the escape shuttle (IE nonhumans).
*Ensure no mutant humanoid species are present aboard the escape shuttle (IE nonhumans).
*Have at least eight active cyborgs synced to you.
*Have at least eight active cyborgs synced to you.
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===Malfunction Modules===
===Malfunction Modules===
Malfunction modules cost CPU time, a limited resource that the malfunctioning AI starts with and can acquire by hacking APCs.
Malfunction modules cost CPU time, a limited resource that the malfunctioning AI starts with and can acquire by hacking APCs.
*'''Doomsday Device (Costs 130 CPU):''' Starts a 450 second countdown, warning all the crew, while preparing to activate a device that will wipe all non-silicon lifeforms off the station. This countdown will only be stopped by your death and will continue if you shunt, but pinpointers will point to your location, allowing the crew to find you. You must stay on the station z-level to use the Doomsday Device.
*'''Doomsday Device (Costs 130 CPU):''' Starts a 360 second countdown with 60 more seconds added for every datacore active, warning all the crew, while preparing to activate a device that will wipe all non-silicon lifeforms off the station. This countdown will only be stopped by your death and will continue if you shunt, but pinpointers will point to your location, allowing the crew to find you. You must stay on the station z-level to use the Doomsday Device.


*'''Robotic Factory (Costs 100 CPU and removes Shunting):''' Allows you to place a cyborg transformer in an area that has camera coverage and at least 3 tiles wide and 1 tile tall. Living humans go in the right side, and come out as loyal, 5000-charge borgs at the left. Has a 30 second cooldown between transformations. Beware, this power removes shunting!
*'''Robotic Factory (Costs 100 CPU and removes Shunting):''' Allows you to place a cyborg transformer in an area that has camera coverage and at least 3 tiles wide and 1 tile tall. Living humans go in the right side, and come out as loyal, 5000-charge borgs at the left. Has a 30 second cooldown between transformations. Beware, this power removes shunting!
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'''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.
'''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.


'''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, as Hulks can smash through walls and are immune to stuns. They can also see through walls via X-ray, discovering hacked APCs, and can become immune to space via Cold Resistance. Telekinesis allows them to flash cyborgs at range, and beat you or your borgs to death at range. If you disable or destroy their research tools they're about as dangerous as normal Doctors. You can also wipe their buffers, if they did not save their research on disks.
'''Geneticists:''' Of the regular crew, successful geneticists are second only to a hacked cyborg in terms of the direct risk they pose to you. They can become immune to space via space adaptation or the blazing inferno of a plasmafire with heat adaptation. Telekinesis allows them to flash cyborgs at range, and beat you or your borgs to death at range. If you disable or destroy their research tools they're about as dangerous as normal Doctors. You can also wipe their buffers, if they did not save their research on disks.


'''Shaft Miners:''' Shaft miners can buy a space suit very close in effectiveness to an Engineer's suit, have a robust weapon, access to explosives via Gibtonite, and can supply minerals to Roboticists and Scientists, which allows them to construct both mechs and guns. Simply exploding the ore redemption machine eliminates both of those as major threats, though Miners and Scientists still have access to explosives, and Roboticists to flashes and cell removal.
'''Shaft Miners:''' Shaft miners can buy a space suit very close in effectiveness to an Engineer's suit, have a robust weapon, access to explosives via Gibtonite, and can supply minerals to Roboticists and Scientists, which allows them to construct both mechs and guns. Simply exploding the ore redemption machine eliminates both of those as major threats, though Miners and Scientists still have access to explosives, and Roboticists to flashes and cell removal.
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'''Quartermaster and Cargo:''' Another enemy that can be rendered impotent if you destroy their tools, Quarter Masters by default can order more insulated gloves, tools, guns, and armor, and have access to an autolathe. Destroy the Quartermaster's console and he's just a slightly better equipped assistant.
'''Quartermaster and Cargo:''' Another enemy that can be rendered impotent if you destroy their tools, Quarter Masters by default can order more insulated gloves, tools, guns, and armor, and have access to an autolathe. Destroy the Quartermaster's console and he's just a slightly better equipped assistant.


'''Security and the Detective:''' The detective's gun is capable of doing as much damage as a thrown floor tile, but 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 and the ion rifle. They also have access to flashes and portable flashers, and should be prevented from using them.
'''Security and the Detective:''' The detective's gun is capable of doing as much damage as a thrown floor tile, but it can be fired quickly, and so makes him a mid-priority target. Security has disablers which will mostly pose a friendly fire hazard to each other, but they can gain easy access to real lasers and the ion rifle. They also have access to flashes and portable flashers, and should be prevented from using them.


'''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 he's only slightly better than a well equipped medical doctor, and when people go retarded from his bible bashing they become even more unable to use machines against you, and the crew is less likely to believe their screams of "AI ROGUE!".
'''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 he's only slightly better than a well equipped medical doctor, and when people go retarded from his bible bashing they become even more unable to use machines against you, and the crew is less likely to believe their screams of "AI ROGUE!".
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**Also, shutters and blast doors also crush.
**Also, shutters and blast doors also crush.
====Tips Against a Malfunctioning AI====
====Tips Against a Malfunctioning AI====
* The security camera monitor in the Research Director's office (and Captain's on some stations) can see the cameras on the mini-satellite. Use this to check for strange fortifications or amateurishly obvious hacked APCs.
* The security camera monitor in the Research Director's office (and Captain's on some stations) can see the cameras on the mini-satellite. Use this to check for strange fortifications.
*Cutting power to the powernet is the difference between a malf AI making every door a death trap or a laughable 6 damage stun.
*Cutting power to the powernet is the difference between a malf AI making every door a death trap or a laughable 6 damage stun.
*There is an easier method to kill an AI than to thermite in: science should build an AI circuit board, cut cams all around arrivals, build it next to a wall comm, and put a brain in. Law 1 AI, other AI is killing humans, turn off the APC in the core while I distract the AI.
*There is an easier method to kill an AI than to thermite in: science should build an AI circuit board, cut cams all around arrivals, build it next to a wall comm, and put a brain in. Law 1 AI, other AI is killing humans, turn off the APC in the core while I distract the AI.
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