Difference between revisions of "Security Room"

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==Simulator 'Danger Room' Designs==
 
==Simulator 'Danger Room' Designs==
 
[[image:Danger_room.jpg|thumb|The Danger Room]]
 
[[image:Danger_room.jpg|thumb|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. At this present time, The Danger Room can display holograms in only 32-bit color.
+
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.
 +
 
 +
At present, the Danger Room is limited to visual, tactile, and auditory effects, but can't produce olfactory effects (smells) or influence other more 'mystical' senses, although there are plans to add that functionality.
 +
 
 +
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 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).
  
 
===Programs===
 
===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.<br>
+
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.<br>
  
 
* '''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.<br>
 
* '''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.<br>
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*'''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 [[Sparda|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.
 
*'''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 [[Sparda|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 [[Jacqueline_"Jackal"_Egret|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).
 
*'''Combat Obstacle Course''': Programmed by [[Jacqueline_"Jackal"_Egret|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.
  
  
 
[[Category: PARADIGM]]
 
[[Category: PARADIGM]]

Revision as of 10:43, 25 March 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.

At present, the Danger Room is limited to visual, tactile, and auditory effects, but can't produce olfactory effects (smells) or influence other more 'mystical' senses, although there are plans to add that functionality.

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 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).

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.

  • 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.
  • 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.