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Global Rules | Rules - Main | Silicon Policy | Antagonist Policy | Space Law | Standard Operating Procedures | Staff Policy | Policy Configuration |
OOC policies
The following policies can be safely considered near-adjacent to OOC rules, and therefore (almost) never to be broken. They (like this entire document) are null and void if you are an antagonist.
- Robotics may not make combat mechs without a tangible need/reason (security asking for one is a reason, mech fight ring is a reason once in a blue moon, stationwide emergencies is a reason, having one just in case/for fun is not)
- Robotics may not preemptively unlink cyborgs from the AI just in case it is rogue - The acting captain inherits the responsibility and somewhat rank of the actual captain, but not their apparel.
- Take what you need, you do not need to run around in their clothes as much as you need their headset, access, etc.
- This applies to all head of staff equpiment and lockers, unless you are legitimately promoted to that position. No one can legitimately promote a non-acting captain but a roundstart/latejoin captain.
- The crew may not pre-emptively secure/destroy antagonist objectives or otherwise foolproof the station’s environment against antagonists to hinder them without prior, in-round reason to.
- Security may not random search people without prior cause until it is Amber or above.
- Virology/Science may not release spreading viruses/nanites without permission from command staff, or an extremely pressing reason.
!!Read down for elaboration on each of the above!!
Foreword
This document acts as the loose, IC complement to the server rules. While the rules are meant for semi-strict OOC enforcement and aims to set the baseline policies required for the game environment we wish for the server, this document is meant to be treated more loosely. Do not expect administration to immediately punish people who find themselves in breach of this document. However, do expect administration to get involved if you find yourself consistently in breach of these policies, or, if we determine that your actions are otherwise malicious or fully detrimental for the in game environment. At that point, you are likely in breach of more strictly enforced server policies anyways.
Have a leeway of fun, especially if you are command staff. While Command is meant to be the ones enforcing these upon their staff - and obeying this themselves, we do not expect 100% adherence, 100% of the time, and we will likewise step in if we determine someone to be maliciously enforcing SoP to the letter when it makes no sense to, or otherwise making every player who has to deal with them miserable. SS13 is a wacky game. The station, in-universe, is a wacky environment. NT will not care if procedures are not followed to the letter during an emergency - just do not be that guy who would easily make every sane crewmember wonder how you are still hired. If you make an effort to make things fun and not run a gimmick to the ground, staff will not likely be overly harsh about it.
- Once again, we do NOT expect 100% adherence to this. However, if you break them, expect IC consequences. Playing stupid games will net you stupid rewards and it is usually considered being a dick if you use this as an excuse to over-escalate.
- Admins will get involved in case of consistent breaches (see: less of a gimmick and more of a constant headache), or if you ruin others’ rounds with egregious conduct (depending on severity).
Alert Levels
Delta
Used when the station’s self destruct is activated, or the station is otherwise about to explode. - Security and command may use immediate lethal force against anyone hampering efforts to contain the situation, although at this alert level, there is likely already no saving it.
Red
Used when there is a confirmed, station-wide or extreme threat to the station/crew. - Suit sensors are required to be at location-tracking (maximum).
Amber
Used when there is a confirmed or otherwise major, problematic threat to the station or its crew. - Security may now perform random searches without concrete reason to believe someone has contraband/evidence, if they think it is conducive to the station’s safety. - Suit sensors are now required at vitals. - Security is allowed to openly wear and carry any special or restricted weapons and equipment needed to handle a given threat, regardless of if hey are actively responding to a call: e.g. armory weapons/riot and SWAT armor.
Blue
Used when there is a suspected threat to the station, or an otherwise low level threat that will likely not be a major problem. - Heightened alert to Green, used to signal that there is a situation ongoing before it gets dangerous.
Green
This is the “all clear” alert level, or otherwise used when the station is in a calm state without much threat to the crew. - Security may not perform searches without due cause to believe someone has contraband, or as part of an arrest. - Suit sensors are not required.
Crew
Regarding access levels
- Having access does not automatically give you the run of an area/department. The people actually stationed there are in charge, unless you happen to be their department head or the Captain, or a member of command specifies that you are to be in charge.
- Regardless, if someone gets access in a legal manner, departmental staff are expected to cooperate where reasonable.
Regarding emergencies
- In the event of a stationwide emergency, all departments are required to do their part where reasonable and possible in assisting in the general survival of the crew, to the extent possible by their role. This can be engineering putting out a public pump for internals refills, science building medical machinery in a crisis, cargo ordering supplies, etc. Do not sit there and do nothing.
