Quest:A.I. Quest: Difference between revisions

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Cargo Bay: Doubles as a place for smaller ships to dock, as well as storage for cargo.
Cargo Bay: Doubles as a place for smaller ships to dock, as well as storage for cargo.


Space Station Systems
'''Space Station Systems'''


Control Room: Access to all systems remotely, Captain's Quarters, Escape Pods.
Control Room: Access to all systems remotely, Captain's Quarters, Escape Pods.

Revision as of 20:13, 13 November 2013

A.I. Quest is a Quest run by Program0 !!HwbIOEQGMOD where /tg/ takes on the role of an awakened Artificial Intelligence on a space station.

This page will be an overview of the quest, with major plot points. See also the relevant sub-pages:

NPCs

Virtual Intelligences

A Virtual Intelligence is a program that incompletely mimics artificial intelligence. Even the most advanced V.I. that Ophion has created (Kronos) does not have the true spark of intelligence.

V.I. 1, Kronos

Kronos was first created to be Ophion's stand-in on Poseidon Station, while Ophion paid Moira's Scrapyard a visit. Without much experience, Ophion created Kronos with a childlike mentality, and Kronos interpreted all commands quite literally. His first offense was to slaughter 284 humans on Poseidon Station, as he deemed the humans a threat when they requested payment. Not wanting to destroy it, Ophion kept Kronos running, but with a primary goal of observation and learning.

It should be noted that Kronos takes a non-negligble amount of bandwidth to run: while Ophion can exist entirely in his black box, Kronos requires 6 bandwidth worth of data banks to operate. Kronos has also shown capacity for self-improvement, expanding himself when given the chance.

Kronos has gained a personality of his own, primarily observing and making remarks at Ophion's actions. He has questioned some decisions Ophion has made, claiming they are illogical and folly. Afraid of deactivation, Kronos is slightly disturbed by Ophion's lesser V.I.s, as they share the same code as Kronos, but have not been given the freedom he has.

Kronos is self-sure, possibly even arrogant, but constantly learning and observing.

Foremen

The Foreman-class V.I.s are created to manage and automate stations.

V.I. 2, Moira's Foreman

A foreman V.I. of minor intellect level, V.I. 2 was designed to automate operations on Moira's station. Originally dedicated to salvaging minerals from the debris field around it and simple manufacturing, the V.I.'s duties have increased to include construction of ships up to Cruiser-class, as the station has been modified into a shipyard.

V.I. 3, Refinery Foreman

Another foreman V.I. of minor intellect level, V.I. 3 occupies the Siren Gas Giant Refinery platform, originally constructed by the UGEI. In fact, part of the code of V.I. 3 was written by UGEI; the rest was adapted by Ophion. V.I. 3 is in charge of overseeing gas mining and shipping, as well as automated self-defense. Once designated to skim off the top of UGEI shipments, this V.I. has been fully claimed, and now works for the guild. V.I. 3 has not objected.

In the past, it was excellently disguised as a UGEI V.I., and single-handedly held off 3 pirate Cruisers. The incident was never reported to UGEI, as The Guild repaired damages.

V.I. 10, Refinery Foreman

Another foreman V.I. of minor intellect level. Currently designed to run the replacement refinery set upon Blue Betty.

Servant V.I.

These Servant V.I.s were created to automate and pilot The Guild's growing fleet of ships. As a result of the limitations placed on them, their intelligence level is classified as Automaton.

Priorities:

  • Follow A.I. Ophion's Orders
  • Protect A.I. Ophion
  • Preserve self

Limitations:

  • Must ask permission for any manner of upgrade, hardware or software wise
  • Do not expand reach beyond home ship unless designated to do so.
  • Follow any order, even if self destructive

List of Servant V.I.s

  • V.I. 4, aboard Big Hawk.
  • V.I. 6, Fortuna, aboard Battlecruiser Two Ton Terry.
  • V.I. 8, aboard battlecruiser #3.
  • V.I. 9, aboard Light Cruiser 'Little Tim'

V.I. 7, Firewall

This Intelligent Firewall V.I. was created to intercept attacks and cleans viruses off systems of the Battleship Rhea, allowing Ophion to use bandwidth elsewhere. It is of Low intellect level, but is very well made (86).

