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Help me brainstorm ideas for a servitor

 
 
fidrich
12:23 / 17.03.03
Hey there. This is my first attempt at designing a servitor, and I was hoping for some help. I'm not particularly worried about the practicalities of it; making a flow-chart and all that; there are plenty of places to find out about that side of it.

The basic idea is to create a servitor for diffusing alcohol-fuled fights between certain members of my family. These fights happen often, and are generally very vicious even when they don't escalate to physical violence, and I'm particularly worried about the effect it's having on my little brother (only 13 years old).

Anyways, if any input is much appreciated. And if I say something that is blaringly obvious or mind-numbingly stupid, be gentle with me! Remember I'm new to all this!

* The servitor would probably have to have few different approaches, or be able to go from a calming presence that whispers "Hey now, calm down. Don't get worked up. Chill out, it's been a great night, no point in ruining it now", etc, in peoples ears to a bouncer-type thing - forcibly stopping them from fighting, throwing things, etc, and all the stuff inbetween. How would I do this?

* Is it possible to activate a servitor with music rather than food? Or is it possible to use a particular song to activate it, but offer it food the next day - to give it a reserve of energy to use when it needs it? Would having such a reserve of energy have any side effects on the servitor?

* One thing I'd really like for the servitor to be able to do is remind the people who were fighting, once they're sober, *why* they were fighting and encourage them to talk about it. My family are very, well, non-communicative... I definatley feel they need some encouragment in this area.

* Are these tasks too complicated? Will they need quite a *lot* of energy from me to carry out? Should I give the servitor a personality, or just give it *very* detailed instructions whenever I use it? Is there anything important I might have missed?

Thanks in advance to any replies - honestly, I'm *not* trying to get you all to do my work for me... just looking for the opinion of those with more experience in these things.

- Fid
 
 
Quantum
13:07 / 17.03.03
Are you sure you need a servitor? Seems a bit like overkill, but then I don't know your family or your situation. Perhaps you could do yourself what you are designing the servitor to do- is that an option?
 
 
ciarconn
23:12 / 17.03.03
A servitor sounds good particularly for avoiding/defusing fights. (the other part, about reminding them why they fought, could be done with another servitor, I think).

About the actions the servitor should follow, perhaps you coud build it like a gradual flowchart (starating with the idea of avoiding the fight, and ascending the wtrength of the influence according to the harshness of the situation)

About it's activation/charging, well, there are some servitors here in the forum that work on bad energies, and are summoned by different means, including images, music AND food (check out the Mango peace)

About how much energy will it take, well, it's how much focus you can have, and how much do you want this situation to end. Use that as the source. Remember (here comes the corny part) that we humans have a lot of power, and that love is an endless source.

NOw, if you can combine this with a real life help to the members of your family, it would obviously help. Be strong, and do not let your brother alone.

Good luck with this, and if we can help you, just give us a holler
 
 
Nietzsch E. Coyote
23:34 / 17.03.03
Activate upon proximaty of personA to personB or personC or of Person B to personC;

AngerScale = {0 1 2 3 4 5};
// where 0 is no anger and 5 is violence capable of killing

AngerScale personA; // one for every member of family
AngerScale personB;
AngerScale personC;

getAngerLevel(personA); // find out how angry they are
getAngerLevel(personB);
getAngerLevel(personC);

if (personA > 0) // if ze is angry
then calm(personA);
//Calm them to the degree they were angry

if (personB > 0) // if ze is angry
then calm(personB);
//Calm them to the degree they were angry

if (personC > 0) // if ze is angry
then calm(personC);
//Calm them to the degree they were angry

Sleepmode when engaged individuals separate;
 
  
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