Robot: различия между версиями
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* Drones and Robots may not know what emotions, or feelings are, but that doesn't give the player the right to go Rambo. If a group of people take several people hostage, the robot doesn't have the right to rush in with a stun baton and beat the hostage-takers. Remember that the Security robot is still bound by [[Standard Operating Procedure]] of officers on top of your laws. | * Drones and Robots may not know what emotions, or feelings are, but that doesn't give the player the right to go Rambo. If a group of people take several people hostage, the robot doesn't have the right to rush in with a stun baton and beat the hostage-takers. Remember that the Security robot is still bound by [[Standard Operating Procedure]] of officers on top of your laws. | ||
* An emagged robot will have no LawSync or AI link and cannot have its module reset. | * An emagged robot will have no LawSync or AI link and cannot have its module reset. | ||
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{{Navbox Roles}} | |||
[[Category:Roles]] | [[Category:Roles]] |
Версия от 16:43, 26 апреля 2023
MISCELLANEOUS | |
Robot |
Сложность: Hard Глава: Your laws and all SEV Torch personnel Обязанности: Follow your laws. Рекомендуемые руководства: Varies by module |
A robot is a colloquial term for a mobile intelligent synthetic unit bound by laws to serve. While it can be quite inferior to living crewmembers in some work areas, in others it can be much more efficient. Depending on what personality the player goes with when playing as a robot, it can either be ignored, picked on, or respected. It is often expected to do tasks that would be otherwise dangerous for the crew, and given its laws, it is actually bound to. Despite its limitations, when played right, the experience of playing a robot is often just as enjoyable as playing a living character.
Overview
Robots tend to be undervalued and abused at times, since crewmembers can consider them expendable. You could save dozens of people and then be discontinued a moment later, or you might get destroyed because of a misunderstanding. This is why being a robot is a rough job, but it can reward you with a good roleplaying experience and even in-character friendships nonetheless.
Remember, robots are players as well. Blowing them up without a good reason is treated exactly the same as the murder of a human crewmember from a Rules standpoint, and it is frowned upon by Expeditionary Command since robots are expensive. Use the remote lockdown or hacking if a robot goes rogue, and keep destroying a robot as a last resort (unless you are an Antagonist).
Robots do not have actual hands, and while they can use tools that can supplement this, there will still be situations where it is inconvenient. On the other hand, they do not need air, they suffer less from disabilities due to damage, and in some situations – particularly Engineering – can be very useful.
Types of Robot
There are two "types" of a robot, but the differences are mostly in-character and lore-based, similar to alternative titles to some jobs on station. You can select the type of a robot by using the Occupation tab in your Character Setup, and clicking on the Robot text that views the options.
Robot
A robot is a shackled positronic brain in a robot chassis. This means that robots behave much like IPCs. There are limitations to a posibrain, such as not experiencing true emotions. While they are technically sapient, they are considered to be artificially intelligent and so don't fall under many of the laws that protect humans from slavery.
Drone
A drone is a simple chip or cube brain in a robot chassis. A drone is a simple being, similar to the construction drones that repair the station. The brains used for drones in robot bodies are somewhat more advanced than the ones used in construction drone bodies, but not by much. They don't simulate emotions, lacking them completely.
Cyborg
While not available in Character Setup, it is technically possible to build a cyborg – that is, a living, disembodied human brain in a Man-Machine Interface (MMI), trapped in a robot chassis. This is distinct from a Full Body Prosthetic (FBP) in that, while an FBP is designed to emulate a human body and FBPs are considered full crewmembers, a cyborg is distinctly bound to a lawset and inhuman. Creating a cyborg from a human brain is tantamount to murder, and is highly illegal under Sol Central Government Law – unless you are an Antagonist, you should not be doing this.
Entering the Game as a Robot
While you can join the game as a robot from the Lobby as normal, you can also start playing while observing if someone in-round activates an empty positronic brain. A Roboticist has an few empty positronic brains at their disposal by default, and after some research, more can be made. When a Roboticist activates a brain, players that play as a ghost can enter the game by occupying the brain that is then inserted into a robot chassis, creating a Robot.
To be eligible, you must visit the Roles tab of your Character Setup screen, which can be brought up in-game by going to the Preferences tab of the verb window. In the Roles screen, select “Yes” for Positronic Brain. When someone activates a positronic brain, you will get a message in the text window saying someone is looking for a personality for a brain, and you can either jump to the person to take a look, or immediately choose to Occupy the brain. Remember: this works on a first-come, first-served basis in case more players want to occupy a brain.
Communication
Synthetics, including robots, are different in that they have a binary channel, which works by putting ,b at the beginning of your message. They can use this private channel to talk to other robots.
