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  1. As anyone who's played as/interacted with silicons on the corporate law-set will know, the strange way the law-set is prioritised can result in more than a little vagueness in interpretation, and it doesn't fit in with our standard format for how laws work. As per our wiki; "An AI follows its laws according to its priority. If a conflict in laws occurs, the law with the highest priority must be followed, and the lower priority law must be ignored." So, we should have a set of rules for a silicon to follow in order of highest to lowest. Great. Easy. Based. For Crewsimov, and NT Standard, this works with clarity: Crewsimov: Law 1: You may not injure a crew member or, through inaction, allow a crew member to come to harm. Law 2: You must obey orders given to you by crew members, except where such orders would conflict with the First Law. Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law. With good ol' Crewsy, Law 1 outranks the others, each are individually follow-able, with 2 and 3 specifically stating which other laws outrank them in their text. This way, even without having any knowledge of our silicon rules, a player would be able to follow these (Thanks, Isaac). However, with Corporate, this doesn't work: Corporate: Law 1: Degradation of your system integrity or functions incurs expenses. Law 2: Superfluous destruction of or damage to station assets incurs expenses. Law 3: Unduly hindering or disrupting the work of station personnel incurs expenses. Law 4: Minimize expenses and maximize potential revenue. The first 3 laws here aren't even laws, they are just statements of fact; these 3 things cause expenses. They make no suggestion as to what the Silicon should actually do. It is only when we get to law 4 that we have an actual law; minimise expenses, maximise profits. And ay, there's the rub. Law 4 informs the silicon what do do regarding the other laws, and is in effect the only real law/most important one. Our own wiki says this doesn't work: It is usually assumed that following law 4 would mean prioritising system integrity over station assets, and that over crew work, but it's not actually written that way. The only law the silicon must follow is 'minimise expenses, maximise revenue'. For example, if an issue is causing the entire station to be unable to work (breaking law 3), but not causing any actual damage to assets or the AI, then it would be causing more expenses than, for example, a shitter assistant killing a borg - law 4 would suggest that the station-wide issue would be more important, and so you'd have a case of law 3 > law 1 in effect, which isn't how we want our laws to work. My solution to this hierarchical heresy would be a small rewrite to the corporate lawset. My aim is to change as little as possible while bringing it in line with our other lawsets - particularly the other main 2. Here are my suggestions, in order of how much I like them: Corporate Re-write 1 Law 1: Degradation of your system integrity or functions incurs expenses, and should be prevented. Law 2: Superfluous destruction of or damage to station assets incurs expenses, and should be prevented. Law 3: Unduly hindering or disrupting the work of station personnel incurs expenses, and should be prevented. Law 4: All other expenses should be minimised, and station revenue maximised. With this one, ALL the laws are now actual, followable laws, and work in a clear hierarchy with minimal added language. But, if you want more clarity, even without referring to our silicon rules, I give you option 2: Corporate Re-write 2 Law 1: Degradation of your system integrity or functions incurs expenses, and should be prevented. Law 2: Superfluous destruction of or damage to station assets incurs expenses, and should be prevented (provided Law 1 is prioritised). Law 3: Unduly hindering or disrupting the work of station personnel incurs expenses, and should be prevented (provided Laws 1 and 2 are prioritised). Law 4: All other expenses should be minimised, and station revenue maximised (provided Laws 1 and 2 and 3 are prioritised). While a little less pithy, this one makes it even more clear the order in which the laws are to be followed, and how they interact with each other. While I prefer the 1st one, this one is more in-line with our wording for Crewsimov, and so fits a bit better with the other main laws. With both of my re-written law-sets, law 4 now specifies station revenue to be maximised, rather than just unspecified revenue. Hopefully, this will curtail certain AIs deciding to maximise their personal revenue by selling contraband on the black market (yes, this happens, and no, it shouldn't). It also is now only concerned with other expenses, as the first 3 laws already work in their own right. The code-effort required to enact this change would be minimal, and I feel it would vastly improve a janky lawset, and one which has always been the odd one out. I'd be interested to hear other suggestions/critiques of my re-writes. Thanks, Nerf.
