User:PowerfulBacon/EscalationPolicy: Difference between revisions

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|Space Ninja (Spider Clan)
|Space Ninja (Spider Clan)
|Hostile
|Hostile
|May perform high-impact actions against anyone who witnesses them pursuing an object.
|May kill anyone who witnesses them pursuing an object.
|-
|-
|Revolutionary  
|Revolutionary  

Revision as of 09:29, 15 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
  1. Escalation is defined by progressive steps.
    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.
  2. The aggressor is the person who initiated combat, the defender is the person who had the combat initiated against them.
    1. 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.
    2. The aggressor may not escalate past what the defendant has responded with.
  3. Acting as the aggressor against an antagonist will be considered validhunting.
    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. Attacking someone who is breaking into a department is not considered over-escalation.
    4. 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.
    5. Seeking out combat, or joining combat in progress which you did not witness the start of makes you the aggressor.
  4. Hostile antagonists do not follow escalation policy and instead have their own rules of engagement (See antagonist conduct and the table below).

Faction Escalation

  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.
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.
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.