User:PowerfulBacon/EscalationPolicy: Difference between revisions

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=Development Q/A / Notes (Not for publishing)=
Edit this section to add Qs for review of this page.
*Note: Valid-hunting rule needs to be updated to reflect 'Acting as the aggressor against an antagonist will be considered validhunting.'
*Q: If you start chasing a player who is attempting to flee combat, it should be over-escalation even if the person you are chasing isn't an antag.
**: A: Updated to `Attacking someone who is fleeing combat wis over-escalation, unless this is the second time the victim initiated combat against the pursuing player.`
*Q: If someone follows valid escalation against an antagonist as if the antagonist was a normal member of the crew, it should not be considered valid-hunting even if they are the aggressor. (The aggressor may not know the other player is an antag, in which case it should never be validhunting)
**A: Added ''unless the escalation would have still been valid if the victim was not an antagonist.''
*Q: If someone breaks into a department and is clearly armed (for example, heretic with full gear and the heretic blade) then you should be able to skip unarmed combat.
**A: Added ''If someone is holding a weapon, then you may skip the unarmed escalation step.''
*Q: What constitutes seeking out combat? Is a paramedic recovering bodies seeking out combat? Is it seeking out combat if they go towards a location on the station which was reported as having antagonists?
= Scenarios (Not for publishing) =
== Scenario 1 - Group Defense ==
A group of 3 doctors are in medbay. An antagonist hacks open the maintenance door and immediately begins firing upon 1 of the doctors. They begin dragging the body of the doctor out towards the maintenance door when the remaining 2 doctors pick up circular saws and begin attacking the antagonist.
* If the doctors had initiated the combat using unarmed methods, they would have been considered the defenders.
* If the doctors had initiated the combat using circular saws only due to the break in, this would have been considered over-escalation (but not valid-hunting).
** Note: If you follow escalation policy as the aggressor and the victim happens to be an antagonist, this should not be considered valid-hunting. Review to ensure this holds true.
* While the fighting part of the combat may have ended, the antagonist is still capable of fighting, so attacking them does not consistute over-escalating.
* If the antagonist is fleeing but dragging the body away then they might be considered to be fleeing, at which point attacking them would be valid-hunting.
** Changes need to be made to ensure it isn't ruled this way.
== Scenario 2 - Paramedic ==
A paramedic notices that someone is in critical condition on the crew monitor and rushes to their location. At the location, they find someone dragging the body which they begin shoving. The person dragging the body responds by pulling out a knife, the paramedic pulls out a scalpel and begins attacking the person dragging the body, winning the fight.
*Q: Should the paramedic be considered to be over-escalating?
**A: In this scenario, since the paramedic started by using unarmed methods and had a valid IC reason to initiate combat (body recovery) then it should not be valid-hunting as they could have done this against a normal crew.
**A: If the paramedic immediately attacked with weapons then it would be valid-hunting.
*Q: If the paramedic KNEW that they would encounter an antagonist by recovering a body, would it be considered valid-hunting?
== Scenario 3 - Brainwashing, Unknown Hostiles ==
Security encounters a group of 3 medical doctors. One of these medical doctors begins to engage security by firing lasers at them while the others perform no combative actions. As the fighting medical doctor takes damage, the other 2 doctors provide healing to them. Security fires upon the doctors who are healing the combative player. 1 of the doctors flees, while the other continues heailng the combatant until they themselves are put in critical condition.
* Entire situation is valid, no over-escalation performed by either side.
* Security was valid to attack the players healing the combatants, as they were assisting them.
* Security would not be able to continue attacking the medical doctor who fled the situation with lethal force, as they left the combat scenario.
== Scenario 4 - Chaplain vs Heretic ==
Heretic starts performing a sacrifice in medbay. A traitor medical doctor begins attacking the heretic using their pistol but is defeated by the heretic. A peacekeeper borg follows the heretic and pacifies them while a chaplain chases the heretic and kills them. The heretic was known to the crew, was sacrificing people and was wearing blatant heretic clothes. Security is still alive at this time.
*Despite being blatant, security is still stable so the guerilla clause cannot be invoked.
*Despite their duties being to deal with hostile religions, chaplains are still bound by escalation policy and so hunting a heretic with no prior interactions would be valid-hunting.
*Since the chaplain didn't witness the start of the conflict, they are starting conflict themselves and are the aggressor. The group defense clause is not invoked.