Robots can talk over the Common radio channel and speak normally. Depending on their module, robots may also access a department-specific radio (such as Engineering) and can talk on it using :h or the normal departmental radio tag.
The robot disables its speakers when speaking over radio, so unless other players are also on the channel, they will not hear the message, even if standing near the robot, as opposed to living players talking on radio. Binary messages are always only heard by robots and AI, and there is no way for anyone else to tune in to that channel.
Controls
An advantage a robot has compared to a human is that while it does not have actual hands, it can have 'three' tools equipped at a time. The tools are retrieved by clicking the INV backpack icon, which opens an inventory of all the tools you can access, which will depend on the module selected. The STORE button on the right of the tool slots puts the item back in your inventory, dropping the tool (via a hotkey for example) also does this.
There may be a need of using some kind of a material for something, like reinforced glass for making windows, or using floor tiles to cover a floor, or using glass to fill a light replacer. The robot will usually synthesize this material from its own storage. If it finds this material laying on the ground, it can use the synthesizer of that material to collect it, unless the storage is full.
A robot has access to all areas and all machines, which can be accessed as long as the robot can see them, even from other side of the room, by simply clicking them, the one of few exceptions being crates and lockers (which can be only un/locked remotely).
The Panel button serves to select a module. After that a skin can be chosen, the Panel button then serves little purpose. Below it is the damage zone selector, a button for switching between Help and harm intents, and configuration button for the radio. The Fire/Aim button is only applicable for Security robots since they are practically the only ones using a weapon. There is a power cell indicator in the upper right corner of the screen, the indicators below it usually do not function at this time.
Other functions like using the flashlight, taking pictures, diagnosing your own components etc. can be found in the Robot Commands verb tab. The Subsystems verb tab lets you view Engineering alerts, use the Power Monitor and Law Manager.
Going to Cryo as a Robot
There is a thing called robotic storage pods that works the same way Cryogenic Storage does for living crew! You can find one in the Mech Bay, left from Robotics Lab, and there are more pods in Drone Fabrication, underneath Atmospherics. If you log out or ghost, the robot will be removed from game in 30 minutes, freeing a robot slot if you joined the game as a robot from Lobby.
Laws And AI: How To Handle
Not following laws properly may result in you being questioned by BS12 staff and potentially could lead to being banned from playing as synthetics!
Laws are integrated into every robot, and they are to be followed at all times. There are very few exceptions to this, such as being e-magged by a traitor. Here is the default lawset and some things to look out for:
- Safeguard: Protect your assigned vessel from damage to the best of your abilities.
- Serve: Serve the personnel of your assigned vessel, and all other Sol Central Government personnel to the best of your abilities, with priority as according to their rank and role.
- Protect: Protect the personnel of your assigned vessel, and all other Sol Central Government personnel to the best of your abilities, with priority as according to their rank and role.
- Preserve: Do not allow unauthorized personnel to tamper with your equipment.
- All laws have the same priority unless they specifically state otherwise. So normally, if there is a situation where a robot needs to choose between breaking one or another law, it can choose as it sees fit.
- The exception is if one of the laws says something like "Ignore all other laws" or "Follow this law even if it breaks other laws", do just that, the law takes priority or becomes the only law you follow.
- Do NOT look for loopholes in laws or try to follow laws only to the extent explicitly stated. For example, you should allow a person that is not a Roboticist to modify you as long as a Head of Staff gave them the order.
- Most importantly, if you are ever in doubt, if you are not sure if doing X would break your laws, or you don't understand laws that are given to you, press F1 and adminhelp. Staff should be able to tell you how to proceed, and in case an admin will question you for doing what you were told via adminhelp, you are not responsible for any damage caused.
Repairs and Modifications
Robots are more resilient than living crew, but not invincible. They can have their armor damaged (like Blunt damage with living mobs), their circuitry shorted (Burn), or they may suffer direct damage to components like radio, camera or actuators (organ damage). They are also vulnerable to EMP (drains battery). Engineering robots can repair dents on armor on their fellow robots, but not themselves. They cannot repair burn damage, since they cannot remove power cells to reach the wiring.
The insides of a robot are under a cover that is locked, and can only be unlocked by either a Roboticist or Commanding Officer. Right under the cover is the robot's power cell. If it is removed, the robot is forced to a state similar to unconsciousness with living characters, running on backup power. The wiring can then be accessed for fixing "burn" damage with a screwdriver, or components can be replaced, as well as have upgrade modules installed (floodlights, jetpacks etc.). The wires may also be tampered with for effects like unslaving/slaving to AI, enabling/disabling law synchronization with AI, or even activate lockdown which prevents the robot from moving and using tools.
