Escalation Policy: Difference between revisions

From BeeStation Wiki
Jump to navigation Jump to search
m (→‎Faction Escalation: Added Slaughter/Laughter demon)
 
(29 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Under construction
{{Reference}}
|reason = This page is currently undergoing major renovations.
== Escalation Steps ==
}}
The following levels are the steps involved with escalation, when combat starts for the first time it begins at level 1.
 
=Escalation Policy=
 
This policy lays out how conflicts are expected to be resolved, and any breaches of this policy will be classified as either over-escalation or self-antag depending on the severity of the breach.
 
==Escalation Steps==
<big>
<big>
# Completely non-harmful and unarmed actions such as shoving into a wall or table
#Unarmed combat, excluding combat-enhancements such as drugs, mutations or martial arts.
# Unarmed but harmful actions such as punching and kicking, or armed but non-harmful actions such as using a disabler or stun baton.
#Combat involving non-lethal enhancements, civilian items or weapons which are designed to exhaust or repel, rather than kill.
# Armed combat - using any item as a weapon to cause harm to someone
#Lethal combat and the use of deadly weapons.
# Crit - you are responsible for seeing that your victim receives medical treatment.
# Kill - If you properly escalate to this step, no medical attention is required.
</big>
</big>


==Key terms==
Depending on your role, you may be exempt from these steps. For example, traitors are welcome to kill anyone who attack them, regardless of escalation. See "Faction Escalation" below for more details. Good roleplay may justify skipping the unarmed phase of combat.
 
'''Aggressor''' The person who initiated conflict. The aggressor may not escalate conflict to the next level, however they may stand their ground and match the force used against them.
 
'''Defender''' The person who has had conflict initiated with them. Defenders may use a level of force one step above what an aggressor has used. This also allows the aggressor to match your force, so don’t bring a knife to a gun fight.
 
'''Pursuer''' If you pursue someone that is attempting to escape a conflict, even if they are the aggressor, you become the aggressor and may no longer escalate. Use reasonable self-defense, but once your attacker is repelled it is no longer self-defense. The captain and identifiable members of security are never classified as aggressors by this clause - it is their literal job to protect the station even if the perpetrator flees the scene.
 
It is considered to be pursuit if someone is followed:
* From maints into a main hallway or department
* From a main hallway into maints or a department
* From a department into maints, a main hallway or a different department
 
'''Guerilla''' If you retreat only to attack again immediately (within five minutes), you are the aggressor of a fight even if you attempt to retreat again and are pursued as described above. Don't try to be a little shit and expect a fair fight.
 
'''Valid''' If a player is valid, they may be killed immediately without additional reasoning, but they are also allowed to defend themselves following normal escalation. If you attack a valid player with apparently lethal intent, you can expect they will defend themselves with lethal force as well. Players are only valid as dictated by server '''[[rules]]''' and the species chart at the bottom of this page - a player is not valid until you personally witness the conditions that prove they are.
 
==Types of Escalation==


'''Normal escalation:''' Normal escalation is followed step by step, an aggressor that shoves you may be met with unarmed combat + incapcitating weaponry. If a player is incapacitated and unable to fight back you may not continue to harm them under normal escalation. If the fight continues and they stand their ground, you may escalate to armed combat. If they still do not back down, you may crit them so long as you see that they receive medical treatment. If two players are having an unarmed brawl with neither willing to back down, it is not over-escalation when one eventually falls into crit, however medical treatment is still required.
== Aggressors and Defenders ==


'''Lavaland escalation''' Means you can skip any conflict in which you are not the aggressor immediately to step 5. It is still generally bad taste to immediately kill someone that shoved you once, and you may be told it’s excessive if you’re found to be baiting people so you can kill them.
A player is considered the aggressor when any of the following is met:


'''Antagonist escalation''' Antagonists may kill their objective targets, players interfering with the completion objectives and witness to their crimes even if the other player does not initiate conflict.  
* They perform the first strike.
For any conflicts unrelated to objectives, antagonists follow Lavaland escalation - be careful who you mess with. ''Being intentionally obvious in order to chase down and kill “witnesses” will be classified as murderbone.''
* They are trespassing.
* They are chasing a player who is attempting to flee.


The aggressor must not escalate past what the defending player has responded with, and must seek medical treatment for their victim in the first instance of combat with someone.


==Special Cases==
Any player who is not an aggressor is a defender. Defenders may escalate one level above what the aggressor has used against them.


'''Security Clause''' Security officers, the head of security and captain may escalate and skip to lethal force in accordance with '''[[Space_Law#Use_of_Deadly_Force|Space Law's use of deadly force]]'''.
== Further Clarification ==
Non-antagonists may not use lethal force against security or until after they have used it against you. This means critting or killing security that is doing their job properly is over-escalation. As a non-antagonist, you are expected to disable/bamboozle security and run away or submit to the arrest
This policy further lays out how conflicts are expected to be resolved.  Any breaches of this policy will be classified as self-antag.


