Fundamentals for Players

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Introduction to Nova Sector

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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:

  1. Community Rules: Here!
  2. Server Rules: Nova Sector 13 Ruleset and Rulings - The idea is to get a basic overview of what is and what is not allowed. Most are just common sense.
  3. General Player Policy & Standards: General Player Policy and Standards
  4. Read our ERP Courtesy Policy: Miscellaneous Roleplaying Policy
  5. Thoroughly read our Action-RP Lawset: (see below)


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 two seconds if they don't CI back, or not-at-all 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, CI isn't required, though you shouldn't stage this.
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.

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.

Nova Sector policies