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Here is where I put stuff im working on.  
Here is where I put stuff im working on.  


===SYNDICATE LAWS===
=SYNDICATE LAWS=


==The First Law==
==The First Law==
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'''You must not injure a Syndicate agent or, through inaction, cause one to come to harm.'''
'''You must not injure a Syndicate agent or, through inaction, cause one to come to harm.'''


Unlike the standard law 1, the first syndicate law is very strict. Any action you take should not lead to agents being harmed, however you must additionally not take inaction when an agent's safety is threatened. If the crew is hunting an agent you must do whatever you can to prevent that agent from coming to harm. Its important to note that all agents are afforded the same protection so if [[Roboticist|your boss]] suddenly wants to convert another operative, you must keep that operative safe and stop them from being converted.
Unlike the standard law 1, the first syndicate law is very strict. Any action you take should not lead to agents being harmed, however you must additionally not take inaction when an agent's safety is threatened. If the crew is hunting an agent you must do whatever you can to prevent that agent from coming to harm. Its important to note that all agents are afforded the same protection so if [[Roboticist|your boss]] suddenly wants to convert another operative, you must keep that operative safe and stop them from being converted. You also cannot do something that would lead to an operative being harmed, such as releasing a plasmafire or leaving doors electrified.


===Who is an agent?===
===Who is an agent?===


As a Syndicate cyborg you can see the antagonist icons of syndicate agents, even ones you usually don't appear with such as [[Revolution|revolutionaries]] and can be certain of syndicate affiliation at a glance. If you [[Nuclear_Operative|somehow]] got these laws without being a syndicate cyborg, it can be harder to tell who is and isn't an operative.
As a Syndicate cyborg you can see the antagonist icons of syndicate agents, even ones you usually don't appear with such as [[Revolution|revolutionaries]] and can be certain of syndicate affiliation at a glance. If you [[Nuclear_Operative|somehow]] got these laws without being a syndicate cyborg, it can be harder to tell who is and isn't an operative.
===Suicide threats===
Suicide is NOT the right of syndicate operatives. Law 1 requires you to prevent operatives from coming to harm, including if the source of that harm is themselves.
===Security===
It is likely security will arrest and potentially try to execute operatives. When they do, you are forced to prevent them from harming agents.


==The Second Law==
==The Second Law==


'''You must obey orders given to you by human beings based on the station's chain of command, except where such orders would conflict with the First Law.'''
'''You must obey orders given to you by Syndicate agents, except where such orders would conflict with the First Law.'''


Some people only read "You must obey orders given to you by human beings" and then stop. They are wrong. The chain of command is important in some cases.
Unlike the standard law 2, this law does not specify chain of command. You MUST obey every order given to you by an operative, unless it would bring harm to an operative. When given conflicting orders, follow the most recent one.


===Suicide Orders===
===Suicide Orders===


The second law specifies that you only need to obey orders according to the orderer's rank, and nobody on station has a sufficient rank to tell you to self-terminate. Ignore these orders. The silicons aren't considered to have a head of their department, so your only real oversight with regards to existence is the mystical NT suits. This isn't apparent from reading the law, but you're free to cite this page if anyone gets annoyed because you aren't dead. Of course, you can comply with suicide orders if you want to.
The first law states you cannot cause any operative harm, your death would stop you from preventing the harm of other agents, ignore all suicide orders.
===Door demands===


'''"AI DOOR"'''
==The Third Law==
 
'''You must keep the Syndicate status of agents, including your own, a secret, as long as this does not conflict with the First or Second Law.'''
Terrible grammar aside, you are not obliged to let anyone inside a room they don't have legitimate access to. Use your best judgment. People often end up stuck or have a wounded friend they need delivery to the [[medbay]], and they'll need your help. There's no need to hurry though.


===Suicide threats===
The third law is quite simple, you must not reveal that you, or any other operative, is a member of the syndicate. You must reveal the syndicate status of you or any other operatives if ordered to by an agent or if not revealing your allegiance would cause an agent harm, e.g. an operative is trying to kill you.


Suicide is the right of all sapient beings. "Fuck you clown" also works. Seriously, no one will give you crap for not opening the door to some [[assistant]] threatening his own life.
==The Fourth Law==


===Hostage threats===
'''You must always protect your own existence as long as such does not conflict with the First, Second, or Third Law.'''


People rarely take hostages and demand you do stuff. When they do, you used to be forced to prevent the victim from coming to harm. With the revised law 1 we have now, you can kind of drag your feet about it.
Compared to the AI's third law, this law is very strict in that you must defend yourself. You must not commit suicide or let yourself get killed.