*The traitor is allowed to attack the heretic as this action would fall under the antagonist policy as a non-high imapct action and the traitor is not bound to follow escalation policy.
*If the traitor was not a traitor, using lethal force against an intruder would have been over-escalation.
== Scenario 5 - Cult Takeover ==
The cult have taken over the station and reached halo-phase. A group of engineers have grabbed the fire-axe and are attacking members of the cult.
* Once cult has achieved halo, it may reasonably be assumed that security is unable to function and forming a guerilla force to protect the station is not valid-hunting.
* Cult are hostile towards the station in the faction table, so may be attacked without any prior interactions.
=Escalation Steps=
The following levels are the steps involved with escalation, when combat starts for the first time it begins at level 1.
#Unarmed combat, excluding martial arts.
#Combat involving non-weapon items or weapons which have a non-harmful damage component (even if they do cause harmful damage in the process).
#Lethal combat and the use of deadly weapons.
=Escalation Policy=
=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.
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.
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|-
|-
|
|
#Escalation is defined by progressive steps.
#Non-antagonists starting combat without prior interactions that give them a reason to fight is considered [[Rules#9 Do Not Self-Antag|self-antag]].
##Unarmed combat, excluding martial arts.
#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.
##Combat involving non-weapon items or weapons which have a non-harmful damage component (even if they do cause harmful damage in the process).
#The aggressor is the person who made the first strike initiating the combat encounter, the defender is the player who was attacked first.
##Lethal combat and the use of deadly weapons.  
##The defender may escalate 1 level above what the aggressor has used against them.
#The aggressor is the person who initiated combat, the defender is the person who had the combat initiated against them.
##The aggressor may not escalate past what the defending players has responded with.
##In the first instance of combat with a specific player, if you are the aggressor then you must attempt to seek medical treatment for your victim.
##In the first instance of combat with a specific player, if you are the aggressor then you must attempt to seek medical treatment for your victim.
##The aggressor may not escalate past what the defendant has responded with.
##Someone breaking into a department will be considered the aggressor if combat inside the department is initiated against them.
#Acting as the aggressor against an antagonist will be considered validhunting.
##Attacking someone who is fleeing combat is over-escalation and makes the pursuing player the aggressor, unless this is the second time the fleeing player initiated combat against the pursuing player.
##Members of security always fall under the unarmed level of escalation when using strictly non-lethal weapons to complete an arrest unless they fail to declare the reason for arrest to the victim.
##If someone is unable to continue fighting, damaging them further will be considered lethal combat regardless of the weapon used.
#Acting as the aggressor against an antagonist will be considered validhunting, unless the escalation would have still been valid if the victim was not an antagonist.
##If security is no longer able to protect the station from a threat taking control of the station or a department, the crew may form a guerilla and may act as the aggressor against an antagonist.
##If security is no longer able to protect the station from a threat taking control of the station or a department, the crew may form a guerilla and may act as the aggressor against an antagonist.
##Witnessing someone initiate combat against another player allows you to participate in the defense against the aggressor, but you must not escalate.
##Witnessing someone initiate combat against another player allows you to participate in the defense against the aggressor, but you must not escalate.
##Attacking someone who is breaking into a department is not considered over-escalation.
##Seeking out combat, or joining combat in progress which you did not witness the start of makes you an aggressor.
##Members of security always fall under 1.1 when using strictly non-lethal weapons to complete an arrest when they declare the arreset to the victim.
#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.
##Seeking out combat, or joining combat in progress which you did not witness the start of makes you the 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.
#Hostile antagonists do not follow escalation policy and instead have their own rules of engagement (See antagonist conduct and the table below).
##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.
#Hostile antagonists have their own rules of engagement which allows them to escalate past what a normal crewmember would be capable of (See antagonist conduct and the table below).
|}
|}


