User:H42/WIP:Escalation

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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 are designed to exhaust or repel, rather than kill.
  3. 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.

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.

Escalation Policy
  1. 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.
  2. Members of security always fall under the unarmed level of escalation when using strictly non-lethal weapons to complete an arrest, if the victim has been made aware of their arrest via radio, direct communication, or through adding the crime to that person's security record.
  3. If someone is unable to continue fighting, damaging them further will be considered lethal combat regardless of the weapon used.
  4. 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.
    • Players who witness the initiation of combat against another player may participate in the defense against the combatant, but are always considered an 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.
    • 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.
  5. For trespassing, access does not imply authorization - authorization is granted by permission or the need to be in a location.
  6. If a player initiates combat against another player more than once, the defender will not be considered an aggressor when chasing them.

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 unnecessarily 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 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.

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 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.
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 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 are permitted 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.
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.
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 are hostile towards all non-ashwalkers. Should not leave Lavaland.
Lifebringer Neutral
Veterinarian and Hermit Neutral
Beach Bartender and Bum Neutral
Lavaland Syndicate Hostile Must 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 the other party. Crew response is determined by in-character actions.