Difference between revisions of "Security Room"

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*'''Pendulum Chamber''': Programmed by [[Tatsuya|Saejima Tatsuya]] to resemble the training room from his home.  It's a lit square area with a stone floor, surrounded by total darkness.  When active, huge pendulum blades will swing out from the darkness in random directions and in no set pattern, making this a test of perception and reflexes.  They can be deflected off of their trajectory or dodged.  The longer the chamber is active, the faster the pendulums move, the more frequently they swing through and, in some cases, they may start appearing more than one at a time.
 
*'''Pendulum Chamber''': Programmed by [[Tatsuya|Saejima Tatsuya]] to resemble the training room from his home.  It's a lit square area with a stone floor, surrounded by total darkness.  When active, huge pendulum blades will swing out from the darkness in random directions and in no set pattern, making this a test of perception and reflexes.  They can be deflected off of their trajectory or dodged.  The longer the chamber is active, the faster the pendulums move, the more frequently they swing through and, in some cases, they may start appearing more than one at a time.
 
*'''Tutorial''': Programmed by [[Prae Shinra]] Not everyone is as tech savvy as most, so when people wish to add sims but aren't sure how, Prae has developed an easy tutorial, from basics to advanced tricks, thus allowing even agents from all sorts of worlds to be able to input additional sims.
 
*'''Tutorial''': Programmed by [[Prae Shinra]] Not everyone is as tech savvy as most, so when people wish to add sims but aren't sure how, Prae has developed an easy tutorial, from basics to advanced tricks, thus allowing even agents from all sorts of worlds to be able to input additional sims.
[[Category: PARADIGM]]
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[[Category: PARADIGM]] [[Category: Technology]]

Revision as of 17:40, 26 August 2012

Security and the Danger Room have been modified from the previous existence of a Pocket Dimensional Lab.

Security Room - There is a large computer station with monitors showing high traffic public areas of the Inn. The monitors used to show private areas as well until those cameras were disabled by Toki and Shiro. There are also some previous logs of previous tennants however the logs are not accessible without a password key. The Security Room was also proposed to be a Safe House of sorts if any emergency occurs, due to the fact that no one can teleport into the area and there are medical supplies already present because the space used to be a lab.

The Danger Room is a training facility built for the agents of PARADIGM living in The Inn to be able to use their skills without fear of damaging anyone or anything.

Simulator 'Danger Room' Designs

The Danger Room

After completing a few of the missions for PARADIGM.. the agents were given materials to build the Danger Room with holographic technology. These upgrades were largely added by Shiro, Akaru, Letty Carmichael, and Takeo Masaki. The Danger Room is located in the back half of the Security Room so that someone can also be supervising whoever is using the Danger Room, while also monitoring Security. The Danger Room also comes equipped with safety mechanisms, or limiters, so that the trainees using the device will not hurt themselves.

The holoprojectors (image-generators) can generate holograms in up to 32-bit color, which should be enough to convince most humans, although people with heightened senses might sense the color imperfections. The system can generate wavelengths from the radio spectrum up to the soft-UV. The kinetoprojectors (force-generators) can simulate directly applied force with high enough precision to simulate wind pressure and with enough force to protect the simulator environment from damage by the stronger agents; these also generate soundwaves as appropriate by agitating air within the Danger Room, generating high-fidelity sound up to about 30kHz (above the upper limit of normal human hearing) although at higher frequencies, digitization noise and signal aliasing might be noticed. Similarly, the kinetoprojectors can create heat or cold by agitating or slowing the air around the user, although the safety protocols limit this effect to generating discomfort at worst. The system's dynamic time response (rate of reacting to the user doing something new) is on the order of tens of microseconds (fast enough to be well below the normal human perception threshold which is closer to several milliseconds), and its spatial resolution is roughly ten micrometers (most humans can only distinguish distances larger than about fifty micrometers).

