Escalation Policy: Difference between revisions
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Revision as of 21:07, 3 October 2025
| 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.
- Unarmed combat, excluding combat-enhancements such as drugs, mutations or martial arts.
- Combat involving non-lethal enhancements, civilian items or weapons which are designed to exhaust or repel, rather than kill.
- 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.
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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.
- Station - Aligned to the station and should be friendly towards crew. Should not be attempting to unnecessarily start conflict.
- 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.
- 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.
| 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 |