==Escalation Specifics==
== Faction 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.


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


'''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.
#Station - Aligned to the station and should be friendly towards crew. Should not be attempting to unnecessarilly start conflict.
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.''
#Neutral - Neutral roles have no alignment and do not need to be friendly towards the station, but should not immediately attack either. Both sides may skip to the 'kill' phase of escalation if the other side is the one to initiate combat.
#Hostile - Hostile roles are against the station and may start the 'kill' phase of escalation immediately without any prior interaction.
#*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 attempts to deconvert hostile roles that are known to be deconvertable.


'''Murderbone escalation:''' Antagonists that are allowed to kill anything they are not explicitly allied with.
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.
==Special Cases==
'''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]]'''.
Non-antagonists may not use lethal force against security until after they have used it against you without being baited or forced into using it. This means critting or killing security that is doing their job properly is always over-escalation for non-antagonists. As a non-antagonist, you are expected to disable/bamboozle security and run away or submit to the arrest.


'''Station Response:''' How station crew is allowed/expected to respond when seeing certain factions on station or meeting them when exploring. In many cases, outsiders are allowed to be treated more harshly than they are allowed to treat the crew. For example: Golems must follow normal escalation in their interactions and should not be provoking or engaging in conflict unless ordered, but crew are allowed to immediately terminate Golems which are acting out of line. Golems may then defend themselves in response to the attempt on their life.
* N/A - This is just crew from an outside perspective. Normal escalation applies because you aren't going to know what they are.
* Normal - Station crew should follow normal escalation when engaging
* Lavaland - Same as lavaland escalation above; crew may treat any apparently hostile intent from this entity as if they are a hostile threat. ''This does not necessarily mean whack the valid, use common sense to decide if your character should be fearful of them because they're a decked out murder machine, but you don't have to call security to break a sentient pet's neck if it's being a little shit.''
* Hostile - Station crew should view this entity as inherently hostile on sight and act accordingly. ''Again this doesn't mean whack the valid if you aren't in a combat-oriented role.''
=Species and Faction Escalation=
{| class="wikitable"
{| class="wikitable"
|+Escalation Guidelines
|+Escalation Guidelines
|-
|-
!Role and Faction!!Escalation
!Role and Faction
to follow
!Alignment
!Station
Response
!Special notes
!Special notes
|-
|-
|Station Crew (Nanotrasen)||Normal
|Station Crew (Nanotrasen)
|Normal
|Station
|Includes Charlie station crew and all cases of crew which has been transformed into other entities.
|
'''Yes you must still act like you are crew after being transformed, you are not an antagonist now.'''
|-
|Transformed Station Crew
|Station
|
|-
|Rescued Derelict Crew
|Neutral
|
|-
|-
|Slaved Golems
|Slaved Golems
|Normal
|Neutral (Special)
|Lavaland
|Aligned to their master only.
|Allied with the station and Nanotrasen until explicitly informed otherwise by your master.  
|-
|-
|Free Golems
|Free Golems
|Normal
|Neutral
|Lavaland
|
|Owe a debt of gratitude to the research director that freed them. Do not create conflict with NT.
|-
|-
|Silicons
|Silicons
|Lavaland
|Neutral
|Lavaland
|Have no alignment, but are bound by their laws. Crew escalating against silicons should seek to have the units repaired.  
|Never break your laws. Crew escalating against silicons should seek to have the units repaired.  
|-
|-
|Malfunctioning Silicons
|Malfunctioning Silicons
|Antagonist
|Hostile
|Lavaland
|May completely ignore other laws due to law 0. May not murderbone freely until their AI triggers doomsday/delta alert, but is allowed to defend itself from hostile crew.  
|May completely ignore other laws due to law 0. May not murderbone freely until their AI triggers doomsday/delta alert, but is allowed to defend itself from hostile crew.  
|-
|-
|Malfunctioning AI
|Malfunctioning AI
|Antagonist
|Hostile
|Lavaland
|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 completely ignore other laws due to law 0. May not murderbone freely until they trigger doomsday/delta alert, but is allowed to defend itself from hostile crew.
Doomsday/Delta alert should only be triggerd if its Objectives contain some variation of "kill all organics", or after its malf-ness is found out.
 
