User:PowerfulBacon/EscalationPolicy

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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 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 perform high-impact actions against anyone who witnesses them pursuing an object.
Revolutionary Hostile High-impact actions allowed against anyone that cannot be converted.
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. Nothing will get in between you and your senpai
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.