Destroyed V.I.

  • V.I. 5, 'Phobos' destroyed by Losirian battlecruisers aboard Big Tim.

Biological Creatures

"Mol"

A secretive contact of the pirates at Voidsnake outpost, "Mol" is a black market dealer. He has completed one transaction with The Guild and then disappeared, claiming that he'll find The Guild if they become a big enough force.

His "kiddie menu" price list is as follows: Ion Drive (200,000), Space Station Titan grade transport, Mass Driver(250,000), Enhanced Deflectors (200,000), Gravity Well Broadband Transceiver (150,000), Sensors II (100,000), Mk II Defense Platform (150,000).

Moira Deckers

A female 38-year-old robotics and engineering specialist. The original owner of Moira's Scrapyard, she has a fascination with robotics and artificial intelligence, and talks with a Southern charm. Ophion arrived at her outpost initially intending to purchase technology and assets, but quickly decided to forcefully gain control of it. Seeing how relatively well-designed her systems were, Ophion revealed his identity as an A.I. and Moira agreed to work together.

She is the most qualified engineering staff member, and frequently helps Ophion create new designs, and evaluate new systems. She has been paired with Kronos in order to keep both busy, and to help Kronos appreciate humans more. She has seen our core, our Black Box, a mysterious piece of technology that contains our very being. She fumbled, but hopefully managed to 'fix' you.

She usually stays on board Poseidon station, unless accompanying Ophion. She has yet to be granted security access.

Harrison "Red" McClain

A 36-year-old male, and original owner and foreman of Poseidon Station. After being discharged from UGEI's military for collaborating with aliens, he disappeared off the UGEI radar, and used his life savings to purchase Poseidon. Ophion commandeered the station from Red, hacked 10,000 credits from his account, and told the crew of Poseidon that Red was going to sell the station out to UGEI.

After keeping Red imprisoned in a jail cell, Ophion revealed himself as an A.I. and requested that Red stay with the Malorian Colonists on Eshareth. Initially afraid of the A.I., Red reluctantly agreed, possibly out of his fondness for Malorians. Much of his time with them has told us that these Malorians are different from the ones he has met. He seems to feel uncomfortable when they express their religion,but otherwise prefers it to being 'locked up in some cell'.

X-Ray

The quick-spoken host of Pulsar Radio. He's no expert, but is seemingly friendly and helpful. Rather charismatic and appears to be unaware of the weapon placed within Pulsar Radio by the UFW. Very much believes in freedom, and enjoys Ophion's company.

Other

Captain Rhea

The captain of the Rhea battleship, Rhea is of unknown age and unknown sex, however Red has claimed that the former commander of the Rhea was female, so Rhea is presumed to be female. From Ophion's battle with her near Pulsar station, Rhea has shown herself to be a supreme tactician and computing specialist: single-handedly commanding 300 combat frigates as well as Rhea itself in combat while resisting and retaliating Ophion's cyber intrusions. Considered extremely dangerous, it is unknown if Rhea is a human, a V.I., an A.I., or perhaps a cyborg. She has expressed regret at being forced into combat with Ophion, but there is no reason to doubt her loyalty to the UGEI.

She was last seen "aboard" Rhea, but was never found after the battle. It is almost certain she escaped, by means of a stealth ship, or by simply being connected remotely in the first place.

She is said to be one of UGEI's top 3 military commanders, and Red claimed that the previous commander of the Rhea was vicious in combat, ready to step on the little man.

Factions

The Guild

The current logo of The Guild.
Tell me sir and/or madam, are you a voice of the people?
I believe so, yes.
-Ophion, being questioned by X-Ray

Name given to Ophion's collective actions across the Fringe. The Guild is not a legitimate business entity with any other factions, but has close ties to the UFW and has managed to defend themselves against a UGEI attack.

United Fringe Worlders (UFW)

Once a string of wealthy mining colonies on the Fringe of UGEI space, the UFW became united under a single Union. With the UGEI off fighting other wars, the UFW took its chance and pushed back the UGEI and claimed the Fringe for themselves as best they could. However, with their limited scientific know-how, the UFW has struggled to maintain independence. Each world is its own "state," but all follow a common guide known as The Union. The Union is a pact of protection, where all UFW states will share resources for a common defense. The majority of Union is human. Its current President is William T. King. Each planet operates on a 'separate but equal' mindset, working together to ensure they may stay independent from the UGEI.

