- Sep 16, 2023
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What does this suggestion change/add/remove:
Firstly, this fixes the wording of various rules that don't quite match what they're intended to be. These changes should not change the actual rules or how they enforced, but instead be worded in a way that actually matches the existing way they are enforced - these aren't rule changes they are rewording to improve clarity.
Secondly, please make the numbering actually consistent. Some rules are e.g. 1.01 with sub-rules 1.01a, 1.01b, while some are 1.01 and then 1.01b, and some straight up go 1.01a and 1.01b without any 1.01. Why. Just makes referring to a specific rule a bit more confusing. E.g. 1.12a and 1.12b should be 1.12 and 1.12a. Some also have the entire rule be under a SPOILER tag while others don't, which just makes searching the rules even more difficult than it already is.
Has something similar been suggested before? If so, why is your suggestion different?:
Probably not. These are intended to only be fixing wording to make various rules clearer and more aligned with what they're actually intended to mean.
Possible Positives of the suggestion (At least 2):
Possible Negatives of the suggestion:
Based on the Positives & Negatives, why should this suggestion be accepted:
This is only intended to improve wording and clarity - not to change any of these rules' meaning from what is actually intended. I opened a ticket and asked for clarification on intended meaning for any of these where I was unclear, and left NOTEs where there's some nuance or remaining confusion, so these should theoretically all be fine.
If there's any that aren't quite right on what they're intended to mean, I fully welcome SL correcting me on them (whether just in replies to I can fix them, or if SSL take any of these to implement and may want to tweak them), because these are not intended to change rules, only clarify.
Firstly, this fixes the wording of various rules that don't quite match what they're intended to be. These changes should not change the actual rules or how they enforced, but instead be worded in a way that actually matches the existing way they are enforced - these aren't rule changes they are rewording to improve clarity.
FROM:
Similarly, 1.07(b) should become 1.06(d). The only other change to it should be removing the em-dash between the rule number and name, which is inconsistent with the rest of the rules (I wonder why an em-dash might have appeared here for no reason).
WHY:
This definition of mixing isn't quite what we actually tend to use, and also mostly rehashes things that are already covered under metagaming in general in 1.06. I think this may have been AI-generated.
TO:1.07(a) — Mixing - Players must not mix in character and out of character information or conversations. This includes bringing rules or OOC information into character, using information your character could not reasonably know, or allowing OOC circumstances to influence your character’s actions.
1.06(c) Mixing - Players must not speak about OOC things in-character, or allow OOC context to influence their IC actions. There is always a reasonable way to replace such things IC - such as "you are under gunpoint" rather than "you are under fearRP".
- Talking about server rules IC
- Talking about the fact that this is a game IC
- Allowing OOC grudges/relationships to influence IC decisions and actions
- Talking about use of OOC tools IC, such as TeamSpeak or Discord
- Talking about going AFK or offline
Similarly, 1.07(b) should become 1.06(d). The only other change to it should be removing the em-dash between the rule number and name, which is inconsistent with the rest of the rules (I wonder why an em-dash might have appeared here for no reason).
WHY:
This definition of mixing isn't quite what we actually tend to use, and also mostly rehashes things that are already covered under metagaming in general in 1.06. I think this may have been AI-generated.
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WHY:
This rule as-is is extremely clunky and convoluted for no reason. Most of this is more detailed than it needs to be (why does it explain what respawning is, for example), the format is clunky (loads of spoilers and bulletpoints for no reason), and anything more specific can just be a ruling rather than making the rule itself more unwieldy.
1.08 NLR - NLR stands for "New Life Rule". When your character respawns you are brought back to your bunks. You have no knowledge on what lead to your death. You are also expected to forget any and all information on how you ended up respawning.
Once you respawn, you still remember your main character's lore, such as friends, long-term roleplay, etc. However, you have no memory of anyone involved in the situation leading up to your respawn.
• If an altercation between you and a group, player, or character occurs- and results in your death. The altercation between your character and theirs is forgotten about.
• If you are assassinated, or killed by a group or player for a specific reason, such as keeping you quiet, any information you hold against them is forgotten about.
