Architect's Workshop (Girls' Frontline design quest)

I don't want our puppets openly shouting commands. I want the Intrumer to be able to use them as decoys so they can be disguised as themselves or as enemy puppets.

So use digital communication for fast data transfer, and normal speech for sabotage and traps.
Pretty sure that dolls can vocalize without Architect's help, the vocalize speech is an option specifically for the Oral Comm, aka shouting orders. So the choice is to either: shout the orders in clear, shout the orders in digital form (modem screech) or shout them in ultrasound
 
Pretty sure that dolls can vocalize without Architect's help, the vocalize speech is an option specifically for the Oral Comm, aka shouting orders. So the choice is to either: shout the orders in clear, shout the orders in digital form (modem screech) or shout them in ultrasound
I don't think there's anything stopping a ringleader from give their grunt code phrases for more simple instructions. And swapping them every other fight
 
I don't think there's anything stopping a ringleader from give their grunt code phrases for more simple instructions. And swapping them every other fight
From what I understand, our dolls are not ''human-level'' intelligence, so with every simplification you loose accuracy that they dont have the autonomy to ''fill in''
So it is viable (its even an option, []brevity codes) but when you have already taken the option to give them 100% accurate orders in ''modem code'', why settle for less ?

From my point of view, the 0 days options are good for giving more options but useless if you sunk the work days on something similar
 
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From what I understand, our dolls are not ''human-level'' intelligence, so with every simplification you loose accuracy that they dont have the autonomy to ''fill in''
So it is viable (its even an option, []brevity codes) but when you have taken the option to give them 100% accurate orders in ''modem code'', why settle for less ?

From my point of view, the 0 days options are good for giving more options but useless if you sunk the work days on something similar
Fair enough. It just seems to me that the improvements to their autonomous ability would necessitate an increase in their 'intelligence'.
 
Fair enough. It just seems to me that the improvements to their autonomous ability would necessitate an increase in their 'intelligence'.
From what I could gather, the Comm and Behavior protocols from Scarecrow are failsafe measures in case Jamming happen, so instead of waddling around whenever the signal is cut, they will try to reacquire communication and defend themselves
 
Yeah, I dont know what are their intelligence level but no human-level intelligence act like this when comms are cut:
I have seen literall game AI smarter then them. Hell if trepang2 is a thing in this world, we should put the SF grunts in a sim with them and see how it goes just to hammer home the point how brain dead they seem to be to the... the one in charge, I forget her name.
 
I have seen literall game AI smarter then them. Hell if trepang2 is a thing in this world, we should put the SF grunts in a sim with them and see how it goes just to hammer home the point how brain dead they seem to be to the... the one in charge, I forget her name.
That would be Mastermind

But, to be the devil's advocate, if you have smart AI like Archie and Intruder around to order/guide the dumb grunts, it limit the possibility of fuck-ups or possible defections or interpersonal issues etc.
 
[X] Plan: Counter and Counter-Prep
-[X] home-on-jam mortar bomb for Jaguar: 1d
-[X] laser comms, Dinergate-unspooled fiber-optic: 1d
-[X] oral comms, modem-like digitalized vocalization: 1d
-[X] field telephone: 0d
-[X] brevity codes (discussion with Intruder): 0d
-[X] Intruder's positioning (discussion with Intruder): 0d
-[X] better autonomous behavior patterns (Scarecrow): 0d (1d)

The basics of this plan is that I think that if we open the genie bottle of emission targeting guided munitions, or even guided munitions in general really, we won't be able to shove it back in the bottle and we should should expect something similar to show up on the other side at some point, even if it's in the hands of whoever we're facing after we crush G&K in ~20 days.

As is, the plan is currently a 3 day long 3 prong attack on the jamming issue in order to minimize the effects of any one of the prongs not working, and a 2 prong attack on the genie bottle issue by going "yeah I'll open it" and start some emission control work by coming up with a low emission command system so ringleaders can issue orders without giving their location away as much as an omnidirectional broadcast would.

Right now, the way I'm imagining it is this. If the jammer goes on and you can blow it up: you've got no problems anymore. If the jammer goes on and you can't blow it up due to it's placement or being unwilling to reveal the jaguars or something: you've still got the ability to bypass it with the cable comms leading to the units that can "speak" your orders. If you can't blow it up and the cable fails: then Scarecrow's upgrades should let your forces survive in a better state for long enough for you to emergency run another cable carrier down to them to reestablish communications. If just the cable fails: Scarecrow's work should keep forces intact long enough for the mortar strike to hit. If just Scarecrow fails to pull it off: then you can still blow up the jammer or use the cable comms if you can't do that.