- Server validhunting rules still apply - the only department with a function of hunting down a target is security. Everyone else should use due discretion.
- Similarly, server rules regarding unnecessarily taking over another’s department are also in effect.
Regarding command staff
- The Captain/Acting Captain (AC in emergencies, see command section) overrules heads of staff, whom in turn overrules everyone in their department. Heads of staff are equal in rank and authority outside of their department, unless something is directly related to their department’s primary function. (e.g. security threats, medical emergencies, etc).
- You are expected to answer to the head of your department, and the captain, in that order. Other heads should be respected but have no authority over you.
- You are not required to follow inane or unlawful orders (e.g. go smash another department up, kill someone at random, etc). If you do anyways, you will receive no protection from IC retaliation.
- Admin intervention is not out of the question in the most egregious cases (exploding the station, going on a rampage, full on griefing, etc).
Command
As a head of staff, your authority begins and ends in your department, primarily. While crewmembers are expected to listen to command staff where reasonable, do not expect other departments to respect your authority.
Expectations
- Lead your department. Abandoning your job to engage in sexual activities or to screw around in general is not acceptable. This does not mean you get no downtime - just make sure you are available and have your department in working order.
- Heads of staff must adminhelp when leaving, whether through cryo or disconnecting in general, as well as any long AFK periods (>10 minutes).
- Inform the crew/your department as well in the above.
- Stick to your own department - do not micromanage.
- Treat your staff fairly - maliciously abusing your authority will result in quick removal.
- You may defend your department or the station, but you are not security unless you are the HoS. Leave security tasks to security where reasonable. Except for the captain, the HoS has the final say on security matters.
Line of Succession
- This is a recommendation, not an absolute - based on which heads tend to have the most normal duties, and therefore should be involved in their own department rather than the entire station.
- If no head of staff is willing to become the AC, the Line of Succession is no longer a recommendation but an absolute.
Head of Personnel -> Research Director -> Chief Medical Officer -> Chief Engineer -> Head of Security -> Quartermaster
Regarding Acting/Captaincy
- If you are the real captain - While your authority is nearly absolute outside of admin intervention, you are expected to behave proper. Do not treat the station as your personal playground.
- When there is no captain, the command staff are expected to have someone assume acting captaincy ASAP to safeguard the authentication disk and to perform the captain’s responsibilities.
- Head of staff players are required to be willing/capable of handling this. You will not be held to the same standards as someone signing on as captain, but if you are completely incapable of this after multiple rounds, you are likely not fit for command.
- The Acting Captain inherits the Captain’s responsibilities, not their rank or equipment. Do not throw your authority around to strongarm the other heads of staff. Do not pick up the captain’s equipment, minus necessary items, without need.
- While the ID, headset, disk, pinpointer, and other functional items are necessary/arguably potentially necessary, the captain’s apparel is generally off limits to other crew from an OOC rule standpoint. This includes the captain’s saber, unless you specifically need it for a purpose.
Chain of Command - Regarding Rank and Micromanagement
- The line of succession is not the same as a chain of command. Anyone attempting to pull rank through that can be safely disregarded (and laughed at).
- The captain has ultimate authority on the station in general
- See: “Abusive Command”
- Heads of staff have ultimate authority over their own department
- Delegate, rather than kick people out of workplaces to do things yourself. Let others play the game too, your departmental staff also want to have fun. Some examples of what is or is not okay:
- RD/QM ordering certain nodes/crates/whatnot done first, with good reason - Okay
- CMO kicking the virologist out of virology to do a virus themselves (rather than ordering, if need be, the virologist to make a certain virus), RDs kicking geneticists out of genetics when genetics is being done already, kicking people out to do things yourself in general without a good reason - Not okay.
- Captain/any other head filling in for something not being done/not being done properly during emergencies or times of great need - Okay
- The HoS demanding to brig everyone themselves rather than delegate to the warden when there is one - Not okay.
- In cases like genetics, where it is shared, the head more relevant to an area is in charge of that area. RD for genetics research, CMO for cloning.
- Delegate, rather than kick people out of workplaces to do things yourself. Let others play the game too, your departmental staff also want to have fun. Some examples of what is or is not okay:
- Outside of being overruled by the captain, heads of staff have final say over who is assigned to or has access to their department.
- HoPs should check in with departmental heads where available before handing out access to a department.
- Maintenance and external airlock access is not part of this - the CE does not need to be consulted even though it is listed under Engineering. This applies to other “common” areas that just happen to be listed under a department. Use common sense.