While it may out itself if it wishes, this should not be done as a pretense to be able to murderbone.
|-
|-
|Internal Affairs (Nanotrasen)
|Traitor (Syndicate)
|Antagonist
|Hostile
|N/A
|The 'hijack' and 'die a glorious death' objectives allow high-impact actions against all crew.
|You are working undercover for Nanotrasen, but they will disown you if you try to make this claim.
|-
|External Affairs (Syndicate)
|Murderbone
|N/A
|You are a special agent hired by the syndicate to sow as much chaos as possible on the station.
|-
|Traitor (Syndicate)||Antagonist
|N/A
|Having an objective to Hijack the shuttle or die a glorious death changes this to Murderbone
|-
|-
|Blood Brother (Syndicate)
|Blood Brother (Syndicate)
|Antagonist
|Hostile
|N/A
|The 'hijack' and 'die a glorious death' objectives allow high-impact actions against all crew.
|Having an objective to Hijack the shuttle or die a glorious death changes this to Murderbone, but you must still ensure the safety of your partner.
|-
|-
|Changeling (Syndicate)||Antagonist
|Changeling (Syndicate)
|Hostile
|Hostile
|Having an objective to Hijack the shuttle or die a glorious death changes this to Murderbone
|The 'hijack' and 'die a glorious death' objectives allow high-impact actions against all crew.
|-
|-
|Nuclear Operatives (Syndicate)||Murderbone
|Brainwashing Victims
|Special
|Must follow their directives. 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
|Hostile
|Do not wear a syndicate hardsuit if you don't want to be treated like an operative.  
|May perform high-impact actions against all crew.
|-
|-
|Heretic
|Heretic
|Antagonist
|Hostile
|N/A
|Ascending allows for high-impact actions to be enacted against all crew. Security must follow space law until ascension.
|Becomes Murderbone/hostile after heretic acension
|-
|-
|Blood Cult (Nar'sie)||Antagonist
|Blood Cult (Nar'sie)
|N/A
|Hostile
|Prioritize converting/deconverting until Halo stage is reached. Becomes murderbone/hostile at Halo stage.
|High-impact actions allowed against all crew after ascending, and against unconvertable crew at all times.
|-
|-
|Clockwork Cult (Ratvar)||Antagonist
|Clockwork Cult (Ratvar)
|N/A
|Hostile
|Prioritize converting/deconverting when possible. Becomes murderbone/hostile when portals announce.
|High-impact actions allowed against all crew on Reebe, against unconvertable crew at all times, and against crew which pose a serious threat to the defense of Reebe.
|-
|-
|Space Wizard (Federation)||Murderbone
|Space Wizard (Federation)
|Hostile
|Hostile
|
|May perform high-impact actions against all crew.
|-
|-
|Space Ninja (Spider Clan)||Murderbone*
|Space Ninja (Spider Clan)
|Hostile
|Hostile
|You are an elite warrior of the ancient Ninja Clans. Don't go out of your way to kill for the pleasure of it, but leaving witnesses of your existence alive brings great dishonor to a ninja, so you may dispose of them if you wish.  
|May kill anyone who witnesses them pursuing an object.
|-
|-
|Revolutionary ||Antagonist
|Revolutionary  
|N/A
|Hostile
|Prioritize converting/deconverting when possible. Revs may freely kill anyone with flash protection/mindshields
|High-impact actions allowed against targets and anyone that cannot be converted.
|-
|-
|Xenobiology Slime
|Pyroclastic Slime
|Normal
|Hostile
|Hostile
|Slimes spawned from Xenobiology are not antagonists unless their master directly orders hostility.
|May perform high-impact actions against all crew.
Crew cannot tell Xenobiology slimes apart from Pyroclastic at a glance - '''expect to be treated as hostile.'''
|-
|-
|Sentient Simplemob
|Sentient Animals
|Normal
|Neutral (Special)
|Lavaland
|Aligned to their master only, otherwise are neutral. The station may treat all slimes as hostile.
|You are allied to the station by default until explicitly ordered otherwise by your master - No master present means you are allied to the station.
|-
|Sentient Monkey
|Lavaland
|Lavaland
|Reminder that transformed crew must still act like crew. Adminspawn or naturally sentient monkeys are allowed to cause some mayhem however.  
|-
|-
|Maintenance Teratoma
|Maintenance Teratoma
|Lavaland