Three very different plans on how to deal with the jammer issue, but different enough that what denies one shouldn't have that much impact on another, leading to a much more robust command system.

For the 0 day options, field telephones being repairable rather than having to run an entire new line in the middle of combat means they're enough of a side-grade I can't discount them out of hand. So Architect can leave this up to Intruder, if they prefer it then great, if not then we've wasted a whole "0" days on it. Brevity codes will be useful for getting the most out of the field telephones if Intruder wants them, and if not they will still be good for packing the most data possible into the oral transmissions from the units at the end of the fiber optic cables. Positioning is because if Intruder is going to start utilizing laid cables, they're going to need to pick their command location in a way that makes it less likely the cable will snag or break on the way to the combat zone, and the closer they are the more cable they will have to play around with since the units carrying it certainly shouldn't be moving in just a straight line in a combat zone.


There are two things I wanted to get the threads opinions on though:

1. The Cable Layers: I picked the Dinergates since I figured they would be small and unobtrusive compared to a full doll, and less likely to draw attention to the cable itself. Which is good because we don't want that cable to be broken, that cable is by definition going to lead in at least the same direction to where Intruder is, and Intruder would probably like for her "stagehands" to be able to stay out of sight and not interfere with her performances. On flip side, Dinergate stagehands don't have "hands," and having a pair of opposable thumbs to assist in laying the line in a way that won't snag or break would be a real benefit. This is another side-grade where I can't discount either of them immediately, but this one we can't push on Intruder. At least the both take the same amount of time.

2. The Cat Ears: These would bump the plan up from 3 days to 5 days, but directed instead of omi-directional transmitions would fit the secondary theme of emission control I talked about. Still detectable, but likely much less so unless it's pointing right at you. More over, if this system is something we might want to try and roll out to other ringleaders in case they start being jammed too, I don't think all of them will be as willing as Intruder to stay put in one spot in order to get the most out of the cable. One end being laid is fine, one end being laid while the other is moving and pulling alread laid cable across the ground seems like a recipe for breaks. On the other hand the really active ringleaders are going to be the ones that are participating in combat themselves, much closer to their own forces with less problems trying to overcome the jammer since the inverse-square law isn't working against them as hard as it would be 2km away. So they might not nead the directed transmisions, are the extra 2 days spent worth it?
 
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That would be Mastermind

But, to be the devil's advocate, if you have smart AI like Archie and Intruder around to order/guide the dumb grunts, it limit the possibility of fuck-ups or possible defections or interpersonal issues etc.
You can make them understand basic tactics and strategies without giving them sentience, while still having an more intelligent AI handle the more complex stuff.
 
The basics of this plan is that I think that if we open the genie bottle of emission targeting guided munitions, or even guided munitions in general really, we won't be able to shove it back in the bottle and we should should expect something similar to show up on the other side at some point, even if it's in the hands of whoever we're facing after we crush G&K in ~20 days.
I appreciate the long-term thinking, however this quest timeline is 30 days, and after that it's going to end one way or another. I'm dead set on completing it, and having a clearly defined time limit is the safest option I know to make it happen.
 
Can't we make a missle that locks on com disruption? We can detect it so destroying the signal blocker might be the most simple solution here.
 
@7th Hex

The Cable Layers: why take 1 day of work when you already took the telephone cable ? Or why taking the telephone cable when you put the work on the optic cable ?
Same for the cat-ears, if you have the optic or telephone cable, why take more days if you already have a mean to communicate with your troops ?

Now, I know that others have taken many ''parallel'' choices, I'm not singling you out, but I wonder why ?
 
I appreciate the long-term thinking, however this quest timeline is 30 days, and after that it's going to end one way or another. I'm dead set on completing it, and having a clearly defined time limit is the safest option I know to make it happen.
Ah, alright then. So while the long term might be an in character idea that's still more of a future Architect problem when right now we should be focusing more on short term stuff for the upcoming offensive then.

The Cable Layers: why take 1 day of work when you already took the telephone cable ? Or why taking the telephone cable when you put the work on the optic cable ?
Same for the cat-ears, if you have the optic or telephone cable, why take more days if you already have a mean to communicate with your troops ?