• If you die to a Containment Breach, or Raid, which is unrelated to your character, then you may remember any unrelated information. (eg. If you have espionage intelligence on CI, and die to a CI raid, you forget all the information- because it directly relates to them)
This rule prevents revenge killing and allows others involved in the situation to flee the scene. However, you may retain and use any information unrelated to the reason for your death. For example, if you filed a complaint with the Ethics Committee and later died in a containment breach, you could still testify using the knowledge from before your death at a Tribunal, as long as it isn't tied to your death.
On the other hand, if you are en-route to make the complaint and die before submitting it, all that information is lost, as the character intending to make the report has died.
• Surface trespassers after death have an NLR period in the entire Facility of 15 minutes.
• Your character respawns after dying to a roleplay situation.• A staff member informs you that NLR does not apply, because your death was as a result of a rulebreak.
• Your character does not remember any of the previous roleplay situation.
• Your character does not remember any information from your killer(s) character.
• Your character may not return to the location of your death for at least 3 minutes.
• Your character may not re-enter the situation or roleplay that caused you to respawn, ie. you may not go back to a hostage negotiation if you died because of it. (refer to exceptions in the spoiler below.)
• Roles like GSD, MTF, Combat Medics, may return to their location/scenario if its directly related to their duties (without past life knowledge). They may bypass the 3 minute cooldown. (GENSEC going back to D-Block, E-11 to HCZ Checkpoints, Nu-7 to Garage)
• Units responding to a raid, or a containment breach may return only if they are made aware of the location in-character. (e.g. if an Epsilon-11 member respawned after dying to SCP-173 in D-Block, they may return to D-Block if they react to a comms message about it)
TO:
1.08 New Life Rule (NLR) - Your character does not remember their previous deaths, including any information that was associated with those deaths in any way. They still remember their lore and information unrelated to their death.
- If you died in any way related to information you previously had, e.g. somebody killed you because you had info they didn't want you to have, your character no longer remembers that information. For example, if you were assassinated because you had information on O5 they didn't want you to have, then you would lose that knowledge IC.
- If you died, you do not remember the death itself, including who killed you, how you died, etc.
- If you die to a containment breach or raid that is unrelated to your character, you may remember any unrelated information. For example, if you have espionage intelligence on CI, and then die to a CI raid, your character would forget all of that information, because it does relate to them.
1.08(a) Returning to Location of Death - You may not return to the area you died in within 3 minutes of your death, unless you have a specific reason to do so IC (e.g. you are called there over comms, or have duties that require you to be there such as GSD in D-block). Civilian faction jobs that die whilst inside any faction's base (or while attempting to gain access to one) may not return to that base for 15 minutes after their death.
WHY:
This rule as-is is extremely clunky and convoluted for no reason. Most of this is more detailed than it needs to be (why does it explain what respawning is, for example), the format is clunky (loads of spoilers and bulletpoints for no reason), and anything more specific can just be a ruling rather than making the rule itself more unwieldy.
This one is more complicated. As is, the rule is presented as this:
This is not enforced. Ever. The only way I have ever seen this enforced even slightly has essentially just been an enforcement of 1.07b Character Separation. A recent suggestion was made that essentially just said "actually enforce this rule for CI switching to D-class during a CI raid", and it was denied for being unenforceable. Either get rid of this rule (keeping 1.07b, which already also exists), or actually start enforcing this.1.10 Do not Job Abuse - Do not exploit your job for personal benefits or advantages. Job abuse includes switching roles to gain an unfair advantage within a short period of time, such as changing from Chef to Security to stop a D-Class escape happening right in front of you.
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WHY:
The existing wording is a bit clunky and mixes a lot of things together, like putting a bunch of stuff specific to juggernauts in the clarifications before explaining AA use on Surface SCPs.
1.13 Realistic Equipment Use - Equipment must be used realistically and not be abused. Advanced Armory equipment must not be used against human combatants.
The use of all advanced armory equipment to combat a containment breach may only occur if two or more SCPs are breached, this, however, does not extend to surface SCPs.
• Juggernauts cannot use any Special Weapons or Sniper Rifles against human combatants and SCPs (Special Weapons include any form of AA Weapon and Energy Weapons) unless given to them via materialise
• Juggernauts may not utilize ADB disguises or use SCP-914
• Juggernauts may not be dragged by a leash unless first downed in combat.