The Danger Room has been recently upgraded with PFAs (Psychic Field Actuators) which can project olfactory, gustatory, and kinesthetic sensations (smells, tastes, and internal tactile senses, e.g. which way is "down," or the location of your arms), allowing for a more complete simulated experience. In principle, the PFA system could be used to create more abstract or 'mystical' senses, although this would require some extensive programming by, or in cooperation with, someone who experiences those sensations and can describe them in some detail. Additionally, there is now a system for magic-simulation, which identifies, negates, and then simulates magic employed by users. The PFA is employed to create appropriate sensations of magic, as well. However, the magic-simulation subsystems have so far only been tested by Jaden Beleren, and anyone else using them for the first time should have oversight by an expert (preferably Jach Swiftblade) in case of unforseen problems.

Programs

The Danger Room has the ability to replicate any programs the designers think of. The parameters are easy to understand, and simple commands can make the pre-programmed 'characters' act accordingly. It requires a bit more work to make a new 'character' from scratch but once it's in there it can be used however the programmers can think of, and look like just about anything they want. At the most difficult, creating new simulation models is no worse than modern 3d computer modeling, and the software is designed to be user-friendly. Additionally, the ever-growing library of existing models can be accessed by voice command from inside, and each user can set personal "escape utterances," similar to the escape characters commonly used in programming to distinguish commands from other text. Each user has private storage space, but can always publish new scenarios or object models to the shared library. The internal sensor suite can scan objects brought inside and construct computer-generated models, which will be stored in the library.