|Hostile
|Hostile
|Make people's lives miserable in creative ways, but don't do any lasting harm except in self-defense.  
|Can never perform high-impact actions.
|-
|-
|Other Teratoma
|Other Teratoma
|Antagonist
|Hostile
|Make peoples lives miserable in almost any way you wish, but don't massively grief the server even if you can pull it off. Just be a hostile monkey.
'''You have no loyalty to the changeling that spawned you or anyone else.'''
|-
|Pyroclastic Slime
|Murderbone
|Hostile
|Hostile
|Slimes spawned from pyroclastic anomalies may act as antagonists.
|Can never perform high-impact actions, but may kill crew in isolation using low-impact means.
|-
|-
|Morph
|Morph
|Antagonist
|Hostile
|Hostile
|You have an unending hunger and seek to consume everything. Crew will not take kindly to seeing you.  
|Can not use high-impact actions, but may kill all crew for the sake of consuming them.
|-
|-
|Swarmer
|Swarmer
|None
|Hostile
|Hostile
|Consume resources and reproduce. Stun and teleport lifeforms. '''Do not make the station unlivable.'''
|May not perform any actions that make the station untenable.
|-
|-
|Abductors||Normal
|Abductors
|Hostile
|Hostile
|Do not kill unless forced to, and do not drop abducted crew into dangerous places.  
|May not use high-impact actions to achieve their objective, but may use lethal force if they are forced to.
|-
|-
|Obssessed||Antagonist
|Obssessed
|N/A
|Hostile
|This is your pass to act crazy and get away with it. <s>Nothing will get in between you and your senpai</s>
|
|-
|-
|Xenomorph||Murderbone*
|Xenomorph
|Hostile
|Hostile
|Killing should be done in the form of attempting to reproduce
|May freely kill to reproduce.
|-
|-
|Space Pirate
|Space Pirate
|Murderbone*
|Hostile
|Hostile
|Cut down anyone in your way, but don't go out of your way just to murder people. Focus on looting.
|
|-
|-
|Revenant
|Revenant
|Murderbone
|Hostile
|Hostile
|Spread misery and exacerbate existing chaos and suffering.
|
|-
|-
|Nightmare||Murderbone*
|Nightmare
|Hostile
|Hostile
|Remember your ultimate goal is spreading darkness across the station, not directly killing crew.
|May freely kill any crew creating light through low-impact means. May not use high-impact actions to achieve their objective.
|-
|-
|Ashwalker||Murderbone*
|Ashwalker
|Hostile
|Hostile
|Kills should be sacrificed to the necropolis tendril.
|May sacrifice outsiders to the necropolis and is hostile towards all non-ashwalkers.
Do not seek entry to the station, do not seek to befriend outsiders or invaders; '''You worship the necropolis itself.'''
|-
|-
|Lifebringer||Normal
|Lifebringer
|Normal
|Neutral
|Lavaland podpeople are on a mission to spread the life and seeds of their master.
|
|-
|-
|Veterinarian||Normal
|Veterinarian
|Normal
|Neutral
|Spawns on lavaland confused about what has happened.
|
|-
|-
|Beach Bartender and Bum||Normal
|Beach Bartender and Bum
|Normal
|Neutral
|Do not seek entry to the station, nobody can understand you anyway.
|
|-
|-
|Lavaland Syndicate||Murderbone*
|Lavaland Syndicate
|Hostile
|Hostile
|Do not leave your base, but kill anyone not affiliated with the Syndicate that seek to enter it.  
|May not leave their base.
|-
|-
|Space Dragon
|Space Dragon
|Murderbone
|Hostile
|Hostile
|You should follow your objectives, but are free to murderbone and kill while doing so. The station is your territory to play with.
|May kill crew to regain health.
|-
|-
|Giant Spiders
|Giant Spiders
|Murderbone*
|Hostile
|Hostile
|Killing should be done in the form of attempting to reproduce.
|May kill crew to reproduce.
|-
|-
|Blob
|Blob
|Murderbone
|Hostile
|Hostile
|Grow. Expand. Consume. Kill everyone.
|High-impact actions are always allowed.
|-
|-
|Fugitives/Spacepol
|Fugitives/Spacepol
|Normal
|Neutral
|Normal
|May perform high-impact actions against their other party. Crew response is determined by in-character actions.
|Fugitives should try to hide from spacepol hunters while the hunters hunt them down. How the crew reacts to the fugitive/hunters is entirely IC although don't go out of your way to screw over the round for the fugitive/hunters as a crewmember.
|}
|}