• Juggernauts cannot use rocket launchers.
• UNGOC/Nu-7/DEA/CI may use Advanced Armory on Surface SCPs if 17 minutes have elapsed since the surface queue trigger.
• Default loadout, SCP-914, and Reality Bending Advanced Armory equipment may be used against human combatants. (eg. ERT members who spawn with Nerve Gas, or a reality bender manifests an Auger Minigun)
TO:
1.13 Equipment Use Restrictions - Some categories of equipment have restrictions on when they can be used for balancing reasons. These are listed below. If you ever need to explain IC why these are forbidden, use an explanation that makes sense for the context and what equipment you are talking about (e.g. "Nerve Gas is too dangerous to friendlies to use against CI") - explain in LOOC that it is against the server rules if needed.
1.13(a) Advanced Armoury Equipment - Equipment classed as "Advanced Armoury" (AA) cannot be used against human combatants, and can only be used against containment breaches if two or more SCPs are breached. AA may be used on Surface SCPs if 17 minutes have passed since the SCP has spawned.
The following equipment is classified as "Advanced Armoury":
- Matador
- AT-4
- Charge Rifle
- Auger (Maxigun, Minigun)
- Nitroglycerin
- Nerve Gas
You may use AA against human targets if any of the following apply:
- You spawned with the equipment, such as ERT's Nerve Gas.
- You obtained the equipment from SCP-914 or a reality bending ability
- You are SCP-035
1.13(b) Juggernaut Restrictions - Juggernauts may do any of the following:
- Use AA Equipment, Sniper Rifles, or Special Weaponry (AA-12, SLAMs, and Sticky Grenades), unless given to them using a Reality Bending ability
- Gain a disguise through by ADB or SCP-914
- Be dragged using a leash unless downed
- (Nu-7 only) Remain inside the site without a specific reason (e.g. Code 1, Code 5)
WHY:
The existing wording is a bit clunky and mixes a lot of things together, like putting a bunch of stuff specific to juggernauts in the clarifications before explaining AA use on Surface SCPs.
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WHY:
The rule, as written, is pretty concise - but it is also straight up wrong, as it says that reality benders can never be cuffed unless compliant, which SL say is not the case.
1.17 Combat Cuffing - Do not attempt to cuff someone whilst in a combat scenario, you may only cuff someone in a controlled RP situation.
Controlled RP Scenario - A Controlled RP scenario is where a subject is either
• Placed and kept under FearRP, or;
• Unarmed and compliant, or;
• Armed and compliant.
ie. You have full control over the scenario and, therefore, any action you take is of minimal risk to yourself.
TO:
1.17 Combat Cuffing - Do not attempt to cuff someone whilst in a combat scenario, you may only cuff someone in a controlled RP situation.
A Controlled RP Scenario is any situation where you are not in combat and where any targets are either compliant, under FearRP, or otherwise reasonably under control (e.g. a reality bender trapped and under the effects of a Scranton Reality Anchor).
WHY:
The rule, as written, is pretty concise - but it is also straight up wrong, as it says that reality benders can never be cuffed unless compliant, which SL say is not the case.
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WHY:
The existing rule is a bit clunky and hard to read. This should make it a bit clearer while not making the rule page super long, because the leadership positions list is in its own spoiler now.
1.18 Position Limits - In order to allow players the ability to dedicate time to their positions, below are the rules which you may only be a member of:
- Hold one 'leadership position'. These are: O5 Council, Ethics Committee, Site Admin, Departmental Directors & Chiefs, DEA Managers, ISD Commissioners, Medical Practitioners, General Security Majors, Research Curators, and MTF/GOC/CI COs ranked LT(F)/CPT(GOC)/BCOM+(CI)
- Hold Whitelisted/MTF/CI/GOC positions on one of SCP-RP UK or SCP-RP USA.
TO:
1.18 Position Limits - In order to both allow players to dedicate a reasonable amount of time to positions, and allow other players the chance to reach these positions, there are some limits on which positions/whitelists you can hold at the same time.
1.18(a) Server Limits - You may only hold whitelisted or regiment positions on one server out of SCP-RP UK and SCP-RP USA.
