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Give the AI its medical overlay back

Posted: Wed Jan 04, 2017 9:41 pm
by CPTANT
In the past the AI's medical overlay could see everyone's health. This was changed at one point to only allow the AI to see the health of people who turned on suit sensors.

The gameplay result is that as AI it is basically impossible to tell in most cases whether someone has been harmed, actually its impossible to distinguish between an unconscious and a dead person. For an entity who's default lawset completely revolves around preventing harm this is rather....impractical.

The AI is the only entity that can't examine things, so is the only one that doesn't have this information.


There have been several AI nerfs, but restoring the AI's ability to actually detects it's default primary objective seems only fair.

Re: Give the AI its medical overlay back

Posted: Wed Jan 04, 2017 9:42 pm
by Saegrimr
Why aren't the crew turning its suit sensors on?

Re: Give the AI its medical overlay back

Posted: Wed Jan 04, 2017 9:43 pm
by CPTANT
Saegrimr wrote:Why aren't the crew turning its suit sensors on?
Haha, everyone always spams turn suit sensors on, nobody ever listens.

This won't change.

Re: Give the AI its medical overlay back

Posted: Thu Jan 05, 2017 12:30 am
by Gun Hog
CPTANT wrote:In the past the AI's medical overlay could see everyone's health. This was changed at one point to only allow the AI to see the health of people who turned on suit sensors.

The gameplay result is that as AI it is basically impossible to tell in most cases whether someone has been harmed, actually its impossible to distinguish between an unconscious and a dead person. For an entity who's default lawset completely revolves around preventing harm this is rather....impractical.

The AI is the only entity that can't examine things, so is the only one that doesn't have this information.


There have been several AI nerfs, but restoring the AI's ability to actually detects it's default primary objective seems only fair.
I am the one who coded this feature. The AI has never had a full medical or security HUD. I was asked to avoid this doing this. I wanted to provide Wanted status for the security HUD, but Aranclanos denied that request.

The medical HUD is an overlay for the suit sensors computer, and the security HUD was meant to be the same for the security records computer, but sadly I was unable to proceed with that.

I am sorry, I know from experience that you should not expect any improvements in the AI's ability to gather information. The best you can do is pretend to be the CMO and pester people about suit senosrs. Those who ignore you deserve to die and never be cloned anyway.

https://github.com/tgstation/tgstation/pull/4525 if you wish to review the PR.

Re: Give the AI its medical overlay back

Posted: Thu Jan 05, 2017 6:36 pm
by CPTANT
Gun Hog wrote:
CPTANT wrote:In the past the AI's medical overlay could see everyone's health. This was changed at one point to only allow the AI to see the health of people who turned on suit sensors.

The gameplay result is that as AI it is basically impossible to tell in most cases whether someone has been harmed, actually its impossible to distinguish between an unconscious and a dead person. For an entity who's default lawset completely revolves around preventing harm this is rather....impractical.

The AI is the only entity that can't examine things, so is the only one that doesn't have this information.


There have been several AI nerfs, but restoring the AI's ability to actually detects it's default primary objective seems only fair.
I am the one who coded this feature. The AI has never had a full medical or security HUD. I was asked to avoid this doing this. I wanted to provide Wanted status for the security HUD, but Aranclanos denied that request.

The medical HUD is an overlay for the suit sensors computer, and the security HUD was meant to be the same for the security records computer, but sadly I was unable to proceed with that.

I am sorry, I know from experience that you should not expect any improvements in the AI's ability to gather information. The best you can do is pretend to be the CMO and pester people about suit senosrs. Those who ignore you deserve to die and never be cloned anyway.

https://github.com/tgstation/tgstation/pull/4525 if you wish to review the PR.
Hmmm seems it was also a debated issue back then.

I still find that extremely basic information, such as whether or not someone is dead is information the AI should simply have. This is information literally every other mob gets through the examine function.

Re: Give the AI its medical overlay back

Posted: Fri Jan 06, 2017 12:35 am
by Gun Hog
I agree, and I would be more than happy to code an 'alive/dead' display for the medHUD on people without sensors, or just scrap the basic MedHUD in favor of the full one, but you have a silicon hate brigade (which has member(s) in the maintainership - name(s) will not be provided) which would prevent the addition of this feature.

These days, it is as hard to get an improvement for the AI approved as it is for Security.

Re: Give the AI its medical overlay back

Posted: Fri Jan 06, 2017 1:07 pm
by Haevacht
Command is blue, yellow is supply tho.

Re: Give the AI its medical overlay back

Posted: Fri Jan 06, 2017 1:14 pm
by DemonFiren
I always thought Supply was brown.
And that green is closer to Service than Common.

Re: Give the AI its medical overlay back

Posted: Fri Jan 06, 2017 4:03 pm
by Wyzack
I thought the AI lost this by design, as the AI being a harmyelling big brother was by and large the source of all the hefty silicon nerfs that got dropped

Re: Give the AI its medical overlay back

Posted: Fri Jan 06, 2017 6:48 pm
by CPTANT
I would hardly call actually knowing when someone is dead "perfect information"

Re: Give the AI its medical overlay back

Posted: Sat Jan 07, 2017 9:53 pm
by TheNightingale
As an AI player, please don't give AI a full MedHUD. You know why? Because if someone doesn't have their sensors on, we can ignore them being harmed.

(thatwasajoke)

Re: Give the AI its medical overlay back

Posted: Sat Jan 07, 2017 10:08 pm
by Anonmare
Technically speaking, no fullHUD means you can practice reasonable doubt. Oh that assistant on the floor? The security guard said he's just sleeping. Hey why's that captain on the flo- Oh the nice man in the red hardsuit said he's just tired.

You could make fullHUDs upgrade disks makeable in robo or science if you really wanted a compromise.

Re: Give the AI its medical overlay back

Posted: Sun Jan 08, 2017 10:24 am
by Iatots
'Member when people meta'ed 2-3 brute damage on the crew monitor to find cultists? I 'member.

Re: Give the AI its medical overlay back

Posted: Mon Jan 09, 2017 1:04 am
by Gun Hog
Anonmare wrote:Technically speaking, no fullHUD means you can practice reasonable doubt. Oh that assistant on the floor? The security guard said he's just sleeping. Hey why's that captain on the flo- Oh the nice man in the red hardsuit said he's just tired.

You could make fullHUDs upgrade disks makeable in robo or science if you really wanted a compromise.
I would be more than happy to code this, if I had reasonable assurance that it would be merged.

Re: Give the AI its medical overlay back

Posted: Mon Jan 09, 2017 6:26 am
by Cik
Wyzack wrote:I thought the AI lost this by design, as the AI being a harmyelling big brother was by and large the source of all the hefty silicon nerfs that got dropped
not that it ever really ended up helping considering "we should test the game without secborgs" turned into "this poll does not represent the majority of the playerbase! remove secborg!" became "this poll that says people want them back directly from the playerbase means the playerbase does not know what they are talking back! they are forbidden now!"