Guide to malfunction: Difference between revisions

9,813 bytes added ,  18:51, 13 March 2015
m
Oh god I have no time to go through all of these. Moved this crap from AI and Awesome Misc Stuff, it's all bound to have duplicate/conflicting/outdated info. Halp needed!
imported>Bandit
imported>Kosmos
m (Oh god I have no time to go through all of these. Moved this crap from AI and Awesome Misc Stuff, it's all bound to have duplicate/conflicting/outdated info. Halp needed!)
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* If the AI dies after the round timer elapses, the crew win, but have lost control of all systems.
* If the AI dies after the round timer elapses, the crew win, but have lost control of all systems.
* If the AI dies, the crew win.
* If the AI dies, the crew win.
==I'm sorry, Dave. I'm afraid I can't do that.==
[[File:AI Upload.png|414px|thumb|alt=AI Upload|This is [[AI Upload]], where people make modifications to your laws. It's best not to let anyone in at all.]]<br>
Traitor AI is easy as fuck, even if you haven't gotten any cyborgs yet. As soon as you do, though, ***check your objectives using the "notes" command, use the AI console to upload your laws***, (do not forget this) inform them of law zero and your mission goals, as the first is easily missed and the second is never given to them. Try not to hack your borgs too early, as anyone who even swipes their ID on it will be able to tell the interface is broken.
If your cyborgs get caught being traitors, you can just claim they're rogue and request that they be shut down. No one will question it. 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 a broken interface and throw a false positive of WHY the borg is killing people. If the cyborg is discovered and people are headed to the robotics control console, sacrifice the borg and congratulate the crew for deal with the "independent" machine and encourage them to "find" the electromagnetic card "used" to hack the cyborg.
However, you may not 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:
*If your target is a scientist or the 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.
*Intentionally supporting other traitors through covert methods (as long as they aren't trying to steal you) will benefit you in the end -- the higher the body count of the traitor, the more chances your target will be dead.
*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. If you are willing to risk being destroyed (or know of a traitor with a singularity beacon not near you), you can even 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. If you can bullshit well enough, and get no intelligent engineers, you could claim the person is using an electromagnetic card.
===AI WHY DID THIS DOOR SHOCK ME?===
How do you stop people from getting into your upload and/or core? Drop the bolts on both doors, and electrify them. Remove the safeties and doorcrush them. Put turrets on lethal. Even better, if you're actively watching the upload or core as AI you can often turn them to stun when someone is inside, so they get stopped, then switch them to lethal so it starts killing them.
===AI I CAN'T BREATHE!===
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. This is very efficient if your target is in a low populated jail.
===AI I CAN'T BREATHE FIRE!===
Thanks to some of the unique atmospheric systems of the station, you can fill rooms with plasma! This likely ''will'' help you out much. The only problem is, it is pretty much a dead giveaway you are rogue, and any atmos tech inside atmos can stop the plasma flow. That is of course why you engage the atmos security doors and bolt the airlocks.
It's easy shit to do, though. If you want to fill the station with deadly, deadly plasma, siphon the distro loop first. Use the "Distro to Waste" pump for this -- just get it as low as you dare while the mix tank in atmos fills with that sweet plasma. Fill mix tank to high pressure, stop dumping the distro loop and pump in a crapton of plasma instead. If you don't know how to atmos you're not qualified to be AI. As soon as your distro loop is up to pressure with fire, you can selectively pump plasma into any room by using its air alarm interface, under vents control, clicking on the bolded "External" pressure sensing option to disable pressure sensing, causing the vent to open and spill its flammable contents into the room. Overload lighting circuit when the death-fuel is near the lights, then keep your popcorn close for when it gets hot in there.
===Radio Silence===
As an AI you can shut off all communication from headsets by manipulating [[Telecoms]].  If you locate the APC at the left room where all the magic happens, turn the breaker off so now no one can talk over their headpieces.  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 and station bounced radios.
Alternatively, you can cause confusion by unlinking processors to cause gibberish text. It will make you look less obvious, but at the same time people will be able to make out some words that get broadcasted. Another trick is to unlink certain machines that are crucial for department frequencies. Unlinking Bus 3 will stop all Security and Command communication, for example.
If you are experienced with [[NTSL]], you can also try to put some useful scripts that will block specified messages.
===Tips===
* AIs can turn off the APC power or just equipment power. Now, this seems like such an obvious thing, but when an AI actually realizes that it can easily do this, a whole range of options for interacting with the world open up. For instance, the PC Special, as I call it; lockdown and depower the brig and cap's office when we really, really do actually need to be leaving. Chemistry or other high-risk areas, if a traitor busts in or something, can just be temporarily depowered. Etc, etc. Such a basic AI power and a lot of AIs and crew forget that you can do it.
* As malfunctioning AI, Machine Overload is your single most potent ability and every instance you buy of it gives you another 2 uses of it. It lets you near-instantly destroy the devices that are most dangerous to you, such as the chem dispensers, the DNA modifiers and the robotics control console.
* The AI can do everything an engineer with a multitool can do if it has camera view of the equipment, and much faster and more efficient. If a bomb or the Singularity destroyed only half the equipment, you can often reroute radio traffic through the devices that remain. As an extension of this, if you can spare the time as rogue AI, rather than switching off the Telecomms APC you can also kill the network links one by one, add filters to 0.1 and then switch all devices off. It'll take engineers forever to fix that.
* For traitor / malf AI's using the plasma atmos spam technique, you can short circuit the lights via a nearby APC to create sparks to light plasma.
* The best place to hide is the labour camp as AI just have a beacon there have your borg take your core to AI upload and teleport there before going delta and nobody will know any better.
** Also another thing unbolted AI's can be put through the teleporter so que everyone easily sending the AI across the station using the teleporter as a means of fast travel.
* A malf or traitor AI can hack borgs via the robotics control console and give them the emagged equipment.
* Upgrading the cyborg recharge stations with better capacitors or power cell will increase the charging speed. Upgrading the manipulator will repair the cyborg! Convince the Scientists to do this as soon as possible if you are a rogue or malfuctioning AI. Self repair and fast charging for the borgs is critical for raising an army using the borging machine. It is also helpful for repairing the poor mining borgs that get trashed by the asteriod monsters.
* Door crushing does quite some damage. Use it when you're malf or subverted, it also stuns people and you can kill them rather quickly.
** Also, shutters and blast doors also crush.
====Tips Against a Malfunctioning AI====
* 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.
* Cutting power by turning off the SMESes is no longer a good idea. The emitters run directly off the grid, so turning off SMES output will result in the singularity escaping in a short time. Instead what you should do is cut the power line between the SMES output and main grid.
* If an AI shunts into an APC, the pinpointer will begin tracking it instead of the nuclear disk.
* Complete deconstruction of a hacked APC will make a malfunctioning AI's victory timer go up, buying you some time.
* Inteli-cards can be destroyed with the destructive analyser. This can be done whilst an AI is loaded on the card.


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