1.18(b) Leadership Positions - You may only hold one "leadership position".
- O5 Council
- Ethics Committee Member+
- Site Administration
- Department Director/Chief
- DEA Manager
- ISD Commissioner
- Medical Practitioner
- GSD Major
- Research Curator
- MTF LT+
- GOC CPT+
- CI BCOM+
WHY:
The existing rule is a bit clunky and hard to read. This should make it a bit clearer while not making the rule page super long, because the leadership positions list is in its own spoiler now.
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WHY:
The existing rule, as written, doesn't actually forbid killing someone inside their spawn, nor does it clarify how somebody re-entering their spawn area should be handled, nor does it forbid kidnapping in spawns in any way. It also removes the outdated and confusing restriction on killing people within compounds/bases during raids, which was outdated given nobody spawns in an open area anymore (since the improved secondary spawn system was implemented). This fixes these issues, and is hopefully a bit more readable.
Also fixes the numbering and some clunkiness from the sub-rules.
1.19 Spawn Camping - You may not kill someone directly outside their spawn or base, or within their compound, unless they interact with you in combat or roleplay. If you are actively raiding, you may only kill someone directly outside their compound or base, and not their spawn (unless attacked first).
1.19(b) Base Camping - You may not spend extended periods of time waiting outside of someone's base, bunker, compound, or spawn point for them to leave in order to kill them, ambush them, kidnap them, or commit any other hostile action towards them. This rule does not apply immediately before and/or during a raid.
1.19(c) Care Package Protections - You may not steal or interact with Care Packages that are directly outside of the base of the owner faction, or within their compound. You may steal or interact with the aforementioned Care Packages during Main Raids and Deep Cover/Assessment Raids.
TO:
1.19 Spawn Camping - You may not attack or detain someone who has not left their spawn area since spawning, or who is just leaving it after doing so, unless they interact with you first in combat or roleplay.
1.19(a) Base Camping - You may not spend extended periods of time waiting outside or within view of someone's base or spawn for them to leave in order for you to attack or detain them. This rule does not apply immediately before or during a raid.
1.19(b) Care Package Protections - You may not steal or interact with Care Packages that are directly outside of another faction's base, or within their compound, unless you are actively raiding that faction.
WHY:
The existing rule, as written, doesn't actually forbid killing someone inside their spawn, nor does it clarify how somebody re-entering their spawn area should be handled, nor does it forbid kidnapping in spawns in any way. It also removes the outdated and confusing restriction on killing people within compounds/bases during raids, which was outdated given nobody spawns in an open area anymore (since the improved secondary spawn system was implemented). This fixes these issues, and is hopefully a bit more readable.
Also fixes the numbering and some clunkiness from the sub-rules.
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WHY:
Makes the rule a bit broader to make it clear that this isn't only forbidden during arrests, and must always have an IC justification. Clarifies how chemicals can be stripped and in what circumstances, as it is not immediately clear under the current wording that e.g. stripping Bleach is done via /me.
1.20 Suiciding - You may only suicide using Cyanide or Bleach. You may not suicide to avoid arrest, unless suicide can be a justified response based on the arrest reason/consequence. Cyanide cannot be stripped.
TO:
1.20 Suicide - You may only deliberately kill yourself using Cyanide or Bleach. You may only do this with a reasonable justification, such as believing in-character that you are being detained by an enemy faction or otherwise facing likely torture, death, or something of that nature.
1.20(a) Chemical Stripping - You may strip a person of any chemical they have on them using /me, except Cyanide, which can never be stripped.
WHY:
Makes the rule a bit broader to make it clear that this isn't only forbidden during arrests, and must always have an IC justification. Clarifies how chemicals can be stripped and in what circumstances, as it is not immediately clear under the current wording that e.g. stripping Bleach is done via /me.
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WHY:
This currently only actually forbids cheating through external software or bugs, and not abusing legitimate features in a clearly unfair way (e.g. there's a lot you can do with PAC3 that is clearly unfair and unreasonable).
2.01 Cheating (Community Blacklist) - The use of external software to gain an unfair advantage, such as wall hacks or aimbot (excluding crosshairs) as well as abusing glitches which is strictly forbidden and will not be tolerated.