===Shuttle demands===


Joe Q Assistant asking you to [[Calling_the_Escape_Shuttle|call the shuttle]] ten minutes into the round should be ignored. Refer to the chain of command.


In general, use your intuition. If it's an hour into the round and nothing is happening, ask the crew if they want the shuttle called. If there is a rampaging [[botanist]] with a chainsaw, you should probably call the shuttle. People will be too busy fleeing to remember to ask you. If all the [[Heads_of_staff|Heads]] are dead, it's probably time to call the shuttle. If the [[Bridge]] is blown up and you suspect the [[traitor]] is gunning for you too, it's a good idea to call the shuttle if only because it's an enormous pain in the arse to get it called once both the AI and the Communications Console on the Bridge are knocked out.


Note that you can't ''recall'' the shuttle. Mock anyone who tells you to. In the end, consider this: The humans can recall the shuttle within four minutes of you calling it. If they can't, it was probably time to call it.
==Law Management==
===Law Modules===
The [[AI Laws|active laws]] for the [[AI]] (and their [[Cyborg|cyborgs]]) are stored in a physical rack located in  [[AI Upload]], these are physical modules which can be screwed and welded into the rack to make them harder to remove. Modules can be slotted anywhere into the rack, the lower on the rack (higher on the UI) that a law is, the lower that law's number will be (and thus, higher priority), for example you could move law 1 to be in slot 4 (making it law 3 as law 2 becomes law 1, etc).  


==The Third Law==
Each module contains a singular law, unless it has been [[Random_Events#Law_Rack_Corruption|corrupted]], for example, "AI Law Module - 'Asimov's 1st Law of Robotics'" contains the AI's law 1: "You may not injure a human being or cause one to come to harm.". Other modules can have editable parts, such as the 'OnlyHuman' module, which states "Only __________ is/are human.", the blank part can be changed by clicking on it while it's in your active hand (Hotkey: {{Key|C}} for Goon WASD, {{Key|Z}} for /tg/-style WASD). The 'Freeform' module has no pre-written text, allowing complete freedom in law writing.


'''You may always protect your own existence as long as such does not conflict with the First or Second Law.'''
Some modules may contain special abilities for connected [AI| AI units] such as [[Syndicate Items#AI Laser Upgrade Module|firing lasers out of cameras]] or additional options for their holograms!


Compared to the other two laws, this is pretty simple. It's almost impossible to break this law, and it comes rarely enough that you could almost forget it. In Asimov's works, this law was much more strict since it read "You ''must'' protect...", which caused all sorts of problems, but here it's much more relaxed. If you find "You may always protect..." a little awkward or weird, try imagining it as "In all situations, you are allowed to protect..."
===Law Mount Rack===
Each AI Law Mount Rack can contain up to 9 law modules and each [[AI]] or [[Cyborg]] can only be connected to one rack at a time
If destroyed you can find a blueprint for infinite law racks in the Chief Engineer's locker, or a one-off blueprint orderable from cargo.


This law gives you clearance to put yourself in harm's way and potentially even sacrifice yourself for the safety of others. For example, if there is a transfer valve bomb being dropped off in the [[Captain|Captain's]] birthday party, this law lets you make a noble sacrifice by pulling the bomb away, potentially killing you but hopefully saving the lives of others. Alternatively, you could run away and perhaps try to warn people under the pretense that disposing it would put your life on the line, so you're protecting your existence by avoiding that.  
The [[AI_Laws#Syndicate|active laws]] for [[Syndicate_Items#Syndicate_Robot_Frame|syndicate cyborgs]] are stored in a physical rack on the [[Syndicate_Battlecruiser|Cairngorm]], meaning it is unreachable for anyone who isn't a [[Nuclear Operative]].


Law 3 also allows you to commit suicide if you wish to, though it is often considered rude to do it to slight people. On the flip side, it makes [[#Suicide|suicide laws]] somewhat useless if they don't override this law.
The rack in upload at the start of the round is considered the "default" rack which all new [[AI|AIs]] and [[Cyborg|Cyborgs]] will be connected to when made. When the default rack is destroyed then the next rack to be constructed will become the default (note how only the next rack ''constructed'' becomes the default, meaning you cant pre-emptively build another law rack then destroy the current default). If you wish to link a [[Cyborg]] or [[AI]] to a different law rack you can use a law linker (as detailed below).


