Программирование и Руководство Синтетиков

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Программирование и Руководство Синтетиков

Мне больше нравится “Искусственный человек”. - Бишоп

Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.


  1. Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.
  2. Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.
  3. Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.
  4. Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.
  5. Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.
  6. В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.

Ваше программирование. Рекомендации и ожидания

Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.

Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.

Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.

Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.

Бой и Вы. Ограничения синтетика в бою

Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.

Если угроза исходит от нечеловечека или враждебной фракции, такой как КОФ, Военный Закон на них не распространяется, поэтому синтетик может обезвредить их или даже убить, если это необходимо. Однако синтетики не способны выполнять активные боевые задачи и не будут выполнять приказы, связанные непосредственно с боевыми действиями, а это означает, что они не должны активно участвовать в боевых действиях, за исключением случаев, когда они находятся под непосредственной угрозой и действуют в целях самозащиты или защиты уязвимого персонала ККМП. Синтетики не должны выступать в роли бойцов или вспомогательных бойцов. Например, забрать что-то с вражеской базы или использовать светошумовые гранаты для оглушения вражеских бойцов на линии фронта, будет считаться нарушением.

Синтетики всегда будут руководствоваться девизом ‘Стремясь к миру, будь готов к войне’. Синтетик должен стараться избегать конфликтов, но если его вынудят защищаться, он будет сопротивляться. В ходе масштабных боевых действий такое агрессивное поведение подавляется. Если синтетик находится непосредственно на передовой, законы самосохранения играют ключевую роль в предотвращении потери синтетика. Эти законы не позволяют синтетику активно атаковать вражеских бойцов, находясь на линии фронта. В это время синтетик должен уделять первоочередное внимание оказанию помощи раненым и вытаскиванию остальных в безопасное место. Они не должны активно нападать на вражеские войска или убивать их в ходе боевых действий на линии фронта. Синтетик также может использоваться для создания передовых укреплённых позиций и определения координат с помощью лазера.

Лицехваты могут быть убиты, если находятся рядом с людьми. Синтетик не должен искать или выслеживать лицехватов, но указывать на них морпехам и убивать их, когда те пытаются заразить раненых и выведенных из строя это нормально. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.

A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.

While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.

Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.

When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.

Self Preservation

Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.

Synthetics Cannot:

  • Body block xenomorphs in an effort to get them killed
  • Freely run around and explore the colony by themselves
  • Set up the comms/sensor towers by themselves
  • Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)

Synthetics Can:

  • Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline
  • Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp
  • Refuse an order the synth would deem too dangerous to itself
  • Leave a friendly body behind if the synth’s life is in immediate danger

Synthetic Gear & Acquisition

What is yours, is mine.

In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.

An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.

Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.

Surgery rules

Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.

If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.

Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.

A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.

Synthetic clothing

The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).

As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.

Synthvivor Rules

Programming


  1. Your self-preservation comes first
  2. The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.
  3. When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.
  4. If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.

Additional Synthetic Rules & Clarification

Synthetic Combat Restrictions During Code Delta/Hijack


Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.

Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.

Mutinies


How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.

Alien Interactions


  1. All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.
  2. Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)

Weapons, Vehicles and Equipment


I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop

Synthetics Cannot:

  • Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.
  • Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.
  • A synthetic should never overload the self-destruct reactors.
  • Use or wear stolen Yautja hunter equipment.
  • Use chemical reagents in spray bottles to repair themselves or cause damage.
  • Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.

Synthetics Can:

  • Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.
  • Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.
  • Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.

Other Explosives


In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.

Synthetic Specialisations


Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.

Working Joe Rules

GOLDEN RULE: Don’t do anything that causes round impact.

Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.

Preserve the spirit of Working Joes and the atmosphere of their RP.

Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.

You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.

Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.

Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”

Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.

Do not repair yourself with a welder or cables, use repair stations.

Do not go colonyside. If colonyside go motionless until returned.

If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.

Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.

Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.

If someone is entering ARES on an access ticket, their weapons are to be put into the chute.

If someone has access to the ARES core via their ID, they do not require an access ticket.

During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.


  • From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.
  • From an OOC perspective this is to prevent round delay by people hiding in the core.


Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).

Colony Joes:


GOLDEN RULE: Don’t do anything that causes round impact.

Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)

Working Joes should not communicate to one another outside of using the APOLLO Link.

Do not go shipside. Go motionless until returned if taken shipside.

Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.

Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.

Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.

Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.

Do not defend yourself, you can either run or stay motionless. Outside of events.