TO:
2.01 Cheating (Community Blacklist) - You may not use external software, or abuse bugs or unintentional gameplay features, to gain an unfair advantage over other players. This includes the use of cheating software, macros, or in-game features such as PAC3, in a way that provides an unfair advantage.
WHY:
This currently only actually forbids cheating through external software or bugs, and not abusing legitimate features in a clearly unfair way (e.g. there's a lot you can do with PAC3 that is clearly unfair and unreasonable).
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WHY:
The existing rule is a bit clunky, and also doesn't cover things like guns or food, which are intended to be covered by this rule.
2.06 Scamming - Taking anyone's belongings, that being for Out-Of-Character material gain is not allowed. This also includes deception. Any Out-Of-Character bartering between players must be respected, meaning you must deliver what you promised. These 'belongings' are defined as vpoints, weapon skins, knives, chemicals, and money.
TO:
2.06 Scamming/Stealing - You may not take anyone's belongings without permission for OOC gain. This includes via deception. Any OOC bartering must be respected.
- Anything that can be stored in your inventory (guns, weapon skins, knives, food, chemicals, etc.)
- In-game money
- VPoints
WHY:
The existing rule is a bit clunky, and also doesn't cover things like guns or food, which are intended to be covered by this rule.
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WHY:
This is realistically multiple rules crammed into one, though they are related. This makes each aspect much clearer. Somebody reading the body blocking part on its own may also misunderstand it to mean that you can place a shield down to block a player, when it only actually intends to allow holding a shield for this.
2.07 Hitbox Abuse & Body blocking - Spamming crouch, jump, crouch jump, or head glitching to manipulate hitboxes is prohibited. You may only body boost with (1) other person. In terms of body blocking, unarmed players or immortal SCPs may not Body Block. Riot Shields may be used to body block players, however not SCPs.
TO:
2.07 Hitbox Abuse - Tactics to manipulate your hitbox in order for it to be unfair or unrealistic to aim at in combat, such as via spamming crouch/jump or head glitching, are forbidden.
2.08 Player Stacking - You may only body boost with one other player. Any higher than this is both unfair and unrealistic.
2.09 Body Blocking - Unarmed players and immortal SCPs are forbidden from body blocking other players. Shields may only be used to body block humans and not SCPs - this only allows body blocking, and not prop blocking (see below).
WHY:
This is realistically multiple rules crammed into one, though they are related. This makes each aspect much clearer. Somebody reading the body blocking part on its own may also misunderstand it to mean that you can place a shield down to block a player, when it only actually intends to allow holding a shield for this.
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WHY:
This is the only rule that is spoilered entirely like this, and it just makes it harder to CTRL+F for things in the rules. This fixes that and hopefully improves the wording a tad.
2.11 Prop Blocking
2.13(a) Prop Blocking - Players may not use vehicles or equipment in their loadouts to block off access to an area, block vehicles or be placed inside players freezing them in place. Similarly, players may not place vehicles or entities in a way that forces players to crouch jump to access an area.
2.11(b) Prop Blocking during Roleplay - Areas may be blocked off for organized or spontaneous roleplay that does not affect routine combat such as raids or breaches. These may be run by SL, Gamemasters, or RP Leaders. Staff may intervene to remove the blockages at their discretion, for instance if it is detrimental to the roleplay of an uninvolved party.
TO:
2.11 Prop Blocking - Players may not use vehicles or equipment to block off access to an area, block vehicles, or be placed in such a way to trap a player in place. Players also may not place vehicles or entities in a way that forces players to crouch-jump to access an area.
2.11(a) Prop Blocking during Roleplay - Areas may be blocked off for organised or spontaneous roleplay that does not affect combat. These may be run by SL, Game Masters, or RP Leaders. Staff may intervene to remove these blockages at their discretion, for example if it is detrimental to the roleplay of an uninvolved party.
WHY:
This is the only rule that is spoilered entirely like this, and it just makes it harder to CTRL+F for things in the rules. This fixes that and hopefully improves the wording a tad.
This whole section is extremely clunky. It is also massive and has a lot of spoilers I would need to manually type out, so I'm only going to include the reworded version here.