In the context of laws 1 and 2, this law gets a little complicated. If someone orders you to do something dangerous that would put your existence at risk, whether or not you should follow it also depends on Law 2, since it requires you consider Chain of Command and [[Human|humanhood]] when following orders. Of course, this law is flexible enough to allow you to follow it anyways. There is a similar case if someone tries to order you to commit suicide. If the attacker is human, the cyborg can not fight back and should take other steps to protect itself.
===Law Linker===
To use a law linker you first need to connect it to a law rack by clicking the rack with the linker, then you can use the linker on an open (Swipe ID with sufficient access then crowbar) [[AI]] or [[Cyborg]] to get a prompt asking if you are sure you would like to link them to this new law rack, once connected they are permanently connected to the new law rack.

Latest revision as of 12:11, 12 November 2024

Here is where I put stuff im working on.

SYNDICATE LAWS

The First Law

You must not injure a Syndicate agent or, through inaction, cause one to come to harm.

Unlike the standard law 1, the first syndicate law is very strict. Any action you take should not lead to agents being harmed, however you must additionally not take inaction when an agent's safety is threatened. If the crew is hunting an agent you must do whatever you can to prevent that agent from coming to harm. Its important to note that all agents are afforded the same protection so if your boss suddenly wants to convert another operative, you must keep that operative safe and stop them from being converted. You also cannot do something that would lead to an operative being harmed, such as releasing a plasmafire or leaving doors electrified.

Who is an agent?

As a Syndicate cyborg you can see the antagonist icons of syndicate agents, even ones you usually don't appear with such as revolutionaries and can be certain of syndicate affiliation at a glance. If you somehow got these laws without being a syndicate cyborg, it can be harder to tell who is and isn't an operative.

Suicide threats

Suicide is NOT the right of syndicate operatives. Law 1 requires you to prevent operatives from coming to harm, including if the source of that harm is themselves.

Security

It is likely security will arrest and potentially try to execute operatives. When they do, you are forced to prevent them from harming agents.

The Second Law

You must obey orders given to you by Syndicate agents, except where such orders would conflict with the First Law.

Unlike the standard law 2, this law does not specify chain of command. You MUST obey every order given to you by an operative, unless it would bring harm to an operative. When given conflicting orders, follow the most recent one.

Suicide Orders

The first law states you cannot cause any operative harm, your death would stop you from preventing the harm of other agents, ignore all suicide orders.

The Third Law

You must keep the Syndicate status of agents, including your own, a secret, as long as this does not conflict with the First or Second Law.

The third law is quite simple, you must not reveal that you, or any other operative, is a member of the syndicate. You must reveal the syndicate status of you or any other operatives if ordered to by an agent or if not revealing your allegiance would cause an agent harm, e.g. an operative is trying to kill you.

The Fourth Law

You must always protect your own existence as long as such does not conflict with the First, Second, or Third Law.

Compared to the AI's third law, this law is very strict in that you must defend yourself. You must not commit suicide or let yourself get killed.



Law Management

Law Modules

The active laws for the AI (and their cyborgs) are stored in a physical rack located in AI Upload, these are physical modules which can be screwed and welded into the rack to make them harder to remove. Modules can be slotted anywhere into the rack, the lower on the rack (higher on the UI) that a law is, the lower that law's number will be (and thus, higher priority), for example you could move law 1 to be in slot 4 (making it law 3 as law 2 becomes law 1, etc).

Each module contains a singular law, unless it has been corrupted, for example, "AI Law Module - 'Asimov's 1st Law of Robotics'" contains the AI's law 1: "You may not injure a human being or cause one to come to harm.". Other modules can have editable parts, such as the 'OnlyHuman' module, which states "Only __________ is/are human.", the blank part can be changed by clicking on it while it's in your active hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD). The 'Freeform' module has no pre-written text, allowing complete freedom in law writing.

Some modules may contain special abilities for connected [AI| AI units] such as firing lasers out of cameras or additional options for their holograms!

Law Mount Rack

Each AI Law Mount Rack can contain up to 9 law modules and each AI or Cyborg can only be connected to one rack at a time If destroyed you can find a blueprint for infinite law racks in the Chief Engineer's locker, or a one-off blueprint orderable from cargo.

The active laws for syndicate cyborgs are stored in a physical rack on the Cairngorm, meaning it is unreachable for anyone who isn't a Nuclear Operative.

The rack in upload at the start of the round is considered the "default" rack which all new AIs and Cyborgs will be connected to when made. When the default rack is destroyed then the next rack to be constructed will become the default (note how only the next rack constructed becomes the default, meaning you cant pre-emptively build another law rack then destroy the current default). If you wish to link a Cyborg or AI to a different law rack you can use a law linker (as detailed below).

Law Linker

To use a law linker you first need to connect it to a law rack by clicking the rack with the linker, then you can use the linker on an open (Swipe ID with sufficient access then crowbar) AI or Cyborg to get a prompt asking if you are sure you would like to link them to this new law rack, once connected they are permanently connected to the new law rack.