Rule Suggestion NLR Spawning Rule Addition

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ScavBane

Active member
Jun 25, 2025
51
12
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What does this suggestion change/add/remove:
This suggestion will add a rule regarding spawning into a hostile situation.

When a person spawns/respawns into a situation that can be regarded as a hostile RP situation. They are forbidden from acting on or sharing in-character information, if they spawn into a situation, they are to leave the area, but cannot provide any details or get involved in the scenario in any way until they've left the appropriate zone for an amount of time.

To basically put it into points.

> Players spawning into a scenario must treat everything as OOC unless they had already been present for a while (Maybe a minute) before it has occurred.

> Possibly a 30 - 60 second timer must pass before the player can engage or return to the area, with a provided RP reason.

> "A CI DC has taken a CL4 hostage in Gensec Captain Bunks" - For reported-in information. None of the combatives who spawn directly into SS can respond or interfere generallly, GSD Captain has to leave the area as they spawn in the situation directly (They can sit in GSD bunks instead). But other combatives may choose to stay in their bunks for 60 seconds before moving to the situation that's literally next to them as it isn't directly in their spawn but it's close enough to possibly break realism if they react immediately. Yet, since it's reported in, they don't have to leave the area, and can respond immediately after the timer.

> Exemptions include: SCP Breaches.

Has something similar been suggested before? If so, why is your suggestion different?:
Unknown

Possible Positives of the suggestion (At least 2):
- Creates more opportunities for roleplay that isn't ruined by someone spawning in. (Has Occurred before irp)
- Solves the issue where spawned in players could instantly report in events and being untouchable due to spawnkilling/spawn camping rules.
- Improves realism in general as people do not just 'Spawn' into scenarios.
- Encourages general natural flow to events, such as if you're doing a hostile scenario in medbay and 6 combat medics spawn in repeatedly to your scenario, it's kind of ruins the scenario.
- This is a small note which may seem favourable to D-Class mains but if you're a combat medic who spawns in Medbay when D-Class have rioted and already broken out of D-Block into Medbay, you may have to sit in spawn for around a minute as you'd possibly be spawning into a hostile situation unless the D-Class are locked in outer D-Block.

Possible Negatives of the suggestion:

For Players issues, cannot think of any but for Staff Issues:
- Lots of Sit disputes regarding about when a scenario started such as: Hacking occurring in RSD Wing after 60 seconds in spawn however they were already hacking before, they just waited too long for the cooldown to occur.
- Similarily, If a hostile in an area when a player has spawned in, but gets caught after the 60 second has already passed (They were not noticed beforehand). Possible grey area.

Based on the Positives & Negatives, why should this suggestion be accepted:
This should be accepted because it just clears up a scenario where a player who spawns in might have an advantage that seems rather unrealistic, as spawning in and being able to report information in front of you seems rather unrealistic as "Spawning into a situation" doesn't occur in real life. Generally just promotes people being able to hold hostile roleplay situations in areas where it might be ruined due to spawns.

Also prevents Combat Medics from abusing their spawn to kill Rioting D-Class.


Note:
Any further alterations and improvements in the replies would be nice as there could be many scenarios that might need refining that I'm not familiar with.
 
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