Cryer and Gammu get into an agreement to make "Clones". Synthetic based humans with highly developed AI brains indistinguishable from real humans. They are first produced as a way to have soldiers to fight the Nomads since they cannot be infected, and then evolve to take the place of real inRP characters. These "Clones" could only be played by a player who created the original character.
The AI ID would be more interesting to play if they weren't stuck to the Gammu lore. There are many ways such a character can work, but sadly it is usually always associated with those parts of the sector as well as the groups that caried the name before.
The AI ID I would personally like to see is one that is, more or less, an alternative to the Nomad ID, albeit perhaps without the same level of technology and full hostile setting to other factions. The lore rebooted and kept vague enough to be fun and unhindered by past mistakes.
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(02-08-2018, 02:43 AM)Durandal Wrote: 1) The Gammu AI, from my perspective, have no real goal. Their lore isn't that of reclamation, expansion, control.. its just survival. And survival alone doesn't make for very compelling roleplay. I don't know what they actually are, and I don't get the impression that they do either. They have no identity, so to speak, and conversely no aesthetic.
2) They lack a meta. I don't know what an AI actually does gameplay wise when its online. Gameplay means things like mining, shooting, pirating, etc. If anyone tries to say "oh well they RP with X and Y, no, that isn't enough. It's not a sustainable source of activity.
AI had a long established lore, unfortunately one player scrapped it and replaced it with "Beep boop, we are uncharismatic robots with no colour or flavour" about three years ago. The next big mistake was getting the ID nerfed into the floor.
AI needs the following:
- Unique toys. Either jump drives, cloaks, or something else. Something no other faction has. It's a mysterious alien technologist group and yet is extremely equipment disadvantaged.
- Ability to mine every omicron ore, and thus fight human factions over it.
I play an AI indie regularly. I would try to give AI purpose, but I've got other obligations.
(02-08-2018, 10:41 AM)sindroms Wrote: The AI ID would be more interesting to play if they weren't stuck to the Gammu lore. There are many ways such a character can work, but sadly it is usually always associated with those parts of the sector as well as the groups that caried the name before.
The AI ID I would personally like to see is one that is, more or less, an alternative to the Nomad ID, albeit perhaps without the same level of technology and full hostile setting to other factions. The lore rebooted and kept vague enough to be fun and unhindered by past mistakes.
This would be great - but don't make it worse than Nomad ID, make it slightly different. Give it alternative toys. I'd borderline consider turning the AI into what the Phantoms once were, but the AI keeps getting handled with kid-gloves. Take the risk of giving AI a powerful, compelling meta.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
Was a cool time to be in PRIME|, cause we were able to kill and hunt everything down that was not green to us (so, everyone).
It was perfect when you just wanted to have constant pews in Delta. I already miss PRIME| cause Phil and Kenshin were so chilled and allowed me to kill everything.
I do believe that the restrictions to AI shipline and ID Kind of set a certain path to most attempts at making AI interesting.
I do get why there is the ID restriction with the jump gates, but I think it's a bit too limiting for an AI faction to properly flourish.
As Durandal mentioned in his 1. Point, it is quite difficult to set a Goal for an AI faction. Because either, they'd be an all-hostile, ever-expanding force, akin to the nomads, without allies other than those they "infected" or modified, in this case.
Or they'd be overlookable robots that might as well just be a human faction originating from the Omicrons.
Giving AI a cap or full on bomber could make them more PvP-present and maybe start more conflicts. Loosening the restrictions on the ID could enable AI Players to operate properly in more Systems, assisting Forces they started contracts with, etc.
I am currently developing the AI siding with nomads against the status quo mankinds intervention and giving them a role in the frame within Freelancer.
Any previous attempts of the AI were an introduction of a 3rd or even 4th party which obviously doesn't feel right for freelancer.
I am missing the times around 4.83 and 4.84 when we had Harvesters... Those were both scary and dangerous encounters that just pumped me with adrenaline every time! You're basically toast if you don't manage to outrun or outfight them, so that was always exciting. Their speech, although limited, was enough RP interaction for me to get me in the "fight or flight" mindset and honestly - what could I want more from a rampaging AI?
We need something like this again, played by people with common sense. A dangerous enemy brings back activity in a heartbeat and always leaves you wanting more of it after.
So, in short - great thread by Lyth, I am HOPING (fingers crossed) someone comes up with a good story and creates a faction that gives me the creeps with an AI that properly goes hunting for biomass again, in all the places it can go. Especially in the border worlds and around Gallia.
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Another problem is the "artificial" idea. If you play them as simply robots and not a fully cognisant alien intelligence, the lore development is limiting and the character diversity suffocating. People behave like an artificial sentience should have less intelligence than an I phone 8.
Why would a sentient inorganic intelligence consider themselves "artificial"? There needs to be a non-human focused anthropology behind the AI, or the AI are pointless. They are a sentient, alien race.
The whole "Wirr, beep boop, I am a logic machine, I have no soul, I cannot dream, I am a gigantic pile of scrap, Danger, Will Robinson" is so hackneyed it does a disservice to the elegance and beauty of the assets. It's also terrible one-dimensional scifi storytelling.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)