User:PowerfulBacon/Escalation Policy2

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Faction Escalation

Certain factions or antagonists have their own additions to the escalation policy that allow for different responses towards other players.

  1. Station - Aligned to the station and should be friendly towards crew. Should not be attempting to unnecessarily start conflict.
  2. Neutral - Neutral roles have no alignment and do not need to be friendly towards the station, but must have a reason to initiate combat.
    • Neutral defenders may skip to the 'kill' phase of escalation.
    • Defenders may skip to the 'kill' phase of escalation when fighting a neutral role.
  3. Hostile - Hostile roles are against the station.
    • Hostile roles may skip to the 'kill' phase of escalation immediately without any prior interaction.
    • Aggressors and defenders may skip the 'kill' phase of escalation when fighting a hostile role.
    • Hostile roles follow the antagonist policy but may have some additional privileges outlined below.
    • If the hostile role is a member of the station's crew, security must follow space law and make attempts to revive the victim if the situation permits.
    • The crew must make a reasonable attempt to deconvert hostile roles that are known to be deconvertable.

Not all factions are immediately obvious, once a character appears to be a part of a certain faction, or is performing actions that a specific faction would follow, then the appropriate response may be followed.

Escalation Guidelines
Role and Faction Alignment/Crew Response High-Impact Justification
Station Crew (Nanotrasen) Station Never
Transformed Station Crew Station Never
Rescued Derelict Crew Neutral Never
Slaved Golems Neutral (Special) Upon master's request.
Free Golems Neutral
Silicons Neutral When required by laws, or when it is the only way to satisfy a law.
Unbound Positronic Brains Neutral Have no alignment and may optionally align to their creator while they have no laws, but must avoid actions which put them at risk of being shutdown whilst they are at the mercy of the player holding them.
Malfunctioning Silicons Hostile To protect themselves, or whilst doomsday is active.
Malfunctioning AI Hostile Whilst under attack from any member of the crew.
Traitor (Syndicate) Hostile For any objective/directive, or for general acts of indiscriminate sabotage that a Syndicate agent might perform.
Blood Brother (Syndicate) Hostile Only for objectives/directives.
Changeling (Syndicate) Hostile To hunt humans, protect themselves against identified threats, and to reduce the population count.
Brainwashing Victims Neutral When justifiable by the brain-washed order.
Nuclear Operatives (Syndicate) Hostile Always
Heretic Hostile Once ascended.
Blood Cult (Nar'sie) Hostile Once ascended, or against nonconvertible targets.
Clockwork Cult (Ratvar) Hostile While on Reebe, for targeted acts of sabotage, or against nonconvertible targets.
Space Wizard (Federation) Hostile Always.
Space Ninja (Spider Clan) Hostile To hide evidence.
Revolutionary Hostile Against heads, or nonconvertible targets.
Pyroclastic Slime Hostile Always
Sentient Animals Neutral (Special) When ordered to by master, if enslaved, or always otherwise.
Teratoma Hostile Never.
Morph Hostile To consume individual targets.
Swarmer Hostile Never.
Abductors Hostile Never.
Obssessed Hostile Never.
Xenomorph Hostile Always.
Space Pirate Hostile May do so if it assist with gaining funds.
Revenant Hostile Always.
Nightmare Hostile Never.
Ashwalker Hostile To make sacrifices to the necropolis. Should not willingly leave Lavaland.
Lavaland Syndicate Hostile Against any attacker of the base.
Other Lavaland Roles Neutral
Space Dragon Hostile To protect their nests, and for health.
Giant Spiders Hostile For reproduction.
Blob Hostile Always
Fugitives/Spacepol Neutral Against each other
Vampire Hostile To complete objectives.