'''Trespassing''' Trespassing is defined as being in any department you do not have appropriate permission to access (stolen access is not permission). Players who are trespassing are automatically the aggressor in any conflict that starts with someone who is assigned in the current department. As usual, the aggressor may not escalate beyond the level of force used against them.
{| class="wikitable mw-collapsible"
If you wish for a trespassing player to be removed from your department, contact security before taking matters into your own hands whenever possible. Normal escalation follows when a trespasser is immediately aggressive, but contacting security before beginning escalation is required if they are not.
!
|-
|
#If someone is holding a weapon, or shows clear intent to use a weapon, then the unarmed phase of escalation may be skipped when initiating combat would otherwise be allowed.
#You may not use lethal force against security until they have used it against you.
#If someone is unable to continue fighting or surrenders by giving up their combat ability, harmfully damaging them further will be considered lethal combat regardless of the weapon used.
#In the case of group combat, all participants in the combat encounter follow the same stage of escalation even if they have not personally performed actions that would escalate the conflict.
#*Players who witness the initiation of combat against another player may participate in the defense against the combatant, but are always considered an aggressor.
#*Players that refuse to disperse from a group of combatants may be treated as if they are part of that group of combatants, even if they have not performed any combat oriented actions.
#*Players healing or enhancing the combat capabilities of combatants before the conclusion of the encounter may be treated as combatants siding with those that they are assisting.
#For trespassing, access does not imply authorization - authorization is granted by permission or the need to be in a location.
#If a player initiates combat against another player more than once, the defender will not be considered an aggressor when chasing them.
#While in the process of performing a capital crime, or any action that may lead to future harm, a player may be treated as an aggressor acting under the lethal force stage.
|}


'''Repeat aggressors''' Once you have been the defender in a conflict with the same player three times, you may escalate immediately to step five for the current and all future conflicts in which they are the aggressor. This means you may not revenge kill them on sight if they receive medical treatment, but you may immediately toolbox their brains out ''again'' if they decide to shove you.
== Faction Escalation ==


'''Dying to crit''' If a player is unable to render aid before someone in critical condition dies, but a genuine effort was made, it is not over-escalation. They are still expected to resuscitate or clone the other player, unless the station is in such a state that this is deemed not reasonably possible. ''If you ghost out of your body early and then report that the other player killed you, you will be slapped for ban-baiting.''
Certain factions or antagonists have their own additions to the escalation policy that allow for different responses towards other players.


'''Breaking up a Fight''' If you witness a conflict in progress or wish to come to the aid of a co-worker, you may follow normal escalation to do so by attempting to shove players apart. You may not take sides in a fight if you do not understand the context for it unless one of the players chooses to intentionally escalates against you.  
#Station - Aligned to the station and should be friendly towards crew. Should not be attempting to unnecessarily start conflict.
* This means stunning one player while openly allowing the other to mortally wound them is over-escalation.
#Neutral - Neutral roles have no alignment and do not need to be friendly towards the station, but must have a reason to initiate combat.
* Obviously if you try to break up a knife fight, there's a reasonable chance ''you will be accidentally stabbed'', and you should not retaliate
#*Neutral defenders may skip to the 'kill' phase of escalation.
* If security is involved in a conflict, it is always self-antag to side against them when breaking up a fight, unless you can identify them as an imposter. Legitimate shitcurity should be reported via ahelp.
#*Defenders may skip to the 'kill' phase of escalation when fighting a neutral role.
#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 [[Rules#13 Antagonist Conduct|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|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.


=Species and Faction Escalation=
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.