TO:
WHY:
This whole section as-is is extremely clunky and most of it is hidden behind spoilers so it's impossible to CTRL+F for. The Civilian faction trespassing exceptions also doesn't make any sense - there is no job named "Civilian", and the "Citizen" job that it might intend to refer to explicitly states in its job description that it can never enter the site. ERT also definitely have been used on raids and allowed by staff, so this seems to be how this is already intended to be enforced.
NOTE:
There seems to be some confusion regarding 3.05 (currently 3.06) here and whether it applies to SOP wing on UK. This seems to be because on UK, the WF server is in the room immediately opposite the bottom of the SOP stairs on the left (which used to be E&TS spawn), and a belief that allowing instant returns would be unfair in the same way here. If this is intended to apply like this, it isn't actually written, and definitely should be. However, I don't think it actually makes sense to do so, because as it is, SOP physically cannot leave their barracks area during a WF raid - the only exit is via the door at the bottom of the stairs, which:
Both Foundation and DEA also have listed requirements to specifically justify DC raids on each other - but this has literally never been enforced, because the two factions are permanently at war due to lore reasons, and so there is always a justified reason to raid each other.
TO:
3.01 Raid Activity Requirements - There must be at least four non-AFK UNGOC, CI, or MTF combatives online to initiate a raid on their respective factions, including Deep Cover/Assessment Raids.
3.01(a) Foundation Raid Activity - For the purposes of raiding the Foundation, up to two of the four required MTF to begin a raid may instead be Clearance Level 4 DEA. For example, instead of requiring four MTF online, you may still raid the site if there are only two MTF online, if there are also two CL4 DEA online.
3.02 Dual Raids - Deep Covers, Assessment Teams, and disguised DEA may not initiate an infiltration raid against any faction if their own faction is already actively conducting a Main Raid against that faction.
3.03 Documentation Protection - You may not destroy another faction's documentation unless that documentation directly relates to your own. You can steal important documents for usage.
3.04 RP Reset Protections - You may not raid another faction's base for 10 minutes after a roleplay reset (usually an Alpha Warhead Detonation or server restart) occurs. D-class also may not use 914 in this same period.
3.05 Raid Respawn Restrictions - CI and GOC must remain in their spawns for 1 minute upon death while they are being actively raided. MTFs Alpha-1 and Omega-1 must also remain in their bunks for 1 minute upon death when Floor 3 or the Ethics Committee Offices are being raided, respectively.
3.06 Backspawning - Foundation roles may not spawn in the surface level spawn zone while the site is being actively raided.
3.07 Kidnapping Requirements - When a human or SCP is kidnapped, the kidnappers must have intentions for the hostage, such as execution, interrogation, or making demands of another faction. The hostage's life must always be valued, and the victim's faction must make a reasonable plan to get the hostage back. Players should also be given reasonable time to comply with demands.
3.07(a) Time Restriction - A hostage may only be kidnapped for a total of 15 minutes if no action is taken. If action is being taken (e.g. negotations), then they may be held for longer.
3.07(b) Negotation Guidelines - Hostages are to be negotiated for where possible. The Hostage Negotation Guidelines must be followed during any scenario where a human or SCP is being held for ransom.
3.07(c) Revive Kidnapping - You may not revive a player that has already died with the intention of kidnapping them, unless this is done as part of a Game Master's event.
3.08 CMissions - If a CMission mission requires you to enter an enemy base, raid reason and cooldown requirements may be ignored. Long-term roleplay scenarios should also not be affected by assigned missions, unless agreed upon by players.
3.09 Foundation Vents Entry Restriction - Only up to 8 CI or UNGOC may enter the Foundation via the vents during a Main Raid. This applies per faction - so, for example, if both were raiding at the same time, then 8 of each would be allowed to enter.
3.10 Civilian Faction Trespassing - Civilian faction jobs are forbidden from entering any faction's base without either justifiable in-character belief that they have been invited in by a member of that faction, or an active threat forcing them to do so (e.g. an SCP attacking, or being forced to under FearRP). The only exception to this is the following jobs, who may enter with a reasonable justification:
- Parawatch
- Ranger
- Marshall, Carter & Dark Salesman
3.10(a) Civilian Trespassing Restrictions - Jobs that are allowed to trespass are not permitted to "raid" the Foundation. This means they cannot enter to cause destruction or kill Foundation staff, nor deliberately assist other groups who are raiding or otherwise entering the site with the intent to do so.
