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Missing Cameras


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While I get the idea of there being blindspots to hide from the AI and security, there probably shouldn't be quite so many as there are. Especially in critical/sensitive locations, and places where people often need access.


1) The doors at escape. There's a blindspot covering two of the three doors, making interacting with them impossible.


2) The corridor in front of the kitchen. It's very annoying when tracking/interacting with people in that area and they dissapear of camera. And it's kinda an important location, being both in the path to escape and right outside the morg.


3) The little room between research and genetics. Without a camera there it's impossible to access the doors to the maintenance corridores.


4) The incinerator. It's not something that's really useful to an AI (even a malfing one), at least not without crew assistance, but it is a place that should be able to be monitored and accessed as necessary. Two cameras work best, one in the airlock and one in the main room.


5) Drone Maintenance. It makes sense to have a camera there, and it's ocassionally useful to see what's going on.


6) The chapel. It's a public place (and a favorite hangout of miscreants), but has a very annoying blindspot in the top right corner. Also, a holopad in the chapel would be nice... sometimes there's a good reason for the AI to participate in the RP going on there. Same in the funeral parlor... though I've never seen a real-person funeral, EmPrESS has assisted in two mouse funerals (on the grounds that it's good for morale and human-cyber relations) and might as well be able to make an appearance.

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  • 1 month later...

I feel like I want to go against camera in incinerator, its basically the only big room that antags have to work with without default camera coverage. However its always the first place checked by security which means it acts as little more than a diversionary area.


1) I agree with, escape should have full coverage

2) I agree with, though I think its a design consideration to give a way to break into morgue. There are, however, other entrances that dont have camera coverage

3) I agree with, I've had to direct an ai to go to the side room and it can be tough for them to find you when you aren't on cameras

4) I dont agree with, as stated above. As for accessing, however, idk if the camera in the maint hallway can see the door, but if not then it could probably be moved to at least let ai open it

5) I agree with

6) I agree with

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Oooh... cameras in maintenance corridors. I'd have to pass on that... at least, not in all of them. A few spots would be nice, I'll admit, but antags ought to have at least some spots to hide too. I'd be happier with cameras in the aux storage locations (which I'm mostly clueless about) and other spots like that, and leave the maintenance corridors for hiding.


As for the incinerator, not much really happens there. I can't say I'd be sad if cameras weren't added there, but I also don't think it'd hurt. And on the ocassion when the incinerator is used, it's probably not a bad idea to have AI oversight.


Thinking about it, I would like to add another location for a camera: The airlock to the engineering shuttle. The AI can't let people in through this airlock, a problem I've encountered at least a couple of times (once when said people were rushing to get to the transfer shuttle).

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The only one I disagree with is the incinerator camera, as it is one of the few places a traitor has to dispose of evidence, and a plasma fire could be easily created by any AI who knows what they're doing. Also I vote no to filling the maintenance tunnels with cameras. It's impractical and would kill RP for antags unless they subvert the AI every round.

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4) The incinerator. It's not something that's really useful to an AI (even a malfing one), at least not without crew assistance, but it is a place that should be able to be monitored and accessed as necessary. Two cameras work best, one in the airlock and one in the main room.

 

 

Please do not put a camera in the incinerator. It has historically been a room that is deliberately left without a camera for ages for balance reasons. It's supposed to be an antagonist hotspot (sorry) and a place for shady dealings.


The rest are fine, but please don't put cameras in the incinerator!

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I agree with Sierra.


The AI should have full coverage of public areas. As for maintenance and the incinerator? I don't think that would benefit antags in any way.

 

No offense meant, but have you ever tried to play traitor on a station with a very alert AI and a security staff that actually watch cameras religiously? I've personally, as AI, caught about six traitors doing their things by simply spotting contraband/suspicious activity. I don't even play AI much either. Likewise I've watched Sue in particular catch at least two dozen traitors with the security cameras on B12 when we both played there.


Antags need areas off the camera network to do their thing, especially those of them that prefer to do things in a more clandestine manner. More cameras directly hurts the ability of antagonists to function.


I do support cameras in a few blindspots that should not be blind spots. The research dock, departures, etc. I can't support cameras throughout maint or in the incinerator in an OOC standpoint. If you want them built there, you should need to go through the effort to get them built ICly.

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It's been discussed elsewhere before. I've been for it (as well as a few other things starting broken/damaged, like APCs and Air alarms), but it might be a fair bit of work to code it properly.


Some time ago I re-did the old "derelict" mode code. Maybe I can pull from that to add in some roundstart damage to the station. Or even just bring that back in its entirety. :)

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Yeah, the maintenance tunnels would be too much. And I see the point about the incinerator... but that still leaves plenty of places that ought to have cameras. Here's my revised list:


1) The doors at escape. There's a blindspot covering two of the three doors, making interacting with them impossible.


2) The corridor in front of the kitchen. It's very annoying when tracking/interacting with people in that area and they disappear off camera. And it's kinda an important location, being both in the path to escape and right outside the morgue.


3) The little room between research and genetics. Without a camera there it's impossible to access the doors to the maintenance corridors to let people through.


4) Drone Maintenance. It makes sense to have a camera there, and it's occasionally useful to see what's going on.


5) The chapel. It's a public place (and a favorite hangout of miscreants), but has a very annoying blind spot in the top right corner. Needs a holopad, too.


6) The engineering external access airlock, over by the engineering shuttle, cannot be operated by the AI and should probably have a camera in it.


7) The mining outpost bridge. There's an inaccessible door there, which can be a pain if you're letting someone through.

 

This gives me a new idea. You know how at the start of rounds, there's a couple lights here and there that are out/dead? What if there's also random cameras that start out, nonfunctional in some manner?

 

I'd be all for this. I'd much rather be sending engineers out to repair damaged cameras than having to have them install new ones. I'm inclined to think things ought to fail a bit more in the course of the game, anyway, just so the engineers have stuff to do without people needing to break shit.

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on the old map i used to rely on camera blindspots to do antagging in primary corridors. Back when there was a normal wall on the access between teleporter and captains quarters, with the bathroom directly to the left there was a camera blindspot and unless someone was at the medical desk the only people who could catch me would be those wandering the hall (still very dangerous imo) but you could false wall there and wander away, then 15-20 minutes later slip in the wall and get into captains bathroom with an all access door into his quarters and nab the spare id. Of course, that was before bridge was fully encased in reinforced walls and made impossible to covertly break into

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