'''(WIP)'''
{| class="wikitable"
Different faction validity and types of escalation they should follow goes here, i.e. Lavaland Syndicate and simplemobs
|+Escalation Guidelines
|-
!Role and Faction
!Alignment
!Special notes
|-
|Station Crew (Nanotrasen)
|Station
|
|-
|Transformed Station Crew
|Station
|
|-
|Rescued Derelict Crew
|Neutral
|
|-
|Slaved Golems
|Neutral (Special)
|Aligned to their master only.
|-
|Free Golems
|Neutral
|
|-
|Silicons
|Neutral
|Have no alignment, but are bound by their laws. Crew escalating against silicons should seek to have the units repaired.
|-
|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
|May completely ignore other laws due to law 0. May perform high-impact actions freely when their AI triggers doomsday/delta alert, but are allowed to defend themselves from hostile crew.
|-
|Malfunctioning AI
|Hostile
|May perform high-impact actions against all crew after the doomsday has been activated, which can be done once the crew is making attempts to destroy it. May perform high-impact actions against crew and departments who show intent to destroy it, such as those producing ion weapons.
|-
|Traitor (Syndicate)
|Hostile
|The 'hijack the emergency shuttle...' and 'die a glorious death' objectives allow high-impact actions against all crew.
|-
|Blood Brother (Syndicate)
|Hostile
|The 'hijack the emergency shuttle...' and 'die a glorious death' objectives allow high-impact actions against all crew.
|-
|Changeling (Syndicate)
|Hostile
|The 'hijack the emergency shuttle...' and 'die a glorious death' objectives allow high-impact actions against all crew.
|-
|Brainwashing Victims
|Neutral
|Must follow their directives and may perform high-impact actions if the situation calls for it. The station may respond with reasonable force to capture and deconvert anybody who appears to be assisting a known threat to the station.
|-
|Nuclear Operatives (Syndicate)
|Hostile
|May perform high-impact actions against all crew.
|-
|Heretic
|Hostile
|May perform high-impact actions against all crew once ascended.
|-
|Blood Cult (Nar'sie)
|Hostile
|May perform High-impact actions against all crew after ascending, and against unconvertable crew at all times.
|-
|Clockwork Cult (Ratvar)
|Hostile
|May perform high-impact actions against all crew on Reebe, unconvertable crew at all times, and crew which pose a serious threat to the defense of Reebe.
|-
|Space Wizard (Federation)
|Hostile
|May perform high-impact actions against all crew.
|-
|Space Ninja (Spider Clan)
|Hostile
|May kill anyone who witnesses them pursuing an object.
|-
|Revolutionary
|Hostile
|High-impact actions are permitted against targets and anyone that cannot be converted.
|-
|Pyroclastic Slime
|Hostile
|May perform high-impact actions against everyone.
|-
|Sentient Animals
|Neutral (Special)
|Aligned to their master only, otherwise are neutral. The station may treat all slimes as hostile.
|-
|Teratoma
|Hostile
|Must never perform high-impact actions.
|-
|Morph
|Hostile
|Must not use high-impact actions, but may kill all crew for the sake of consuming them.
|-
|Swarmer
|Hostile
|Must not perform any actions that make the station untenable.
|-
|Abductors
|Hostile
|Must not use high-impact actions to achieve their objective, but may use lethal force if they are forced to.
|-
|Obssessed
|Hostile
|
|-
|Xenomorph
|Hostile
|May freely kill to reproduce and hijack the shuttle.
|-
|Space Pirate
|Hostile
|
|-
|Revenant
|Hostile
|May perform high-impact actions against all players.
|-
|Nightmare
|Hostile
|May freely kill anyone creating light through low-impact means. May not use high-impact actions to achieve their objective.
|-
|Ashwalker
|Hostile
|May sacrifice outsiders to the necropolis and are hostile towards all non-ashwalkers. Should not willingly leave Lavaland.
|-
|Lavaland Syndicate
|Hostile
|Must not leave their base.
|-
|Other Lavaland Roles
|Neutral
|-
|Space Dragon
|Hostile
|May kill anyone to regain health.
|-
|Giant Spiders
|Hostile
|May kill anyone to reproduce.
|-
|Blob
|Hostile
|May perform high-impact actions against all players.
|-
|Fugitives/Spacepol
|Neutral
|May perform high-impact actions against the other party. Crew response is determined by in-character actions.
|-
|Vampire
|Hostile
|
|-
|Slaughter/Laughter Demon
|Hostile
|May freely kill anyone including the wizard that spawned them.
|}

Latest revision as of 11:57, 20 April 2026

Note: This page is moderated and can be referenced in OOC issues, such as ban appeals, complaints, reports, etc. This may not apply to the pages this page links to.

Escalation Steps

The following levels are the steps involved with escalation, when combat starts for the first time it begins at level 1.

  1. Unarmed combat, excluding combat-enhancements such as drugs, mutations or martial arts.
  2. Combat involving non-lethal enhancements, civilian items or weapons which are designed to exhaust or repel, rather than kill.
  3. Lethal combat and the use of deadly weapons.

Depending on your role, you may be exempt from these steps. For example, traitors are welcome to kill anyone who attack them, regardless of escalation. See "Faction Escalation" below for more details. Good roleplay may justify skipping the unarmed phase of combat.

Aggressors and Defenders

A player is considered the aggressor when any of the following is met:

  • They perform the first strike.
  • They are trespassing.
  • They are chasing a player who is attempting to flee.

The aggressor must not escalate past what the defending player has responded with, and must seek medical treatment for their victim in the first instance of combat with someone.

Any player who is not an aggressor is a defender. Defenders may escalate one level above what the aggressor has used against them.

Further Clarification

This policy further lays out how conflicts are expected to be resolved. Any breaches of this policy will be classified as self-antag.