Abusive Command
- Command staff is expected to self regulate. If another head of staff is being abusive, the captain or acting captain is expected to deal with it.
- Acting/Captains are expected to mediate departmental conflict if the department’s head of staff is unwilling or incapable.
- It is far better to have a head of staff bitter at the captain for imposing sanctions on their behavior, than to have an outright mutiny from the crew over bad leadership.
- Abusive, uncooperative and obnoxious, or outright dangerous captains/acting captains may be removed by the other heads of staff.
Security
Security, Space Law, and Command
- Space law is a rough guideline security should use when sentencing. Security is allowed, and in many cases, encouraged to deviate from it, but should have at least a somewhat defensible reason when doing so.
- Your job is to protect the crew and preserve order. Admins will not be upset if you are more lenient or harsh than the law book recommends if you are making a good faith attempt at this. If you flat out refuse or completely fail to do this, expect OOC consequences. Abusive security will not be tolerated.
- HoS/warden players are especially required to have the game and common sense required for this.
- Take intent and reasoning into account. Someone going out of their way to be a headache should be treated more harshly than someone who is repentant and cooperative.
- In case of crimes with multiple levels, only take the most severe.
- Not all laws necessarily require an arrest - Warnings and other sanctions like telling a vandal to clean up/fix their “work” are just as effective. However, security should also not indefinitely let someone off if they continue to be a problem.
- A single incident has a single sentence. Stealing 3 items from a storage area is a single incident of theft. Doing it to three areas would be three.
- Anyone aiding a criminal can also be charged under the same crimes per Space Law, but try to take intent and reasoning into account.
- The Captain, and the Head of Security have final say over security matters and sentencing. However, security is allowed to arrest them all the same if it is clear that they are being flat out abusive, or dangerous to the station’s well being. This is indeed considered mutiny, but is sometimes justifiable.
- Read: Mutiny, in main rules, for details. This is not for if you disagree with sentencing over a mild case, or even if you disagree on paroling someone dangerous - this is if they unjustifiably or consistently allow the murder of crewmembers, abusive dictators, or otherwise flat-out dangerous to the station.
- Other command staff should be respected, but they are not in charge of security unless they are the acting captain without a Head of Security. The above applies to them.
- Understandably, you should be respectful if you are to arrest a member of command. However, they are NOT above the law.
Rules of Engagement
- Security is required to talk first and ask someone accused of commiting a crime to come in quietly before engaging with a takedown, with significant caveats:
- This is null and void if the suspect is:
- Armed or dangerous.
- Accused with valid reasoning of a capital crime.
- Valid reasoning to believe they will immediately resist arrest, like already having done so.
- Being arrested for something witnessed on the spot after refusing to stop - an officer doesn’t have to talk first if you beat someone up infront of them.
- If you are the only security member or head of staff
- You may find that people tend to be much more willing to cooperate if you talk first.
- This is null and void if the suspect is:
- Nonlethal weapons are provided for a reason. Use them where possible.
- The following cases are examples of when it is acceptable to use lethal force:
- Hostile environments - criminals fleeing/attacking into/from space, lavaland, etc.
- Code red/extreme situations - hostile boarding parties, murderous rampages, full-blown revolutions, etc. The station does not necessarily have to be at code red.
- Armory - Anyone breaking into, out of, stealing from, or having stolen from it.
- Multiple Hostiles - If you are being mobbed, as a last resort.
- Severe Personal Risk - When your life is in danger, or will be in danger if you get close to someone - hostile wizards, changelings, etc.
- Nonlethals/Containment Ineffective - When it is impossible or borderlining infeasible to detain someone with stun weapons, or to contain them, see: hulks, adrenals, freedom implants, xenomorphs, mechs, borgs, etc.
- This is less applicable if they are cooperating, obviously.
- Use common sense here; Just because you are allowed to use lethal force does not mean every situation demands lethal force. You are not here to kill people, as much as you are to keep order and protect the station/crew.
Legal Representation
- Prisoners are entitled to request legal representation, and cannot be punished for doing so.
- However, security is not obligated to provide.
- Try to give the lawyer a job, especially in ambiguous cases, where time permits (nothing going on vs security already busy with things) but don’t bend over backwards for obviously obnoxious criminals/lawyers.
- Disruptive lawyers may have their access or radio stripped by the Head of Security. Wardens are allowed to ban lawyers from the brig with valid reasoning.
- It is recommended that trials are not performed over simple timed sentences (<= 10 minutes), due to them not being worth the headache. Furthermore, for the protection of the accused, they have the obvious right to deny trials, as those tend to take ages and usually result in some amount of chaos.