3.10(b) Civilian Trespassing Reasoning - Jobs that are allowed to trespass must have articulable in-character knowledge of the base they are trespassing in, and a realistic reason for their role to decide to enter.
3.10(c) Civilian Trespassing Cooldown - Civilian faction trespassers may not return to the base they trespassed in for 15 minutes after being removed (whether by death, being dragged out, or any other method of removal).
3.11 Chaos Insurgency Raid Requirements - CI can only raid Foundation or UNGOC when authorised by a CO. A raid begins once CI enters the fenced off area around the compound or vents entrances of either faction. Once personnel raiding a base die, they cannot return. A raid ends when all CI involved are dead, with cooldown timers counting down from when a raid has ended.
3.11(a) Raid Cooldowns - Main Raids may only begin once every 45 minutes. Deep Cover raids may only begin once every 30 minutes. If the Deep Cover job is used during a Main Raid, the Deep Cover cooldown also applies.
3.12 Foundation Raid Requirements - A raid begins once Foundation enter the bounds of another faction's base/compound, or begin hacking the entrance of them. Once personnel raiding a base die, they cannot return. A raid ends when all Foundation personnel involved are dead. Cooldown timers begin counting once a raid has ended.
3.12(a) Main Raid Requirements - Foundation MTF, ERT and DEA personnel can raid the CI or UNGOC bases when authorised by an MTF CPT+, DEA Special Agent+, MTF Nu-7 LT+, Site Administration, or Site Command. They may raid once per hour.
3.12(b) Infiltration Requirements - Foundation DEA may only do an infiltration raid once every 45 minutes, with a maximum of 3 disguised personnel involved.
3.13 Global Occult Coalition Raid Requirements - The UNGOC may only raid the Foundation or CI bases if approved by a UNGOC LT+ with reasonable justification.
3.13(a) Raid Cooldowns - The UNGOC may only raid another faction once per hour. Assessment Team operatives may enter for espionage every 45 minutes. These cooldowns apply per faction - so, for example, GOC could raid CI and then immediately raid Foundation if no other restrictions applied.
WHY:
This whole section as-is is extremely clunky and most of it is hidden behind spoilers so it's impossible to CTRL+F for. The Civilian faction trespassing exceptions also doesn't make any sense - there is no job named "Civilian", and the "Citizen" job that it might intend to refer to explicitly states in its job description that it can never enter the site. ERT also definitely have been used on raids and allowed by staff, so this seems to be how this is already intended to be enforced.
NOTE:
There seems to be some confusion regarding 3.05 (currently 3.06) here and whether it applies to SOP wing on UK. This seems to be because on UK, the WF server is in the room immediately opposite the bottom of the SOP stairs on the left (which used to be E&TS spawn), and a belief that allowing instant returns would be unfair in the same way here. If this is intended to apply like this, it isn't actually written, and definitely should be. However, I don't think it actually makes sense to do so, because as it is, SOP physically cannot leave their barracks area during a WF raid - the only exit is via the door at the bottom of the stairs, which:
- Is at the bottom of the stairs
- Is at a 90 degree angle from the stairs
- Has massive windows so CI can see you coming
- Only opens inwards, so it's very clunky for SOP to get out of and prevents fast pushes, whereas it's completely open for CI to hold from the other side
- Is immediately facing the door to the WF room, so CI always hold it with full force and you will die instantly if you poke your head around the door
Both Foundation and DEA also have listed requirements to specifically justify DC raids on each other - but this has literally never been enforced, because the two factions are permanently at war due to lore reasons, and so there is always a justified reason to raid each other.
The list of non-combative personnel specifically should be changed FROM:
TO:
WHY:
This list has some minor errors and missing jobs that I've fixed. For example, non-combative Department Directors are already covered by their overall department being listed, IT Technician isn't called IT Specialist, and Mayor was not on the list despite clearly being non-combative.
