Fundamentals for Players
Introduction to Nova Sector
File:NovaSectorAnimatedTransOptimized-ezgif.com-resize.gif
Welcome to Nova Sector!
Tidbits to Remember:
- We are not a "Furry TG" server.
- While we act as a downstream of their excellent codebase, our goals differ significantly from theirs, favoring RP over 'disaster survival.'
- We do not expect new players to know every rule right away, just to work with staff if you happen to break them.
- Nova Sector Main should be treated as a roleplaying server, not to be appended with the titles other servers like to brand themselves with. (LRP, MRP, HRP.)
Be respectful of others.
Recommended Reading!
To get off on the right foot in both the application process and our server, please follow the following list and read the documents provided.
A basic understanding of the required documents is required in order to gain entry into the server:
- Community Rules: Here!
- Server Rules: Nova Sector 13 Ruleset and Temporary Measures - The idea is to get a basic overview of what is and what is not allowed. Most are just common sense.
- General Player Policy & Standards: General Player Policy and Standards
- Read our ERP Courtesy Policy: Miscellaneous Roleplaying Policy
- Thoroughly read our Action-RP Lawset:
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.
What differentiates using mechanics to roleplay versus using mechanics to 'win' is the follow-up.
- Shoving past someone with a lead up emote, without a follow up, or running away, is within roleplay: whereas shoving them randomly, and running off immediately, is not.
However; know that the onus of making it clear you're not playing to win, is on you, and if it's not clear, be aware you will be open to CI-without-wait retaliation.
1. Combat Indicator
^ This ^ is what the combat indicator looks like.
- Combat indicators signal the transitioning from roleplay to the start of 'combat.'
- 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.
- 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.
- If the other person is still roleplaying, and the situation and or escalation permits, you can attack once the four seconds pass, even if they don't CI back.
Important Notes:
- 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 do not have to wait the grace period, although you should still turn on the combat indicator.
- You must wait the required grace period or until the other party has their combat indicator turned on.
- Actions done without intent to gain an advantage, shoving, pieing someone, knocking someone off of a table, etc leave yourself open to immediate retort.
- If done for an advantage (pie>trying to shove them into disposals) CI is required.
- Do not preload combat indicators, or continue roleplaying after turning them on. Use it or lose it.
Example Scenarios
Remember - Combat Indicator or CI must be turned on first before the grace period timer begins.
- 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.
- If something is forcing mechanics, i.e. another player, an event like depressurization, and so forth, you are free to engage in mechanics. Though you should still CI.
2. When to Role-play, When to Mechanic
If you are in a roleplay, you should assume roleplay, i.e. saying and emoting, by default, until roleplay dictates that mechanics are needed to advance a scene or if mechanics.
If you intend to call for backup, or else-wise, drag more people into an escalating situation, it will be considered mechanics for application of CI.
Keep in mind that mechanics serve the overarching story and the roleplay contained within, not the other way around. Mechanics are here to make the roleplaying experience more real, not prohibit it from happening.
3. Conduct During Ongoing Scene
If a roleplaying scene is present, you should try to believably escalate the situation, before starting mechanics.
4. React and De-escalate
React to mechanics by mechanics, i.e. individual is running away, however, look to de-escalate to roleplay when able, after 'mechanics' (the fight, w/e) has concluded.
5. No Unnecessary Round Removal.
Do not unnecessarily take someone out of the round. There are no mechanical advantages for round removal. When a player gets killed and then revived, they are not allowed to remember their attackers or how they were attacked.
6. Cooperation
Why do we have all this? Well, at the end of the day, roleplay is a cooperative affair. It is not competitive where you are looking to create an edge for yourself. Rather, it is a community affair where you work together to craft stories for yourself and the group at large.
Equally, you should make use of LOOC to make intents clear when able, in unclear situations (someone about to shoot someone else in the back, mid conversation.) so everyone is on the same page about how a situation is escalating.