Searches, Detainment
- Truly random (see: reasonless) searches are not allowed other than on Amber alert or above.
- Otherwise, have legitimate reason to search someone. Acting highly suspicious is in-fact a reason, but be prepared to defend yourself if you use extremely vague reasoning, especially if you do this often.
- Security may detain individuals they feel are a danger to the crew’s safety on the spot for questioning/while a decision on whether or not to arrest is made. In most cases, they should not escalate to stunning and/or handcuffing the suspect unless they are uncooperative.
Arrest/Brig Procedures
- See use of force up above if a situation evolves to needing an arrest. In minor lawbreaks, it may not be even necessary to handcuff them.
- Wardens where available should process prisoners, after being given full context and information regarding their crimes. They have the say of sentencing, unless the head of security or above overrules them.
- Prisoners should be fully searched of tools, weapons, or anything detrimental to security while under confinement. This should be done in their cell if possible, especially so you can put the things in their locker.
- Anything else can be safely left on them. Radios, PDAs, and similar communications devices are never to be taken unless they are intentionally being obnoxious/are attempting to stir a riot/are spreading blatant misinformation about security to.
- Do not take their shoes, jumpsuit, or other simple apparel for simple timed sentences.
- Anything relating to the crime may be confiscated and put in evidence storage. You cannot take someone’s toolbelt and gloves if they did not do anything wrong using those items. Other contraband may be confiscated as well, like weapons and similar.
- Contraband is not to be ab/used for personal gains or carried as personal equipment, except in an emergencies. Carrying around someone’s energy sword or emag while nothing is going on is not okay, while using something as a means to an end when standard equipment fails to deliver is understandable.
Permabrig
- Permanent sentences may be authorized by the warden, HoS, or Captain/Acting Captain.
- In emergencies, this may be skipped, but the relevant people should be informed at first opportunity.
- Prisoners may be stripped of all of their belongings but their communication devices. Any radio chips or PDA cartridges however, may be removed.
- It is not required to change them into prison clothing, and of course, items may be left if deemed appropriate. This is up to the security team to decide.
- Willing suicide cases of permabrig prisoners may be denied all revival or treatment other than cyborgization. Make sure you are relatively sure of this, though, and act in good faith.
- Visitations when requested are allowed and recommended. Escort the visitor with an officer to ensure no wrongdoing occurs.
Executions
- The Head of Security and Captain/Acting Captain may authorize executions.
- The Captain/Acting Captain must be notified of executions regardless, and must be given a chance to override it. This is null and void in emergencies/stationwide threats.
- If both the HoS and Captain/Acting Captain do not exist, this falls to the warden.
- If the entire command structure is somehow obliterated, the security team is authorized to make a group decision to execute if someone is a severe threat to the station if kept alive.
- Unauthorized or otherwise ridiculous executions are considered murder.
- Prisoners are allowed to request to be a cyborg, and this should be honored unless there is a reason to believe said person will continue to be a problem even as a lawbound silicon.
- Forced Cyborgization against the wishes of the prisoner as a method of execution may be authorized by the captain/acting captain, or the head of security if one does not exist, regardless of prisoner choice.
Medical
Chemistry
- Chemists are expected to make a minimum effort at stocking the chemfridge, depending on crew population
- If the station is deserted/skeleton crew, you are probably fine not filling it at all
- If the station is fully staffed, the chemistry vendor should have medicines to deal with all common damage types, as well as most other forms of rarer traumas (brain, organs, etc)
- Chemists who spend their shifts making weapons/pranks without doing this are considered to be derelicting their duty.
Revival
- The cloner is meant to be a somewhat-last resort, used either when other methods are unavailable, unreliable, if the patient requests it (with good reason), or if there are no crew available trained in alternate methods.
- Regardless, revival should always prioritize timeliness, unless the patient makes a conscious choice to not have a form of revival used on them.
- If it will take 5+ minutes to surgically revive someone, remember that the cloner, even when unupgraded, processes in 4. Keep in mind how long you take to revive via surgery or cloner - do not keep crew dead more than you have to.
- This is only applicable if there is a massive time difference. Taking 2-3 minutes longer to surgery is fine, while taking 10-15 is less so.
- Do not forcefully revive those who do not wish to be.
- If it will take 5+ minutes to surgically revive someone, remember that the cloner, even when unupgraded, processes in 4. Keep in mind how long you take to revive via surgery or cloner - do not keep crew dead more than you have to.
Virology
- Virologists are not to release contagious viruses of any kind without express permission of the CMO and/or acting/captain.