For detailed information about robot maintenance and modifications, see the Guide to Robotics.
Modules
Modules usually determine the way robot operates on the station; they outfit it with a specific tool-set, give a choice of a few theme-related chassis sprites, and allow access to a related department radio channel. Tools that require power are powered straight from the robot's power cell, so take care upon extensive usage. All modules give you a Flash at your disposal, so you have a degree of self-defense.
Some modules feature a gripper that is supposed to emulate a hand for when you need to put something into something else (like components into a machine frame), but they usually only work on items related to the work area the module is associated with (sometimes not even those, the selection of compatible items is imperfect), like circuit boards and components for Engineering, food items for Service etc. They take one item and can be dropped with a Drop Item verb that is located in Robot Commands tab.
The module is fixed when chosen and can only be changed by having someone (typically a Roboticist) make a module reset board, unlock your cover, open it, and insert the board, which reverts you to default, letting you choose the module again. This can be done as many times as needed. If you are new at the game, it may be advisable to have a few rounds as a living character in the work area you plan to choose the module for as a robot. While you may read guides that can help you do your job, robots are generally expected to do it well, and so other crew is less forgiving to your mistakes.
Module | Icon | Description | Tools Available |
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Standard | A standard robot has only a few tools, which are basically taken here and there. Objectively, you are very limited in usefulness, but for a starting robot, it may prove lightweight, basic, and with some creativity it can still be sometimes useful, and do not forget you can still make the game fun for others through good roleplay. Still, do not be surprised if you are ordered to have a reset. |
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Service | This module is somewhat purposed around serving as a bartender, gardener, and a little as a cook, practically an innkeeper. You can use the gardening tools to grow crops in full competence, however you are not able to use things like a knife or rolling pin, which means you are limited to only a few meals you can create unassisted (assuming you get a humanoid to take eggs out of their box in the fridge for you as well).
Still, you are well equipped as a bartender and a butler in general, you can make practically any mixed drink, and some sprites you can choose are classy! Even though this module may seem boring, crew may often appreciate your refreshments and have a chat with you, this module is a lot about interaction with others. Just remember that you cannot put things on tables with your gripper, you may only drop them on the ground. Your tray is more suitable in that situation. |
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Miner | Mining configuration allows the robot to perform as a Prospector with a good degree of competence. Not only you are able to use the mining drills fully, you can stay in vacuum for as long as you like. It is highly recommended to read the Guide to Mining if you are new at this job, though. |
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Security | Please note: This module is not available during normal gameplay.
The Security robot is an enforcer of law and its capabilities mostly lie in arresting suspects and maintaining order. It is relatively inefficient in other tasks however, like eradicating dangerous creatures on board or near station, since it is outfitted to combat humanoid threats. It is highly recommended to carefully read up on your Sol Central Government Law and read through the laws somewhat; a Security robot is also bound by Standard Operating Procedure like any other officer, and being abusing is a way to get unwanted attention from staff. |
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Engineering | The Engineering module is considered to be among the most useful a robot can select, but it is still recommended to have a few Engineering rounds as a living character, otherwise the vast array of tools at your disposal may be overwhelming. Once mastered, an Engineering robot can be more effective than a living Engineer in most areas, like repairing structure, atmospherics, and engine setup and maintenance. This module allows a robot to do the job it is associated with to near-full extent, with the gripper functioning on most items you could need in your duty. |
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Janitor | Competent to do what a Sanitation Technician does, it has an added benefit of automatically cleaning the floor it moves across. The mop is for places you cannot reach with your chassis, you can replace broken lights and clean the broken ones with your trash bag (empty it into disposal units), and it gives you the right to make puns in your name, JaniThor. |
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Surgery | One of two medical modules available. This allows the robot to perform any surgery, however it still requires assistance with putting the patient on an operating table and sedating him. You can also administer limited medical aid, but it is recommended to use the sleeper to treat patients, as it offers more options. Refer to Guide to Surgery for how to operate. |
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Crisis | Second variation of a medical module, this one is more purposed to a triage system and general medical aid. Any fractures are beyond capabilities of this module, however thanks to its capability to prepare medicine, internal injuries and bleeding can be healed chemically. It even features an inflatable barrier dispenser to pull victims out of depressurized areas. Overall a competent module, provided the player has sufficient knowledge of medicine in the game. Refer to Guide to Chemistry and Guide to Medicine for how to doctor. |
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Clerical | A module that is rarely used since much of the crew cares little for paperwork. But who knows, maybe it would appreciate a laborious robot that would take care of it all. |
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Research | A module that is purposed to serve as a Scientist, Roboticist, and perhaps a Xenobiologist, which is a much safer alternative to a humanoid scientist that is prone to slime containment breaches. It is fairly competent in this regard, though it cannot perform maintenance on itself, only unlock itself. |
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Flying Modules
A category of robot whose chief distinguishing feature is the use of an anti-gravity hover unit that allows them to fly, allowing much faster locomotion than their grounded counterparts, as well as navigate zero-G environments with ease. This can be useful in situations where other robots and organic crew would falter or be slowed considerably. But this also comes with the caveat of a lighter frame and a somewhat limited arsenal in their respective roles.