Latest revision as of 14:11, 16 December 2024

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.

Development Q/A / Notes (Not for publishing)

Edit this section to add Qs for review of this page.

  • Note: Valid-hunting rule needs to be updated to reflect 'Acting as the aggressor against an antagonist will be considered validhunting.'
  • Q: If you start chasing a player who is attempting to flee combat, it should be over-escalation even if the person you are chasing isn't an antag.
    • A: Updated to `Attacking someone who is fleeing combat wis over-escalation, unless this is the second time the victim initiated combat against the pursuing player.`
  • Q: If someone follows valid escalation against an antagonist as if the antagonist was a normal member of the crew, it should not be considered valid-hunting even if they are the aggressor. (The aggressor may not know the other player is an antag, in which case it should never be validhunting)
    • A: Added unless the escalation would have still been valid if the victim was not an antagonist.
  • Q: If someone breaks into a department and is clearly armed (for example, heretic with full gear and the heretic blade) then you should be able to skip unarmed combat.
    • A: Added If someone is holding a weapon, then you may skip the unarmed escalation step.
  • Q: What constitutes seeking out combat? Is a paramedic recovering bodies seeking out combat? Is it seeking out combat if they go towards a location on the station which was reported as having antagonists?

Scenarios (Not for publishing)

Scenario 1 - Group Defense

A group of 3 doctors are in medbay. An antagonist hacks open the maintenance door and immediately begins firing upon 1 of the doctors. They begin dragging the body of the doctor out towards the maintenance door when the remaining 2 doctors pick up circular saws and begin attacking the antagonist.

  • If the doctors had initiated the combat using unarmed methods, they would have been considered the defenders.
  • If the doctors had initiated the combat using circular saws only due to the break in, this would have been considered over-escalation (but not valid-hunting).
    • Note: If you follow escalation policy as the aggressor and the victim happens to be an antagonist, this should not be considered valid-hunting. Review to ensure this holds true.
  • While the fighting part of the combat may have ended, the antagonist is still capable of fighting, so attacking them does not consistute over-escalating.
  • If the antagonist is fleeing but dragging the body away then they might be considered to be fleeing, at which point attacking them would be valid-hunting.
    • Changes need to be made to ensure it isn't ruled this way.

Scenario 2 - Paramedic

A paramedic notices that someone is in critical condition on the crew monitor and rushes to their location. At the location, they find someone dragging the body which they begin shoving. The person dragging the body responds by pulling out a knife, the paramedic pulls out a scalpel and begins attacking the person dragging the body, winning the fight.

  • Q: Should the paramedic be considered to be over-escalating?
    • A: In this scenario, since the paramedic started by using unarmed methods and had a valid IC reason to initiate combat (body recovery) then it should not be valid-hunting as they could have done this against a normal crew.
    • A: If the paramedic immediately attacked with weapons then it would be valid-hunting.
  • Q: If the paramedic KNEW that they would encounter an antagonist by recovering a body, would it be considered valid-hunting?

Scenario 3 - Brainwashing, Unknown Hostiles

Security encounters a group of 3 medical doctors. One of these medical doctors begins to engage security by firing lasers at them while the others perform no combative actions. As the fighting medical doctor takes damage, the other 2 doctors provide healing to them. Security fires upon the doctors who are healing the combative player. 1 of the doctors flees, while the other continues heailng the combatant until they themselves are put in critical condition.

  • Entire situation is valid, no over-escalation performed by either side.
  • Security was valid to attack the players healing the combatants, as they were assisting them.
  • Security would not be able to continue attacking the medical doctor who fled the situation with lethal force, as they left the combat scenario.

Scenario 4 - Chaplain vs Heretic

Heretic starts performing a sacrifice in medbay. A traitor medical doctor begins attacking the heretic using their pistol but is defeated by the heretic. A peacekeeper borg follows the heretic and pacifies them while a chaplain chases the heretic and kills them. The heretic was known to the crew, was sacrificing people and was wearing blatant heretic clothes. Security is still alive at this time.

  • Despite being blatant, security is still stable so the guerilla clause cannot be invoked.
  • Despite their duties being to deal with hostile religions, chaplains are still bound by escalation policy and so hunting a heretic with no prior interactions would be valid-hunting.
  • Since the chaplain didn't witness the start of the conflict, they are starting conflict themselves and are the aggressor. The group defense clause is not invoked.
  • The traitor is allowed to attack the heretic as this action would fall under the antagonist policy as a non-high imapct action and the traitor is not bound to follow escalation policy.
  • If the traitor was not a traitor, using lethal force against an intruder would have been over-escalation.

Scenario 5 - Cult Takeover

The cult have taken over the station and reached halo-phase. A group of engineers have grabbed the fire-axe and are attacking members of the cult.

  • Once cult has achieved halo, it may reasonably be assumed that security is unable to function and forming a guerilla force to protect the station is not valid-hunting.
  • Cult are hostile towards the station in the faction table, so may be attacked without any prior interactions.

