User:PowerfulBacon/EscalationPolicy: Difference between revisions
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=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. | ||
{| class="wikitable mw-collapsible" | |||
== | ! Escalation Policy | ||
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#Escalation is defined by progressive steps. | |||
##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. | |||
#The aggressor is the person who initiated combat, the defender is the person who had the combat initiated against them. | |||
##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. | |||
#Hostile antagonists do not follow escalation policy and instead have their own rules of engagement (See antagonist conduct and the table below). | |||
#Acting as the aggressor against an antagonist will be considered validhunting. | |||
##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. | |||
##Attacking someone who is breaking into a department is not considered over-escalation. | |||
##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. | |||
##Seeking out combat, or joining combat in progress which you did not witness the start of makes you the aggressor. | |||
|} | |||
==Escalation Specifics== | |||
'''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. | '''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. | ||
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'''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]]'''. | '''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. | 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. | '''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. |
Revision as of 23:25, 14 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. |
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 |
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|
Escalation Specifics
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.
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. 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.
Murderbone escalation: Antagonists that are allowed to kill anything they are not explicitly allied with.
Special Cases
Security Clause: Security officers, the head of security and captain may escalate and skip to lethal force in accordance with 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
Role and Faction | Escalation
to follow |
Station
Response |
Special notes |
---|---|---|---|
Station Crew (Nanotrasen) | Normal | Normal | 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. |
Slaved Golems | Normal | Lavaland | Allied with the station and Nanotrasen until explicitly informed otherwise by your master. |
Free Golems | Normal | Lavaland | Owe a debt of gratitude to the research director that freed them. Do not create conflict with NT. |
Silicons | Lavaland | Lavaland | Never break your laws. Crew escalating against silicons should seek to have the units repaired. |
Malfunctioning Silicons | Antagonist | 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. |
Malfunctioning AI | Antagonist | Lavaland | 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) | Antagonist | N/A | 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) | Antagonist | N/A | 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 | Hostile | Having an objective to Hijack the shuttle or die a glorious death changes this to Murderbone |
Nuclear Operatives (Syndicate) | Murderbone | Hostile | Do not wear a syndicate hardsuit if you don't want to be treated like an operative. |
Heretic | Antagonist | N/A | Becomes Murderbone/hostile after heretic acension |
Blood Cult (Nar'sie) | Antagonist | N/A | Prioritize converting/deconverting until Halo stage is reached. Becomes murderbone/hostile at Halo stage. |
Clockwork Cult (Ratvar) | Antagonist | N/A | Prioritize converting/deconverting when possible. Becomes murderbone/hostile when portals announce. |
Space Wizard (Federation) | Murderbone | Hostile | |
Space Ninja (Spider Clan) | Murderbone* | 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. |
Revolutionary | Antagonist | N/A | Prioritize converting/deconverting when possible. Revs may freely kill anyone with flash protection/mindshields |
Xenobiology Slime | Normal | Hostile | Slimes spawned from Xenobiology are not antagonists unless their master directly orders hostility.
Crew cannot tell Xenobiology slimes apart from Pyroclastic at a glance - expect to be treated as hostile. |
Sentient Simplemob | Normal | Lavaland | 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 | Lavaland | Hostile | Make people's lives miserable in creative ways, but don't do any lasting harm except in self-defense. |
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 | Slimes spawned from pyroclastic anomalies may act as antagonists. |
Morph | Antagonist | Hostile | You have an unending hunger and seek to consume everything. Crew will not take kindly to seeing you. |
Swarmer | None | Hostile | Consume resources and reproduce. Stun and teleport lifeforms. Do not make the station unlivable. |
Abductors | Normal | Hostile | Do not kill unless forced to, and do not drop abducted crew into dangerous places. |
Obssessed | Antagonist | N/A | This is your pass to act crazy and get away with it. |
Xenomorph | Murderbone* | Hostile | Killing should be done in the form of attempting to reproduce |
Space Pirate | Murderbone* | Hostile | Cut down anyone in your way, but don't go out of your way just to murder people. Focus on looting. |
Revenant | Murderbone | Hostile | Spread misery and exacerbate existing chaos and suffering. |
Nightmare | Murderbone* | Hostile | Remember your ultimate goal is spreading darkness across the station, not directly killing crew. |
Ashwalker | Murderbone* | Hostile | Kills should be sacrificed to the necropolis tendril.
Do not seek entry to the station, do not seek to befriend outsiders or invaders; You worship the necropolis itself. |
Lifebringer | Normal | Normal | Lavaland podpeople are on a mission to spread the life and seeds of their master. |
Veterinarian | Normal | Normal | Spawns on lavaland confused about what has happened. |
Beach Bartender and Bum | Normal | Normal | Do not seek entry to the station, nobody can understand you anyway. |
Lavaland Syndicate | Murderbone* | Hostile | Do not leave your base, but kill anyone not affiliated with the Syndicate that seek to enter it. |
Space Dragon | Murderbone | Hostile | You should follow your objectives, but are free to murderbone and kill while doing so. The station is your territory to play with. |
Giant Spiders | Murderbone* | Hostile | Killing should be done in the form of attempting to reproduce. |
Blob | Murderbone | Hostile | Grow. Expand. Consume. Kill everyone. |
Fugitives/Spacepol | Normal | Normal | 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. |