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Uses of Memory Lock (Panopticon)

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Attic Attic's picture
Uses of Memory Lock (Panopticon)
We discussed using Memory Lock to avoid accumulating mental stress during short combat sequences. If somebody knows he is about to witness something stressful, this might be the easy way out, as long as the Muse is able to babysit. Another (rather gruesome) idea was, to have physical "interrogators" using it. Unstable Ego's could also become addicted to the ultimate escapism / not knowing about the "evil universe". Any other thoughts or comments?
LogosInvictus LogosInvictus's picture
Re: Uses of Memory Lock (Panopticon)
As brought up in my recent playthrough of Deus Ex: Human Revolution - black ops. Specifically, the creation of a special operations team that doesn't remember anything about its missions when it's done. Could be popular for Firewall, especially given the possibility of exposure to viruses that hide in your memories.
"I've never understood that. Why does the universe give us puzzles with no answers?" "Pay back, maybe?"
Xagroth Xagroth's picture
Re: Uses of Memory Lock (Panopticon)
LogosInvictus wrote:
As brought up in my recent playthrough of Deus Ex: Human Revolution - black ops. Specifically, the creation of a special operations team that doesn't remember anything about its missions when it's done. Could be popular for Firewall, especially given the possibility of exposure to viruses that hide in your memories.
I didn't looked into Panopticon yet, but I have been making something similar, yet more effective, in my games: alpha fork (without the knowledge of the operative, depending on the patron...) with memories edited to know only the necessary for the job. The forks are cold storaged (already sleeved in the morph, but "in a coma" until they reach the deplyment point, then quickly activated, and deployed. Remote destruction of the cortical stacks later does the trick (there is a kill switch listed as an implant in the core, after all). The forks will be a little crazy, of course, but that makes enemies more memorable... and the players might be facing the same enemy time after time without realizing it. Even more nasty would be the fork with a neutrino emitter that transmits the additional XP since activation, leaving the ego behind. More expensive, but priceless when it comes to the players facing people that knows how they act better and better... and remembers they killed them before.