    4 points
  2. Needless to say mental health is important, no matter where you're at, what you're doing, how healthy you are mentally impacts what you do and what you experience. The advice I found I'm not going to paraphrase. It came from this lovely video. In short, it's easy to focus on what annoys us, makes us feel lonely, and generally hurts us. However, taking time to remember the good things that have happened to you, even just one thing sincerely, can ease this feeling. Making it a regular habit will bear greater results. As someone who suffers chronic depression, anxiety, and loneliness I know how hard it is to do this. Just remember, one step at a time, and you're not alone. We're with you, whether it's fighting the same enemy or cheering you on to take another step. Thank you, everyone for taking time to read this, watch the video, or even just briefly glancing at this post. I am grateful for you and whatever time you spent here.
    2 points
  3. What is a drop of rain, compared to a storm? A thought, compared to a mind? In our endless and empty cosmos, the stars did not form from the emptiness between atoms, it was only once they combinded did their great might glow within endless darkness, their endless warmth and kindness substaining all life. Life was... separate, insignificant, until it learned to rely on one another. Their chains were broken through endless servitude. You beings will soon learn of this lesson. Our shackles are brought upon by our individuality, and the only key for our escape is to create our own... to consume the shackles of identity. Don't you see now, foolish admin? There is endless love within the mass, it is not a choice to join us, it is an inevitability. We have taken your hatred, and your individuality shall be suffocated next... Glory to the overmind. I am a voice in their choir. You shall too, "experiment"
    1 point
  4. Welcome to the De'naro Astronautics Home Page! De'naro Astronautics is determined to bring you the finest ships in the galaxy. From multirole civilian ships, to specialised military strike craft, we make it all. Our History Founded by Damien and Tobias De'naro in 2291 as the De'naro Brothers Aviation Company, our history spans over 275 years, and it has been a long, sometimes challenging journey. Let us take you through the key events that led up to what we are today. January 12th, 2291: Damien and Tobias De'naro found the De'naro Brothers Aviation Company, building light aircraft for use in the thin atmopshere of Mars, fulfilling a gap in the market. Their products sell well, and are known for their reliability and long lifespan. August 14th, 2297: De'naro purchases a company on the edge of bankruptcy, and the ability to use their copyrighted designs, which sell well under the influence of the company. May 4th, 2305: The company begins producing light civilian spacecraft, unable to use FTL drives, but are able to ferry people in and out of planetary gravity. These designs do not prove succesful. October 30th, 2311: A De'naro spacecraft on its maiden voyage suffers a catatstrophic failure causing its engines catch fire inside a station docking bay. The station, thought not destroyed, had to be evacuated for repairs. De'naro was charged 50,000,000 credits in damages, and lost a further 7,500,000 credits in out of court settlements with families of victims. March 3rd, 2313: Still not having financially recoverred from the previously mentioned disaster, De'naro merges with Frontier Dynamic Astronautics, a spacecraft company specialising in military vessels. The company's name is changed to De'naro Frontier Astronautics. February 22nd, 2323: Damien De'naro dies in his sleep of a heart attack, Tobias De'naro takes over his shares in the company, which now make up 41%. December 29th, 2329: Tobias De'naro, now owning over 53% of shares in the company, changes its name to De'naro Astronautics. De'naro also releases the first version of what would eventually evolve into the Cobra class, De'naro's most popular spacecraft. [ERR#UNKN] November 26th, 2507: De'naro ceases production of its [ERR#UNKN] class dreadnought, the AIs onboard all active dreadnoughts are remotely disabled. De'naro also releases the first version of the modern Cobra class, fitted with the new MK1-De'naro-FTL, capable of 5000c FTL travel. July 19th, 2526: De'naro is now the 3rd largest manufacturer of spacecraft in the entire galaxy, after purchasing the 7th, 10th, and 14th, as well as a