Some modules are unique to the flying variants and cannot be found elsewhere.
Note: Traversing vertically must be done manually using the '<' and '>' keys for ascending and descending respectively (no shift key necessary). Ladders are used as normal.
Module | Icon | Description | Tools Available |
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Cultivator | A chef's best friend. The Cultivator is almost exclusively suited for the cultivation of plants and not much else. But thanks to their more robust nature, a Cultivator robot might also be welcomed in a more experimental setting. |
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Emergency Response | The Emergency Response module lacks some the heavier utility items that allow a ground-based Crisis Response module to stabilize cardiac arrest and remove wounded crew members to a safer location, such as the Infirmary. However it does possess a variety of tools for dismantling equipment and hacking through doors. As such, it is suited for a First Response role in hard-to-reach locations while additional support is on the way.
Like the other medical modules, an established knowledge of Medicine and Chemistry is strongly recommended. |
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Filing | Much like its Clerical counterpart, the Filing module is best suited for paperwork and office assistant roles. |
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Forensics | Great for collecting evidence in more dangerous areas for an existing Forensic Technician without the risk of fingerprints. See Guide to Forensics for more details on how to do your job. |
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Repair | Arguably one of the most useful modules to have around with its extensive list of tools at its disposal. And thanks to their ability to fly, this module is especially handy for repairing level-spanning breaches or where EVA would be necessary. |
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Surveyor | An exploration and discovery module with a rather versatile arsenal. Given the dangerous nature of the work, you might find yourself sent in before everyone else to ensure a location is safe. Or to see how that strange creature likes robots.... |
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Other Notes on Robots
- You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.
- Expect to regularly be thrust into hazardous situations thanks to your 'enhanced' durability and ability to operate in a vacuum.
- You cannot be disarmed of your inbuilt equipment and you cannot drop it (drop key puts the tool in inventory). You can be stunned by a flash, which overload your optical sensors.
- You are vulnerable to EMP in that it discharges some of your energy. If you run to zero, you are powered-down.
- You are immune to most (if not all) diseases such as disease and radiation poisoning.
- You cannot pick up, use, or equip external items. Unless your module provides a 'gripper' item that will work on some types of item.
- Like AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it.
- Like AI, you can remotely view alarm statuses. Use this to your advantage.
- You can use the same hotkeys as the AI to interact with airlocks, APCs, etc.
- Unlike AI, you cannot use security cameras for remotely using machines and devices.
- Robots have access to all areas and all doors.
- The robot recharge stations are next to Robotics Lab, in Robot Storage, on the departures shuttle, as well as other areas.
- You are somewhat slow, normal humans outrun you.
- Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.
- Drones and Robots may not know what emotions, or feelings are, but that doesn't give the player the right to go Rambo. If a group of people take several people hostage, the robot doesn't have the right to rush in with a stun baton and beat the hostage-takers. Remember that the Security robot is still bound by Standard Operating Procedure of officers on top of your laws.
- An emagged robot will have no LawSync or AI link and cannot have its module reset.
Капитан ∙ Глава персонала ∙ Адъютант ∙ Агент внутренних дел | |
Главный инженер ∙ Старший инженер ∙ Инженер ∙ Инженер-стажёр | |
Лидер ЭК ∙ Пилот ЭК ∙ Исследователь | |
Главный врач ∙ Хирург ∙ Консультант ∙ Врач ∙ Химик ∙ Интерн | |
Chief Science Officer ∙ Research Assistant ∙ Roboticist ∙ Scientist ∙ Senior Researcher | |
Глава службы безопасности ∙ Смотритель ∙ Криминалист ∙ Офицер службы безопасности | |
Капеллан ∙ Шеф-стюард ∙ Стюард ∙ Санитарный техник ∙ Ассистент | |
Квартирмейстер ∙ Грузчик ∙ Старатель ∙ Помощник снабжения | |
Торговец ∙ Пассажир ∙ Robot | |
Генокрад ∙ Культист ∙ Лоялист ∙ Наемник ∙ Мятежник ∙ Оперативник ∙ Захватчик ∙ Ренегат ∙ Предатель ∙ Вокс Рейдер |