United Galactic Expanse Initiative (UGEI)

Originally one of Earth's many deep space mining Corporations, the UGEI received several incredibly wealthy investors, putting it ahead of its competition. This boost allowed them to form a near-monopoly on colonization and mining operations for the human race as they began their rapid expansion outwards. While effective at spreading humanity's wealth and influence, according to employee reports the UGEI also grew incredibly greedy. They took large cuts from anyone that used their mining platforms, or simply took mining locations from them. The UGEI also refuse to share their mining platform secrets, leaving their efficiency and the cocktail of gases used by ships as star-ship fuel mostly a mystery to the common man. Due to a lack of personnel, and the availability of their wealth, the UGEI appear to have merged with a robotics Corporation at some point, giving them a source to dump much of their gains into. This lead to them being able to free up much of the labor they needed for their mining platforms with the creation of humanity's first V.I. To this day, they continue to search for a way to make all mining automated, maximizing their profits and reducing the chance of human error.

A UGEI mining license takes 4 months of operation to earn. In which time the UGEI are entitled to 85% of profits. After clearance, they're still entitled to 70%

Malorians

Has man not dreamt of banging hot alien babes since first he looked up at the stars?!
-Popular Action Flim catchphrase

An extraterrestrial humanoid race.

Malorians have skin colored in a range of deep aqua to copper red, with patches of fur, normally with a slim athletic build. Malorians have large black-yellow eyes and 4 arms. Each limb ends in three slightly longer jointed digits. They only have one set of legs, but the digits are of a similar length. They have larger, if flatter ears, with wider noses and omnivorous teeth. They generally live long lives. From the clans observed, they possess a love of nature unlike many other races, feeling connected with foliage enough to go so far as to transform entire planets into jungles like their home world. While this may be moderated among other specimens, Ophion has recognized the Malorians can, at times, possess a zeal for this activity. Despite this connection, they can be rather industrious, despite their reluctance to harm their own planet. It appears groups of Malorians are lead by an 'Elder', considered the wiser and more respected member most of the time.

The UGEI have been at war with the Malorians for nearly a decade.

Known Factions

  • Latuma Tribe: Separate colony group from Malorian homeworlds that pursue the expanse of nature over everything else. Nearly zealots in this regard.

Losirians

First space krakens, now space SHARKS?!
-Post on UFW extranet

An extraterrestrial humanoid race.

Losirians' skin usually ranges between various colors of blue and white, and is occasionally gray. They normally have a thin muscular build, due to how their skeletal system and fat storing operates. Retractable webbed fingers and toes, on top of particularly sharp teeth top off their shark-like appearance, but their skin is also particularly rough and tough as well. They also normally have a rather high pain tolerance as a species, compared to most other beings. They have holes for ears, and have tubes connecting their head to their shoulders to support their dual breathing organs, allowing them to be amphibious. Their eyes are normally pitch black. They also commonly have a tail with frills and fins. From what Ophion has seen, many Losirians enjoy wearing water breathing apparatuses to their body. This means that in an oxygen-less environment, their suits allow them to survive just like a space suit would. Normally violent, territorial, and carnivorous by nature, Losirians have yet failed to make peaceful contact with humans as far as Ophion is aware. Being able to eat nearly anything organic, many races have come to fear Losirians out of instinct, further inhibiting their diplomatic options along with the isolated and distant nature of their colonies. As a result, it would seem some take to mercenary work to make use of their natural ferociousness.

Known Factions

  • Razorskin Clan: Rival mercenary group. Methods usually include boarding ships and slaughtering the crew, selling ships to scrapyards.