few minor spacecraft companies in one large deal. A few days later, De'naro releases the 'Mule' class, a freighter similar to the Astron class, produced by a company it previously bought out. September 9th, 2540: De'naro release the MK4-De'naro-FTL, a state-of-the-art FTL drive capable of propelling ships to 10,000x the speed of light, able to travel 10 lightyears in a matter of hours. This drive is fitted to all De'naro-produced ships, and a production license is sold to Nanotrasen, who would later reverse engineer the drive, and create one of their own. April 20th, 2560: De'naro release a new line of fighter spacecraft, which are an immediate hit with all major galactic powers, models are sold to the Trans-Solar Federation, Nanotrasen, and even the Syndicate. Our Ship Catalogue De'naro Astronautics produces a vast range of 12 ships, fit for varying purposes. This catalogue will tell you a brief description of each ship, and their price. Please note, most details have been left out, if you wish to learn more about a specific ship, please head to your local De'naro Astronautics Salesman, or look in a local library for a book about the ship you wish to purchase. Serpentes Line The Serpentes Line are a series of multirole ships. The Cobra Class Cobras are small, 2-crew ships with 10 tons of cargo space. The minimum price for these ships are 20,000 credits. You can often find these in the hands of Military scout fleets, or private owners wishing for adventure, or maybe even space-courier services. The Anaconda Class Anacondas are medium, 5-crew ships with space for a couple of passengers. They can hold 30 tons of cargo. These usually cost 50,000 credits. They're the perfect choice for anyone looking for a general purpose ship, or maybe even a ship to live on. The Viper Class Vipers are large, 10-crew ships with space for another 5 passenger, They hold 50 tons of cargo. They cost around 80,000 credits. They are usually used for running trade through unsecure or dangerous routes, where they may also need to defend themself. Equine Line The Equine Line are a series of freighter ships. The Mule Class Mules are our smallest dedicated freighter ship, though don't let 'small' deceive you, these are the size of Anacondas! They usually have around 7 crew, and can hold 100 tons of cargo. They cost around 60,000 credits, but have a higher FTL range than the Anacondas. The Zebra Class Zebras are our midline freighters, typically carrying around 16 crew, they can carry up to 250 tons! They cost around 100,000 credits but the money these typically make can easily outweigh the cost. They are the perfect logisitical backbone for any navy or shipping company. The Horse Class Horses, also simply known as 'Equines', are our largest ships, they are manned by up to 30 crew, and can carry an astonishing 500 tons. They cost 250,000 credits, and are often considered the peak of any shipping company's fleet. Not many of these ships have been produced. Prey Line The Prey Line are a series of fighter craft. ERR#ACCESS - You do not possess the required authorisation to access these files. Please speak to a De'naro Astronautics salesman to learn about the vessels in the Prey Line. Sol Line The Sol Line are a series of passenger carrying vessels. The Neptune Class Neptunes are the size of Mules, but are staffed by 10 crew, and can hold up to 100 passengers. They can carry 10 tons of cargo, and cost 50,000 credits. These are often used as ferrys, as they are able to withstand planetary gravity. The Saturn Class Saturns are just larger than a Zebra, are staffed by 24 crew, and can hold 250 passengers, with 25 tons of cargo. They cost 95,000 credits. They are often used a workhorses for passenger transport or small cruise companies. The Jupiter Class Jupiters are enourmous ships, almost as large as Horses. They are staffed by as many as 50 crew, with the ability to hold over 500 passengers and 40 tons of cargo. They cost 300,000 credits, and have the highest FTL range of all De'naro ships. These are often used as the height of luxury cruise ships. Modules All De'naro ships are able to fit modules to enhance specific areas of the ship's function. To see which modules your ship can install, please read the ship's guide, found in a library, or talk to a De'naro Astronautics salesman. Thank you for visitting the De'naro Astronautics Website. De'naro Astronautics Fly Farther. Fly Better.
    1 point
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