Within a few shifts of playing AI, players quickly learn they can track targets out of camera range, nearly completely defeating the purpose of fog-of-war. In these areas, the AI can still hear people in full stereo and may spot the glow of their light sources or their job icon as they move around.
Antagonists expect untracked areas to be safe zones, but they really aren’t. If the AI is nearby when a crime is committed, suspects can be followed indefinitely until they reveal themselves. As someone who doesn’t play antagonist, I find it dead easy and unfairly punishing to those who do.
TL;DR
Objects in fog-of-war should be invisible and inaudible. Loud sounds in these areas, such as explosions, should be perceived as distant.
I agree with the job icon and the lights through solid walls, but I disagree with the sounds. Cameras can (and probably do) have audio in this futuristic station. I think the AI should be able to hear through walls the same amount as a crew member can from the same position. IC justification can be advanced audio processing on the cameras.
I think this would be hard to code and would require changes to robust toolbox so don’t think of this as coming anytime soon.
The AI can’t process speech from the cameras, can it? This feels like a weird logical gap, but I’m not sure what the fix should be, as I honestly feel like if I could hear voices from the cams, it’d be too OP and it’d deincentivize (just pretend that’s a word) popping in on the holopads, something I honestly wish AIs did more often.
This is very likely the goal. But AI was honestly a miracle to get implemented this early.
Audio is probably fine as it is, there is no reason why the AI could not hear stuff happening near it if cameras can pick it up (remember that crew can also hear trough walls). The light and icons bleeding trough walls is the main issue.
But if they want to make it so things like steps aren’t so easy to hear trough walls, that would be neat. But for everyone, not just AI.