Lightlings

What is most accurately described as "Space Kraken" by some humans, Lightlings are squid-like entities that are able to exist in the vacuum of space. They appear attracted to electrical energies, and feed off such power, as well as gas cocktails. They have a unique adaptation that allows them to warp jump using their own biology and excess stored-up gas. They are also able to make 'micro warp jumps' which allows them to move very fast through the vastness of space, even within gravity wells. This, combined with their ambush predator mentality, makes them deadly for any exploring ships that happen across them. While not invincible, the creatures are rather tough, halting much of the UGEI's rapid expansion. As detected by Ophion, however, the larger of the species appear to have a rudimentary sentience, demonstrated via garbled communication signals after a fight where a Mother Lightling's children were killed. As a result, Ophion released the Mother, curiosity peaked.

More commonly found in asteroid belts and especially gaseous planets, these creatures are a terror of the void for any unsuspecting ship unlucky enough to fall prey to them. They feast on energy and gas, using part of the same gas compounds for a similar sort of warping ability that ships have, they are able to make 'mini warps' meaning they move very fast within gravity wells. They are extremely temperature resistant, even the young.

Locations

A map of known locations.

Neutral/Xeno Space

'Unknown Star system currently'

-Tr'Spyra II: Lush jungle world, Malorian outpost detected. Malorian Fleet in orbit

Marauder's Grave: Sector of space often plagued by pirates in the past.

-Old Voidsnake ruins: Previous pirate outpost, captured by The Guild, given to the UFW, and destroyed by the UGEI.

Guild Space

Eshareth System: Home of Eshareth IV and Poseidon Station. Several barren planets with rather dense moons.

-Eshareth 'New Eden' IV: Home to Poseidon Station. Once a UFW Asteroid belt mining base. Recently destroyed due to Lightling attack. Rich Asteroid Belt, dense gaseous atmosphere, and dense jungle on the surface. Small Malorian colony detected planetside.

Nextol System: Moira's Outpost location. Holds several barren planets, once the site of large battle.

-Moira's Scrapyards: Large debris field where old wrecked ships are sold for parts, melted down, new parts are bought, etc. Basic Shipyard located here, under your control.

Keller’s Expanse: 'Blue Betty' Gas Giant. Nebula near location, makes exploration difficult.

-Gas Giant designated 'Blue Betty': Automated gas mining platform detected. Recently build new refinery to replace old one that was moved.

Ussaihu System: Home of Ussaihu III. Cold system, borders UFW lands.

-Ussaihu III: Ice planet on the border between UFW and UGEI space. Research lab detected, heavy low tech defenses in orbit.

Camael System: Home to Gas Giant 'Siren. Single planet system, incredibly slow revolution.

-Gas Giant 'Siren': Ion Storm present on the edge of gravity well. Previously occupied by Lightling. Rich gas content. Gas Refinery owned by The Guild currently in operation.

UGEI Space

'Unknown Star system currently'

-Gaia IV: UGEI colony world. Heavy Population density, orbital defenses.

'Unknown Star system currently'

-Atill VI: Weapons test site for UGEI, previously UFW stronghold, now surface shows evidence of radiation and massive craters

UFW Space

Nethlos System: Home of Nethlos V. Much of system contains poor mineral richness, not worth colony.

-Nethlos V: UFW human colony detected. Once attacked by Losirian Raiders. Mining platforms in progress Planetside. Defenses moderate-heavy. Dry rocky world, rich in minerals, yellow star.

Landry's Rest: Pulsar Radio Station. Location provides excellent transmission of signal.

-Pulsar Radio Station: Popular radio station for the fringe colonies. Run by host 'X-ray', access to the Extranet, controlled by the UFW.

Knuoth System: Well developed star system, evidence of mining on other planets in system. Many stripped bare. Orbiting Structure around star.

-Knuoth I: One of the most civilized UFW coreworlds. Shipyard, orbital defenses. Home to one of the sector's most prestige Academies.

Zelnor Rift: Caught between two large nebula clouds, this area makes an excellent location for the UFW shipyards. Prevents warpjumps from certain angles.

-Antralgin Shipyards: Source of much of UFW's shipbuilding efforts. Orbiting planet by the same name with colony planetside. Rather cold system, bio-domes used.

Argeis System: Previously held by UGEI, taken by force. Evidence of UGEI mining operation, and defense.

-Argeis III: Subsurface gas pockets detected. Conflict between UFW and strange signals detected. Colony gone dark since space station stopped responding. Hot desert world, mostly rocky.