Now, I know that others have taken many ''parallel'' choices, I'm not singling you out, but I wonder why ?
My thinking was, I don't consider fiber optics to be so much better than telephones or vice versa to discard one out of hand. AFAIK, given the description telephone cable can be repaired much more easily than the fiber optic cable which I think is a not-insignificant benefit for something that by definition is going to be ran into an active combat zone. On the other hand, it does have the significantly reduced data rate and is much bulkier, making it not a direct upgrade or downgrade, but more of a sidegrade of the fiber optics. And I don't think Architect has as much experience with being on the front lines compared to some of the other ringleaders to determine exactly how likely a broken cable is and how much that extra repairability is worth. Luckily, with the telephone cables taking no extra time, I didn't think it would be that difficult to have just like 1 prototype fiber optic layer and one telephone layer ready for when Intruder came over for testing, and just let her pick out which one should have a production line set up after getting a feel for both of them.

For the cat ears, it was because jamming might become a problem for other ringleaders in the future, and not all of them are going to be staying in the same place far away from the fight like Intruder does to make good use of the laid cables, so I was considering whether or not it would be worth almost doubling the design time to future proof for other ringleaders.

That was my original plan though, with the QM clarification that the quest is ending in those ~20 days left one way or another, spending days to plan for the really long term isn't worth it, so I'll probably be trying to come up with an entirely different plan.
 
Maybe it's just me that like efficient, minimal hardware necessary plans. I mean, the image of Destroyer leaving with a new grenade, Agent with new sights but Intruder leaving with a trailer of stuff is weird for me XD

But I get your idea
 
Whoof, that's a lot of options. Feeling some choice paralysis here.

-[X] oral comms, regular speech: 0d
tbh I like this flavour-wise. The Dolls could chatter to each other with special lingo like Combine soldiers (though I presume they'd swap out the medical terminology for something else).


[X] Plan: Counter and Counter-Prep

I like this for making use of the Jaguar-launched anti-radiation missile.
 
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[x] Plan A little bit of everything
[x] home-on-jam mortar bomb for Jaguar: 1d
[x] ground-based portable signal amplifier (backpack): 1d
[x] laser comms, diffuse reflections addition (requires laser comms, free space): 1d
[x] oral comms, regular speech 0d.
[x] laser comms, free space: 2d
[x] brevity codes (discussion with Intruder): 0d
[x] better autonomous behavior patterns (Scarecrow): 0d (1d)
[x] fault-tolerant protocol (Scarecrow): 0d (2d)
[x] cat ears tightly focused RF beam tracking kit: 2d
[x] regular SF jammer-turned-transmitter loosely focused beam without tracking: 1d
[x] Intruder's positioning (discussion with Intruder): 0d
[x] Costumes and decoys (discussion with Intruder): 0d

A little bit of everything, mostly stuff that i think IC intruder would be receptive towards
Homing mortars, because just the threat of jaguars having said munitions make griffin and kyuger more hesitant to deploy jammers.
Laser comms because it's obvious and that by the 2060s i hope it's a available and proven technology With diffuse reflection receiver being a nice no material cost bonus
Backpack because it can be equipped to any humanoid units
Oral comms speech nice synergy with brevity codes.
Better programming and protocol no cost to us and i want to trust scarecrow
Cat ears because it's cute
Regular transmitter because intruder might not like the cat ears
Discussion with intruder because it makes a more interesting story.
 
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I almost-think we could manage with the fault-tolerant protocol alone, if it was solid enough. Here's a quick-turnaround plan that should (minimally) provide everything we need:

[X] 3-day graceful degradation
-[X] home-on-jam mortar bomb for Jaguar: 1d
-[X] laser comms, Dinergate-unspooled fiber-optic: 1d
--[X] never use just one, be redundant
-[X] oral comms, regular speech: 0d
-[X] Scarecrow
--[X] fault-tolerant protocol (Scarecrow): 0d (2d)
-[X] DOUBLE-CHECK SCARECROW'S WORK: 1d?
-[X] Intruder
--[X] brevity codes (discussion with Intruder): 0d
--[X] Costumes and decoys (discussion with Intruder): 0d

Mortar b/c it's the best, if it works. Dinnergate fiber-optic b/c (1) I love open-air lasers but they take too long, and (2) dinnergates are lower and less-visible than a doll-deployed spool. Plain oral comms will still be opaque if brevity-codes are used; I'd prefer the aesthetic of modem-screech, but that again costs time. I avoid talking to Intruder about positioning b/c I have no idea how well she takes criticism.

How many more Ringleaders do we need to help? I may be too focused on turnaround time.

@Solark - is it ok if I add a check-Scarecrow's-work action? If we're vouching for it, I'd like a chance to at least plug it in and see if it functions.



[X] Plan: Counter and Counter-Prep
^ also happy with this one
 
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[X] Plan Jam This
[X] Plan: COs and NCOs

We can spend more than 3 days here. Our first project was 4 days initially before we had to redo part of it. Only three day's worth of stuff feels like penny pinching.
 
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