  • Manticore - Program designed by Izumi Saotome and later modified by Shiro, the opponent is a chimera with a red lion based body, human head (with a flame pompadour and three rows of sharp, shark-like teeth), a trumpet-like voice, and a tail like a scorpion. The manticore has a very resilient frame and is able to shoot fast-acting paralytic poison from both its tail and mouth.
  • Operation: Raccoon City - Program designed by Luca Sparda taking from his B.S.A.A. files, he has recreated the September 1998 T-Virus outbreak from the Midwestern American Raccoon City. Several opponents such as zombies, lickers, a Tyrant, and hunters, in a sealed off, chaotic city, with three different mission objectives, picked each session:
    • Survive: In which the ammo is scarce, the enemies are plentiful and safe spots are few and far between, meant to practice teamwork, adaptability and resource management. Great for solo efforts as well, with less ammo to split up.
    • Seek and Destroy: In which the enemies are more scarce but the group has to actively take out a Tyrant which is carrying an important piece of their helicopter and get it back.
    • Hunter and Prey: In which an opposing squad of Umbrella Special Forces is out to get them, competing for ammo and health. First team to take out the other wins.
    • Hard Difficulty Setting: After thirty minutes of inactivity, any zombies defeated but not beheaded or burnt will upgrade into a Crimson Head, a far more dangerous and vicious zombie with actual extra-human speed and increased resilience, as well as claws.
    • Contagion Setting: A vicious additional difficulty, with the added issue that if a zombie bites the agent, after a random time delay (1 hour to 6 hours), they will begin turning into a zombie themselves, and the scenario will get an abrupt game over when the timer runs out. This timer is, of course, invisible.
  • Phantom: Programmed by Luca Sparda again, this is a giant magma tarantula with a scorpion's tail, the ability to control and generate high-intensity flames, and a rock-hard carapace. It's vulnerable to cold and holy type damage, but practically immune to fire and stone type, and has tremendous amounts of health. Its weak spot is on its back, but even that will not protect you from it's powerful rock-like tail for long.
  • Bloody Palace: Another of Luca Sparda's programs, this is a 1000 floor arena where randomly selected enemies from anywhere in the Danger Room scenarios will appear as 'random encounters' on each floor, with every 100 floors holding a 'Boss' version of some of the enemies, as well as pre-tagged bosses (like the Manticore, above, the Tyrant, and Phantom). Users are encouraged to add their own bosses and see how far they can go. If they reach the 1000th floor they have to fight every boss in succession again, Mega Man style, and a final battle against an opponent called the Legendary Dark Knight. Floors can be done one at a time or skipping ten floors after each victory, but the next 100th floor is unskippable.
  • Combat Obstacle Course: Programmed by Jackal, this is an obstacle course of sorts combined with combat situations. The obstacle course consists of a series of typical athletic challenges such as climbing (including a rock face and part of a building), crossing a space between buildings using a cable, crossing a field with patches of high grass to approach a building containing a gunman, etc. The opponents are mostly armed with assault rifles and knives, although some have hand grenades. The order of obstacles is randomized with each run, and the timing and locations at which enemies are encountered is randomized as well, to avoid emphasizing mere pattern-learning. The scenario allows the user to set the level of enemy cunning, enemy toughness (basically HP), and user toughness (how many hits can be taken before losing).
  • Nabiki's Castle: Programmed by Takeo Masaki as a design exercise, simulator function testbed, and perhaps for nostalgic reasons as well, this is a relatively faithful simulation of Nabiki's Castle. Not everything is perfectly to scale, since it's all assembled from memory, but it's pretty close.
  • Nightmare Training 01: Programmed by Daichi Niwa. This simulation has the participant enter a house filled with traps that will test the user to their maximum ability in stealth and agility. The house includes trap doors on the floor/ceilings, laser tripwires, shooting arrows, and more. The house is modeled after Daichi Niwa's own grandmother's home. (Added Note: At the very end there will be a set of traps, in which one will go off, sending out a shock regardless of how it is handled. It is an athletics/reflex check. D9.)
  • Ultimate Warrior 3000!!!!: Programmed by Prae Shinra this is a true test of endurance and combat, the agent must defend a small village against an army of 3000 men strong, with an officer classed enemy arriving at every 100 kills.
  • Infinite Sky: Programmed by Prae Shinra & Tsuchida Midori This sim is designed to teach agents parkour, in a city of gigantic proportions, the agent is free to run as much as they want. On easy, paths and jump points are colored to indicate where to run, slide, and take off at. Higher difficulties remove said colorations, and add in several challenges throughout the city. Finally, as an added bonus, hidden easter eggs, flags, and achievements are stashed around the city for agents to explore and either work together to find, or brag over others for their accomplishments
  • Iteration One: Programmed by Jach Swiftblade, largely based off of the personality chip obtained in mission 52 of Iteration One, a synthetic human specializing in stolen magical attacks. Available in combat and non-variety.
  • Revision Two: Programmed by Jach Swiftblade, largely based off of the personality chip obtained in mission 52 of Revision Two, a synthetic human specializing in physical assaults, speed, and being way, way too crazy. Available in combat and non-variety.
  • Dream Battle - Iteration One and Revision Two: Programmed by Jach Swiftblade, combining both I-One and R2 into one encounter. Extreme difficulty.
  • Deep Blue: Programmed by Prae Shinra & Mizumi This sim is designed for more relaxation purposes. Using satellite imaging, and various algorithms, the sim replicates a portion of the ocean, complete with wildlife and fauna.
  • Bug Hunt: Programmed by Prae Shinra In an attempt to train agents against the "Xenomorph" menace encountered on several missions, Prae has designed this sim with various objectives and increasing difficulty. The sim takes place in a large spaceship with a set number of Xenomorphs.
  • Grand Phantasma:A program designed by Fakir ClanClan This program is more or less a game! While it could be used as a combat training sim, this is mostly a simple dungeon crawler game that will randomyly generate dungeons, enemies and sometimes even npc's for you to encounter. 2 Modes are currently avalible! Free play, Just hope right in and do a dungeon run, pic the size, complexity and difficulty of enemies inside, Or Story mode, Which will be a randomly selected mini story you can enjoy, complete with 'towns' and some interactive npcs.
  • Pendulum Chamber: Programmed by Saejima Tatsuya to resemble the training room from his home. It's a lit square area with a stone floor, surrounded by total darkness. When active, huge pendulum blades will swing out from the darkness in random directions and in no set pattern, making this a test of perception and reflexes. They can be deflected off of their trajectory or dodged. The longer the chamber is active, the faster the pendulums move, the more frequently they swing through and, in some cases, they may start appearing more than one at a time.
  • Tutorial: Programmed by Prae Shinra Not everyone is as tech savvy as most, so when people wish to add sims but aren't sure how, Prae has developed an easy tutorial, from basics to advanced tricks, thus allowing even agents from all sorts of worlds to be able to input additional sims.