User:GreytideSkye/Sandbox/CI

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Nova Sector policies
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Action-RP Lawset

0. Definition

Play-to-Win Mechanics

  • The term "Play-to-win-mechanics" describes when a player engages with the game mechanics with the intent of creating an advantage for themselves in an attempt to 'win', but at the cost of the quality of roleplay, and, while negatively affecting the experience of others.

However; know that the onus of making it clear you're not playing to win, is on you.

1. Combat Indicator

Combat indicators signal the transitioning from roleplay, to 'combat,' or elsewise putting yourself at an advantage.
After activating CI, you're required to wait atleast four seconds if they don't CI back, or two seconds if they do, this applies to everyone involved, or about to be.
  1. Think of it as a handshake that should be returned by the other party, so that people cannot get the jump on someone who is typing, and or not paying attention.
    • You cannot CI before a situation or interaction, unless they're PMS.
  2. The follow up acts are something that exist in a somewhat grey area, and shouldn't be used in bad faith, or with intent to gain an advantage, and rulebreak or not will be context dependent:
    • Setting up a slip, or a beartrap while being approached,
    • Running away mid escalating situation,
    • Radio'ing something that will get others to show up, (or any other method of communication, PDA, carrier pigeon, news caster, request-help from departmental consoles, etc)
    • Most things that put yourself at a mechanical advantage, without being direct attacks, entirely dependent on follow-up (It's fine to shove someone over to get past if you aren't talking to them, but you shouldn't shove them mid message to steal their baton.)
  3. If you or your target is in the middle of active mechanics, (already fighting, running away, trying to break/get into somewhere, or away, etc.), you don't have to wait, but should still pop CI.
  4. if something is forcing mechanics, i.e. another player, an event like depressurization, previous wounds, etc, then you are free to react to them, but shouldn't act in bad-faith just because you can.(ex: "I had to react to the air not being breathable in the room, so I immediately gunned them down".)
There are other situations, where you don't need to CI, because you're not doing it for an active advantage (shoving someone down without a follow up, taking something unrelated off a table, checking over your inventory, whipping a pie at someone, etc) but this should only be done in good faith, and if they are being done for an advantage (pie'ing someone before running up to shove and grab them) you should still CI!

Example Scenario

Remember - Combat Indicator or CI must be turned on first before the grace period timer begins.

  1. If either party is in roleplay, you should always attempt to roleplay the escalation first, if they try to disengage from the roleplay(start hacking the door to get out, get a weapon out without an emote doing so, etc) you're free to attack as they have actively started mechanics.