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mainframe_devices:security_camera [2020/07/25 18:55] – [Being seen by cameras] andrew | mainframe_devices:security_camera [2023/02/13 20:39] (current) – at least one guard -> all nearby guards miteusz |
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Some Security Cameras are **inactive**, meaning they have no vision and cannot be hacked or rebooted. When [[:alarm level]] 1 is reached, these cameras will [[:rebooting|reboot]] for 1 turn and then become active. In [[:modes:Beginner]] mode, this happens instead at alarm level 2. | Some Security Cameras are **inactive**, meaning they have no vision and cannot be hacked or rebooted. When [[:alarm level]] 1 is reached, these cameras will [[:rebooting|reboot]] for 1 turn and then become active. In [[:modes:Beginner]] mode, this happens instead at alarm level 2. |
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In the [[:Contingency Plan#extended campaign]], there are no inactive cameras after the [[:missions:OMNI Foundry Lab]] mission. | In the [[:Contingency Plan#extended campaign]], there are no inactive cameras in or after the [[:missions:OMNI Foundry Lab]] mission. |
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===== Being seen by cameras ===== | ===== Being seen by cameras ===== |
> //That camera will keep making things harder for us Operator. [[:Incognita]] has a program to deal with it.// \\ ---[[:agents:Central]] | > //That camera will keep making things harder for us Operator. [[:Incognita]] has a program to deal with it.// \\ ---[[:agents:Central]] |
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When an [[:agents:|agent]] steps on a tile "watched" by a Security Camera, the [[:alarm tracker]] is raised by 1 step, and at least one nearby [[:guards:|guard]] will come to [[:guard behaviour#investigating|investigate]] the tile stepped on. The text **''REC⏺''** will appear next to the camera, to indicate that it has been triggered. This happens **at most once per turn** per camera, so even if the agent (or another agent) steps on other tiles seen by the camera in the same turn, the [[:guard behaviour#interest point]] will always be the //first// tile where that camera saw an agent that turn, and the alarm tracker is not raised further. | When an [[:agents:|agent]] steps on a tile "watched" by a Security Camera, the [[:alarm tracker]] is raised by 1 step, and all nearby [[:guards:|guards]] (but at least one) will come to [[:guard behaviour#investigating|investigate]] the tile stepped on. The text **''REC⏺''** will appear next to the camera, to indicate that it has been triggered. This happens **at most once per turn** per camera, so even if the agent (or another agent) steps on other tiles seen by the camera in the same turn, the [[:guard behaviour#interest point]] will always be the //first// tile where that camera saw an agent that turn, and the alarm tracker is not raised further. |
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Security Cameras are triggered by movement and [[:peeking]], so if an agent is in a camera's vision at the start of the player's turn, they will only trigger the camera by moving to another "watched" tile, or peeking from the "watched" tile they are already on. Additionally, cameras always "see" immediately after [[:rebooting]], including cameras which were previously inactive. | Security Cameras are triggered by movement and [[:peeking]], so if an agent is in a camera's vision at the start of the player's turn, they will only trigger the camera by moving to another "watched" tile, or peeking from the "watched" tile they are already on. Additionally, cameras always "see" immediately after [[:rebooting]], including cameras which were previously inactive. |