- If a CMO exists, virologists are recommended to run viruses past them before mass distribution.
Science
R&D/Techwebs
- The RD has final say on node order.
- Try to prioritize the needs of the station over the needs of the few where reasonable and possible.
Robotics
- X-ray eyes and Thermal eyes should be ran past the RD before being handed out, outside of an emergency.
- The construction of any mech with the primary purpose of combat is strictly prohibited without the permission of the RD or acting captain, should they exist. If they do not, this is up to the roboticist.
- Use discretion before authorizing these. Security or anyone else who uses the excuse of ‘just in case’ likely does not actually have a good reason to have these.
- The HONK mech is not considered a combat mech. That said, expect the crew to be rather unhappy with you should you unleash one.
- Cyborgs should not be unlinked from the AI without a tangible need/reason.
Genetics
- The following genetic powers should not be handed out without permission from the RD, CMO, or acting Captain, or, outside of an emergency: Telekinesis, Thermal Vision
- This is not applicable if neither of the three exists - in that case, the Geneticist in question should make the call as necessary.
- If you are the RD or CMO, make an effort to vet who you authorize to receive powerful abilities. While we do not expect powers to never go out outside of emergencies, we expect that heads of staff do not hand out TK to criminals and other troublemakers at whim.
- Similarly, we expect security to not beeline genetics for the above powers outside of a need.
- Space Adaptation can be freely handed out with sufficient reasoning. Similarly, avoid giving it out to obvious troublemakers. Defer to your head(s) of staff if unsure.
Xenobiology
- Permission must be received from the RD or acting captain, if one exists, before sentient creatures are released en masse - this is only applicable if said creature is capable of harming, maiming, or killing the crew. Sentient/harmless pets are fine.
- Command are expected to not be hard-asses about this if it is just one or two.
- Xenobiology is not to flood the halls with gold cores (mobs), silver cores (food/drinks), or anything else that generates a lot of debris/living creatures. This is highly disruptive to the crew. There are places for doing this (recreation/lounge areas, bar/kitchen for food, etc).
- If it is becoming hard to walk, or an (arguable) eye sore, or half the screen is covered in these things, you are in breach of this.
- Renaming areas as “Xenobiology Lab” is not permitted outside of a tangible need.
Toxins
- Explosives may not be handed out without the express permission of the RD or acting Captain, if those exist. Otherwise, use discretion - you should expect to be held liable should things go wrong.
Nanites
- Self-spreading nanites may not be released without express permission and authorization of design/setup from the Research Director and captain.
Engineering
- No current, specific directives exist for this department.
- Use common sense, do not burn down the station, do not overly endanger the crew.
Service
Bar/Kitchen
- The chef is advised against cannibalizing dead crewmembers, or using the crew’s pets, for food.
- The bartender is not permitted to carry their shotgun outside of the bar.
Botany
- Weaponized plants may not be handed out without permission from the HoS or acting/Captain.
- Any plant with gaseous decomposition on impact or slippery skin falls under this.
- Plain, unmodified bananas are usually fine. Honk.
- Plants that can be used to teleport an unwilling person (bluespace peels, tomatoes, bluespace gene on impact/slip) fall under this.
- Gatfruit is not permitted to be grown without the express permission of the HoS or captain.
- Regarding growing plants freely in the halls:
- Helpful or medicinal plants are generally permitted. Advise the crew on proper usage to prevent accidental harm through overdose/similar, though.
- Weaponized plants - see above.
- It is not allowed to flood the halls with walking mushrooms, monkies, or other creatures. See Science - Xenobiology.
Scenario Responses
- Not Specified Yet. Likely to be left out entirely, as the command staff/crew should be encouraged to formulate their own plan of attack towards a specific problem.
Afterword
This document is intended to keep the chaos level down when the server is populated. With that said, for anyone in the future reading this and thinking, hey, why isn’t X thing in this, here are some examples of things specificially left out: Engineering - public teslas/SMs/singularities Security/Crew - mass congregations at crime scenes, “rubbernecking” and some other policies enforced on HRP-like servers which we do not want, for we feel is too controlling. Genetics - small time powers like geladikinesis, etc Medbay - super-specific treatment methods Science - super-specific “who to give gear to”
This is put here as an example of some things we do not want to try to police with some kind of ‘catch all’ document without suffocating the fun from the game. Players, especially those in command staff, are expected to act in best faith and hopefully have some variance. Sometimes rounds will be a little wacky, sometimes command will be strict. Variance keeps the game fun and alive, rather than some kind of expectation to always act the same way.