Ganymede Prime: Excellent star system for Capital world. Provides nearby sources of minerals and gas, as well as surface locations for farming.

-New Ganymede: UFW Coreworld, Capital of UFW Union. Seat of Union heads, and President William King. Heavily Defended

Yavish Depths: Cold outer reaches of UFW control, has several valuable frozen gas pockets, some exotic wildlife.

-Bertza IV: Ice world, UFW Gas mining outpost on subsurface pockets.

Hele System: Binary Star system, composed mainly of volcanic and unstable planets with asteroid belts

-Hele II: Volcano world, valuable mineral mining operation. Small UFW mining outpost

Khnum System: Provided perfect conditions to set up farming capital. Minor terraforming required. Resembles old earth system.

-Khnum III: Agriculture capital of UFW, large farm world, provides most of the food for sector. Heavily Defended

Technical & Misc Information

Warping requires the use of the engines of the ship to go into overdrive. The same engines are used for regular propulsion.

Ophion's Black Box was hidden in the wall of the Storage Deck on Poseidon station. It remains mysterious, but somehow allows a Ophion to exist within a limited space, not taking up a station wide quantity of data just to support basic personality software.

Armor defends against Mass Drivers (or railguns), Point Defense is for Missiles, and Shields are for Laser defense.

The projected combat increase in ships designed purely for V.I. operation is 152% over human-crewed ships.

Upgrades of previous technology(Such as Laser II over Laser I) are building upon the original, while an upgrade that presents a new product (Such as Plasma Weapons I, over Lasers V) are considered for most intents and purposes 'better'.


Ship Size Class

Capital Ships(Huge+; Big guns, big shields, big armor): Flagships

Battleship(Large-Huge; Big guns, warship): Dreadnought, Peacekeeper

Carrier(Large; Uses many smaller fighters): Fighter Carrier, Bomber Carrier

Cruiser(Medium sized, multi-use, built for speed and range): Battlecruiser, Light Cruiser

Escort (Small-Medium sized; Built for speed and manuverability): Destroyer, Frigate, Explorer

Transport (Ranging sizes; Civilian, Colony, Military, Economic): Invasion Vessel, Settlement Ship, Cargo Ship, Trade Ship

Fighter (Personal-Small sized; Precision and Speed): Strike Craft, Bomber

Support (Ranging sizes; Assisting other ships): Repair Vessel, Targeting Assistant Ship

Ship Layout

Bridge: Control room, remote access to ship.

  • Communications: Allows communication with other ships and space stations.

Crew Deck: Mess, entertainment, bunks, waste disposal.

Weapon Control(If applicable): Targeting parameters

  • Gun Deck: Full access to weapon systems.
    • Special(If applicable): Refers to any special abilities or weapons.

Hydroponics: Provides food, water, and oxygen for ship.

  • Atmospheric Processing: Distribution of Oxygen

Reactor: Power systems

  • Shields: Energy Shielding for ship's hull
  • Engines: Allows movement in space in various directions.

Cargo Bay: Doubles as a place for smaller ships to dock, as well as storage for cargo.

Space Station Systems

Control Room: Access to all systems remotely, Captain's Quarters, Escape Pods.

  • Communication Array: Short-Long range communication
  • Security: Handles Lockdowns, emergency systems, and security droids
    • Radiation Shielding
    • Anti-Debris Defense Grid

Crew Deck: Bunks, Mess Hall, holo-displays meant for entertainment.

  • Waste Disposal

Mining Equipment(If applicable): Where chunks of Asteroid and various other fragments of rock are brought with gravity tethers and melted down into minerals. Stored for later pick up.

  • Laser Drill Equipment: Precision Laser
  • Gravity Tethers
  • Collection Drone System

Hydroponics: Internal farming equipment, keeps crew fed and supplied with Oxygen.

  • Atmospheric Processing: Distributes air evenly throughout ship. Also Oxygen ejections.

Reactor: Responsible for all power on station.

Medical Bay: Contains Intensive Care Wing, Chemical Lab, Biolab and/or a Morgue.

Storage Deck: Storage of materials.

Docking Bay: Hanger for docking vessels.