  1. If someone is holding a weapon, or shows clear intent to use a weapon, then the unarmed phase of escalation may be skipped when initiating combat would otherwise be allowed.
  2. You may not use lethal force against security until they have used it against you.
  3. If someone is unable to continue fighting or surrenders by giving up their combat ability, harmfully damaging them further will be considered lethal combat regardless of the weapon used.
  4. In the case of group combat, all participants in the combat encounter follow the same stage of escalation even if they have not personally performed actions that would escalate the conflict.
    • Players who witness the initiation of combat against another player may participate in the defense against the combatant, but are always considered an aggressor.
    • Players that refuse to disperse from a group of combatants may be treated as if they are part of that group of combatants, even if they have not performed any combat oriented actions.
    • Players healing or enhancing the combat capabilities of combatants before the conclusion of the encounter may be treated as combatants siding with those that they are assisting.
  5. For trespassing, access does not imply authorization - authorization is granted by permission or the need to be in a location.
  6. If a player initiates combat against another player more than once, the defender will not be considered an aggressor when chasing them.
  7. While in the process of performing a capital crime, or any action that may lead to future harm, a player may be treated as an aggressor acting under the lethal force stage.

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 Special notes
Station Crew (Nanotrasen) Station
Transformed Station Crew Station
Rescued Derelict Crew Neutral
Slaved Golems Neutral (Special) Aligned to their master only.
Free Golems Neutral
Silicons Neutral Have no alignment, but are bound by their laws. Crew escalating against silicons should seek to have the units repaired.
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 May completely ignore other laws due to law 0. May perform high-impact actions freely when their AI triggers doomsday/delta alert, but are allowed to defend themselves from hostile crew.
Malfunctioning AI Hostile May perform high-impact actions against all crew after the doomsday has been activated, which can be done once the crew is making attempts to destroy it. May perform high-impact actions against crew and departments who show intent to destroy it, such as those producing ion weapons.
Traitor (Syndicate) Hostile The 'hijack the emergency shuttle...' and 'die a glorious death' objectives allow high-impact actions against all crew.
Blood Brother (Syndicate) Hostile The 'hijack the emergency shuttle...' and 'die a glorious death' objectives allow high-impact actions against all crew.
Changeling (Syndicate) Hostile The 'hijack the emergency shuttle...' and 'die a glorious death' objectives allow high-impact actions against all crew.
Brainwashing Victims Neutral Must follow their directives and may perform high-impact actions if the situation calls for it. The station may respond with reasonable force to capture and deconvert anybody who appears to be assisting a known threat to the station.
Nuclear Operatives (Syndicate) Hostile May perform high-impact actions against all crew.
Heretic Hostile May perform high-impact actions against all crew once ascended.
Blood Cult (Nar'sie) Hostile May perform High-impact actions against all crew after ascending, and against unconvertable crew at all times.
Clockwork Cult (Ratvar) Hostile May perform high-impact actions against all crew on Reebe, unconvertable crew at all times, and crew which pose a serious threat to the defense of Reebe.
Space Wizard (Federation) Hostile May perform high-impact actions against all crew.
Space Ninja (Spider Clan) Hostile May kill anyone who witnesses them pursuing an object.
Revolutionary Hostile High-impact actions are permitted against targets and anyone that cannot be converted.
Pyroclastic Slime Hostile May perform high-impact actions against everyone.
Sentient Animals Neutral (Special) Aligned to their master only, otherwise are neutral. The station may treat all slimes as hostile.
Teratoma Hostile Must never perform high-impact actions.
Morph Hostile Must not use high-impact actions, but may kill all crew for the sake of consuming them.
Swarmer Hostile Must not perform any actions that make the station untenable.
Abductors Hostile Must not use high-impact actions to achieve their objective, but may use lethal force if they are forced to.
Obssessed Hostile
Xenomorph Hostile May freely kill to reproduce and hijack the shuttle.
Space Pirate Hostile
Revenant Hostile May perform high-impact actions against all players.
Nightmare Hostile May freely kill anyone creating light through low-impact means. May not use high-impact actions to achieve their objective.
Ashwalker Hostile May sacrifice outsiders to the necropolis and are hostile towards all non-ashwalkers. Should not willingly leave Lavaland.
Lavaland Syndicate Hostile Must not leave their base.
Other Lavaland Roles Neutral
Space Dragon Hostile May kill anyone to regain health.
Giant Spiders Hostile May kill anyone to reproduce.
Blob Hostile May perform high-impact actions against all players.
Fugitives/Spacepol Neutral May perform high-impact actions against the other party. Crew response is determined by in-character actions.
Vampire Hostile
Slaughter/Laughter Demon Hostile May freely kill anyone including the wizard that spawned them.