NOTE: I am unsure whether Gas Station Clerk should be on this list or not, given it spawns with a Mossberg - are they allowed to defend their gas station from intruders and thieves, or are they non-combative and should only use it if they have no other choice?
Overseer Council | Ethics Committee
Overseer Assistants | Ethics Assistants
Site Administration
Department Directors (Exception: ISD and DEA directors)
Medical Department (Exception: Combat Medic)
Research Department (Exception: Cartographer)
Tech Expert
Engineer
Foundation Chef
Chef
Medic
IT Specialist
Parawatch
TO:
Overseer Council | Ethics Committee
Overseer Assistants | Ethics Assistants
Site Administration
Medical Department (Exception: Combat Medic)
Research Department (Exception: Cartographer)
Technical Expert
Engineer
IT Technician
Foundation Chef
Chef
Medic
Parawatch
Mayor
WHY:
This list has some minor errors and missing jobs that I've fixed. For example, non-combative Department Directors are already covered by their overall department being listed, IT Technician isn't called IT Specialist, and Mayor was not on the list despite clearly being non-combative.
NOTE: I am unsure whether Gas Station Clerk should be on this list or not, given it spawns with a Mossberg - are they allowed to defend their gas station from intruders and thieves, or are they non-combative and should only use it if they have no other choice?
I'm too unclear on what is actually intended here to write a proper clarification/rule for this, but the roles of Gas Station Clerk, Gun Dealer, Heavy Gun Dealer, and Marshall, Carter & Dark Salesman have unclear combative status, and at least in the case of MC&D, are generally allowed to enter combat in some circumstances (e.g. capturing SCPs), but this is not defined anywhere, and is just completely unclear. In the case of the other jobs, they just aren't listed on either list, but have clear reasons for why they might be allowed to defend themselves. These roles should all be either added to either 4.03 or 4.04 where intended, or added to a new rule here defining what they're actually allowed to do combat-wise.
This rule should be outright removed. This feature has been outright disabled on the server for 2+ years - even before these rules were completely reworked a while back. This rule serves no purpose given you physically cannot use lights on your PAC.
FROM:
TO:
WHY:
This is what is currently actually enforced. SL, including SSL, has repeatedly told me that you cannot do things like repairing things or hacking while in a dimension, but for some reason the actual rule only explicitly mentions 914.
6.03 Rift Bridges & Dimensions
6.03(a) You may not use 914 while inside the dimension.
TO:
6.03 Alternate Dimension Restrictions - You may not interact with the physical world beyond moving around (including opening and closing doors) while inside another dimension. This includes things like using SCP-914, hacking a keypad, or repairing a door.
WHY:
This is what is currently actually enforced. SL, including SSL, has repeatedly told me that you cannot do things like repairing things or hacking while in a dimension, but for some reason the actual rule only explicitly mentions 914.
Secondly, please make the numbering actually consistent. Some rules are e.g. 1.01 with sub-rules 1.01a, 1.01b, while some are 1.01 and then 1.01b, and some straight up go 1.01a and 1.01b without any 1.01. Why. Just makes referring to a specific rule a bit more confusing. E.g. 1.12a and 1.12b should be 1.12 and 1.12a. Some also have the entire rule be under a SPOILER tag while others don't, which just makes searching the rules even more difficult than it already is.
Has something similar been suggested before? If so, why is your suggestion different?:
Probably not. These are intended to only be fixing wording to make various rules clearer and more aligned with what they're actually intended to mean.
Possible Positives of the suggestion (At least 2):
- Shouldn't change any intended meaning of any rules, only make their intended meaning clearer in a variety of ways
- I've provided exact wording for most of these changes, so theoretically very little work outside of verifying them to implement
Possible Negatives of the suggestion:
- Big
Based on the Positives & Negatives, why should this suggestion be accepted:
This is only intended to improve wording and clarity - not to change any of these rules' meaning from what is actually intended. I opened a ticket and asked for clarification on intended meaning for any of these where I was unclear, and left NOTEs where there's some nuance or remaining confusion, so these should theoretically all be fine.
If there's any that aren't quite right on what they're intended to mean, I fully welcome SL correcting me on them (whether just in replies to I can fix them, or if SSL take any of these to implement and may want to tweak them), because these are not intended to change rules, only clarify.
Platform Team