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 martial arts.
  2. Combat involving non-weapon items or weapons which have a non-harmful damage component (even if they do cause harmful damage in the process).
  3. Lethal combat and the use of deadly weapons.

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 Policy
  1. Non-antagonists starting combat without prior interactions that give them a reason to fight is considered self-antag.
  2. 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.
  3. The aggressor is the person who made the first strike initiating the combat encounter, the defender is the player who was attacked first.
    1. The defender may escalate 1 level above what the aggressor has used against them.
    2. The aggressor may not escalate past what the defending players has responded with.
    3. In the first instance of combat with a specific player, if you are the aggressor then you must attempt to seek medical treatment for your victim.
    4. Someone breaking into a department will be considered the aggressor if combat inside the department is initiated against them.
    5. Attacking someone who is fleeing combat is over-escalation and makes the pursuing player the aggressor, unless this is the second time the fleeing player initiated combat against the pursuing player.
    6. Members of security always fall under the unarmed level of escalation when using strictly non-lethal weapons to complete an arrest unless they fail to declare the reason for arrest to the victim.
    7. If someone is unable to continue fighting, damaging them further will be considered lethal combat regardless of the weapon used.
  4. Acting as the aggressor against an antagonist will be considered validhunting, unless the escalation would have still been valid if the victim was not an antagonist.
    1. If security is no longer able to protect the station from a threat taking control of the station or a department, the crew may form a guerilla and may act as the aggressor against an antagonist.
    2. Witnessing someone initiate combat against another player allows you to participate in the defense against the aggressor, but you must not escalate.
    3. Seeking out combat, or joining combat in progress which you did not witness the start of makes you an aggressor.
  5. 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.
    1. 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.
    2. 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.
  6. Hostile antagonists have their own rules of engagement which allows them to escalate past what a normal crewmember would be capable of (See antagonist conduct and the table below).

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 unnecessarilly start conflict.
  2. Neutral - Neutral roles have no alignment and do not need to be friendly towards the station, but should not immediately attack either. Both sides may skip to the 'kill' phase of escalation if the other side is the one to initiate combat.
  3. Hostile - Hostile roles are against the station and may start the 'kill' phase of escalation immediately without any prior interaction.
    • 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 attempts 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.
Malfunctioning Silicons Hostile May completely ignore other laws due to law 0. May not murderbone freely until their AI triggers doomsday/delta alert, but is allowed to defend itself 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.
Traitor (Syndicate) Hostile The 'hijack' and 'die a glorious death' objectives allow high-impact actions against all crew.
Blood Brother (Syndicate) Hostile The 'hijack' and 'die a glorious death' objectives allow high-impact actions against all crew.
Changeling (Syndicate) Hostile The 'hijack' and 'die a glorious death' objectives allow high-impact actions against all crew.
Brainwashing Victims Special Must follow their directives. 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 Ascending allows for high-impact actions to be enacted against all crew. Security must follow space law until ascension.
Blood Cult (Nar'sie) Hostile High-impact actions allowed against all crew after ascending, and against unconvertable crew at all times.
Clockwork Cult (Ratvar) Hostile High-impact actions allowed against all crew on Reebe, against unconvertable crew at all times, and against 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 allowed against targets and anyone that cannot be converted.
Pyroclastic Slime Hostile May perform high-impact actions against all crew.
Sentient Animals Neutral (Special) Aligned to their master only, otherwise are neutral. The station may treat all slimes as hostile.
Maintenance Teratoma Hostile Can never perform high-impact actions.
Other Teratoma Hostile Can never perform high-impact actions, but may kill crew in isolation using low-impact means.
Morph Hostile Can not use high-impact actions, but may kill all crew for the sake of consuming them.
Swarmer Hostile May not perform any actions that make the station untenable.
Abductors Hostile May 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.
Space Pirate Hostile
Revenant Hostile
Nightmare Hostile May freely kill any crew 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 is hostile towards all non-ashwalkers.
Lifebringer Neutral
Veterinarian Neutral
Beach Bartender and Bum Neutral
Lavaland Syndicate Hostile May not leave their base.
Space Dragon Hostile May kill crew to regain health.
Giant Spiders Hostile May kill crew to reproduce.
Blob Hostile High-impact actions are always allowed.
Fugitives/Spacepol Neutral May perform high-impact actions against their other party. Crew response is determined by in-character actions.