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Silicon Department #537
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Silicon Department #537
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Reading through this I already see several problems where the intended gameplay is exactly what we won't be seeing in practice if this design is implemented in-game. Especially with Scenario C, people hardly ever change the AI's laws, and if they do want to do so it takes half an hour because silicons must prevent their laws from being changed. When any crew antagonist presents itself (be it nuclear operatives with crew IDs or a ninja) the last thing on the crew's mind will be changing the AI's laws. I've already seen this play out many times in-game as Apollo, one of the most competent AI's on the salamander server. Additionally, the default lawset of silicons should really not be crewsimov, but NT Default for the following reasons:
I also feel like some features should be added to what the AI and borgs can do, like:
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I want to add that I am already of the same mindset in regards to crewsimov being a bad, extremist lawset so there's already talks of how to approach removing it as the "baseline" lawset. The story scenarios are also not meant to be entirely realistic, they are meant to highlight different aspects of silicon gameplay that should be telling a compelling story for the hypothetical players involved. In regards to the ideas presented, most have already been covered, considered and to some extent already planned out! There are also several PRs already in the works that go over some of these aspects such as [37038] or [41030]. More PR's will follow after this design document is merged and the work group is created, but for right now we need to ensure our base of concept is solid before building on top of it. |
The doc doesn't mention what the laws of the silicons should be by default. We simply used crewsimov as the most recognized lawset to show a scenario of what we want the silicon roundflow to look like, what lawset is the default afterwards is totally unrelated to this document besides the mention that it should contain laws to preventing harm and obeying crew (Which both NT Default and Crewsimov adhere to)
This is a general document outlining what a "Silicon" is, so anything regarding borgs and AI will have to be written out in a seperate document regarding those roles. |
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Yes, I did see some PR's already in the works on the list I compiled, and I've added them in regardless because I wanted to compile a list of what I believe the silicon department should be after having played it for far more than 100h. Not all that I had written down is of course for the design document but at the moment this is really the best place to put this after I had discussed it in the discord server. Just needed some of the people working on this to read it, and I was told that the best place for it right now was here! Edit: If desired, I would like to have a more active role in realizing the potential that silicons can have in this game, with both design and perhaps even getting some PR's made after the plans are merged! Silicons have a lot of potential to be realized, and it'd be a shame if that never happens properly. |
Once the silicon workgroup is formed you're more than welcome to help with your contributions! There will be a channel on discord for communication with the workgroup. |
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I'll keep a close eye on the progress then, feel free to ping me (@FireDefender) in discord when the ball is finally rolling :) |
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Silicons eating good tonight |
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| ```admonish warning "Attention: Placeholder!" | ||
| This section is a placeholder, pending a design-doc being created by the related work-group | ||
| ``` |
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If the doc is meant to be ready/done, why is it unfinished here?
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Every folder has a guidelines.md and i have no idea whether this counts as such, so i just copied the file over
A design document regarding the silicon department, made for the silicon workgroup.
The document covers the basics of a "Silicon". It is not related to cyborgs or station AI, simply the general concept.
Written by me, Mixelz and chromiumboy