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Update Server Rules #2586

Merged
merged 13 commits into from
Jan 28, 2025
Merged
6 changes: 5 additions & 1 deletion Resources/ServerInfo/_NF/Guidebook/Rules/12_Security.xml
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Expand Up @@ -15,4 +15,8 @@ You must follow the law and be an example to the rest of the community when play
-- Excess funds received from the sale of criminal assets are to be returned to their original owners.
-- These assets are not to be plundered or embezzled by security forces.
-- This is a strict zero-tolerance policy.
</Document>
- The NFSD are allowed to use their knowledge of ship layouts in order to aid ship searches.
- NFSD who encounter a Syndicate drop pod may seize the contents of the pod and redeem it for FUCs at the NFSD Outpost.
-- NFSD may not activate dead drops themselves or work with others to activate dead drops.
- Money found on board vessels belonging to hostile corporations can be seized and deposited into the NFSD bank account. Officers may not keep these funds for personal use.
</Document>
10 changes: 10 additions & 0 deletions Resources/ServerInfo/_NF/Guidebook/Rules/13_Command.xml
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Expand Up @@ -13,6 +13,9 @@ You are the highest authority in the sector apart from Central Command. You must
-- Reopen your position at the station records computer.
-- Return to cryosleep.
-- If you cannot (disconnect, crash, power outage, etc.), ping the game admins in Discord.
-- Ensure you open your job slot prior to going to cryo.
-- You are welcome to open that slot early in order for a new SR or Sheriff to join so you can provide a briefing to them beforehand.
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-- Ahelp if you are unable to pay your staff prior to going to cryo.
- Command is expected to enforce docking laws and collect any fines related to dock loitering.
-- Refer to Space Law for the specific laws on dock loitering.
-- Funds collected from this may be used for station payroll or station supplies.
Expand All @@ -22,4 +25,11 @@ You are the highest authority in the sector apart from Central Command. You must
-- Granting docking extensions.
-- Restricting vendor access (e.g. placing machines behind locked doors).
-- Restricting access to station resources.
- The Sheriff or SR are under no obligation to offer to purchase contraband from other players. Seizure of illegal goods is always allowed under Space Law.
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-- If contraband buy-backs or contraband hunting schemes are to be offered, how they are conducted is at the discretion of the SR or Sheriff.
-- Admins will not grant compensation to players for contraband which is seized by the authorities.
- The Sheriff is to ensure that any recruited cadets receive proper training and are supervised properly at all times.
-- Cadets should be working alongside the Sheriff or assigned to a suitably experienced officer who can oversee their training as an officer and in Space Law, SOP and the server rules relating to the NFSD.
-- Cadets who refuse training, try to farm playtime or insist on working alone can face consequences IC or be ahelped for their actions.
-- Repeated incidents may be considered a sign of poor leadership. Cadets are your responsibility.
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</Document>
6 changes: 6 additions & 0 deletions Resources/ServerInfo/_NF/Guidebook/Rules/6_Safezone.xml
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Expand Up @@ -6,7 +6,9 @@
The following rules apply to the safe zone:
- Do not destroy or damage the structure of Frontier Outpost.
- Do not destroy, modify, remove, or restrict the use of any machine or device designed for public use on Frontier Outpost.
-- This includes hacking or sabotaging airlocks.
- The Station Rep's approval is required for any modifications of the station.
-- Modifications which may detract from the business of other contractors (e.g. adding kitchens, research servers and lathes) in the safezone is not allowed.
- Player fights and confrontations are not allowed in the safe zone.
- Unnecessary violence, such as shooting guns or swinging weapons, is not allowed in the safe zone.
-- If a hostile creature (e.g. a space bear) is seen on Frontier Outpost, it can be killed with impunity.
Expand All @@ -18,4 +20,8 @@
-- Stealing ships or ships' cargo.
-- Selling someone else's ship you hadn't pirated outside the safe zone.
-- Joining a crew under false pretenses with the intent to mutiny and take the ship.
- Players must make best efforts to keep the docks at Frontier Outpost free and clear for the use of others.
-- The Trade Outpost / Trade Mall can be used if you wish to remain docked to a station to conduct business or provide services (such as selling food).
-- The SR and STC cannot grant permanent or extended docking to Frontier Outpost.
-- Exceptions can be made for shuttles purchased by station staff from the Staff Shipyard at the discretion of the SR or STC. However, docks must be kept clear at times of high demand.
</Document>
11 changes: 11 additions & 0 deletions Resources/ServerInfo/_NF/Guidebook/Rules/9_Pirates.xml
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Expand Up @@ -3,11 +3,22 @@

Pirates must follow their code.

- [color=#ff0000]The safe zone rules still apply to pirates.[/color]
- Pirate crews may never exceed a total force of four members, including the Captain, sentient pets and cyborgs.
-- Round start pets (e.g. Clarrrpy) do not count towards this limit.
- There may only be one Pirate Captain and one First Mate at any time.
- Pirates may not operate without a First Mate or Captain present.
-- If the leader of the pirates has been captured or killed, the remaining pirates may make efforts to rescue them.
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-- First Mates and Captains are required to open their job slot prior to going to cryo, or ahelp if this is not possible. Inform your crew of what they can do in your absence.
- As a pirate, you must have LOOC permission before kidnapping and holding any civilian hostage.
-- People kept hostage cannot be forced to do labor under any circumstance.
- If a player surrenders, the plundering of their vessel must be kept to a reasonable level.
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-- Following escalation guidelines, if a player fights, then all goods on their ship are fair game. However, you must leave the ship in a state where it is able to fly as a minimum.
-- If you need to escape, then a player requiring medical attention can be left on a point of interest as a last resort. Do your best to keep them as far from death beforehand.
-- If a player resumes combat after being revived and is killed again, they do not have to be revived again.
- Pirates must not hunt for smuggling notes.
-- Smuggling crates are fair game as plunder.
- Pirates cannot force interactions which result in player or command bank accounts being robbed.
- Non-pirates may not assist or work with pirate crews. This includes:
-- Watching mass scanners and tipping them off who to attack.
-- Pretending to be hostages.
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4 changes: 2 additions & 2 deletions Resources/ServerInfo/_NF/Guidebook/Rules/FrontierRuleset.xml
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Expand Up @@ -14,7 +14,7 @@

##General Information
- Disconnecting from or ignoring/evading admin-helps will result in an appeal-only ban.
- Staff is not obligated to cover player losses, deaths or delays.
- Admins are not obligated to cover player losses, deaths or delays.
-- This includes, but is not limited to: ship deeds, money, respawns and revivals.
-- Any action taken is at the staff's discretion, and depends on the circumstances.

Expand All @@ -36,7 +36,7 @@
## Roleplay Rules
These are the roleplay rules of Frontier. Click them for more information.
- [textlink="5. Your character should be plausible, and is separate from you." link="FrontierRule5"]
- [textlink="6. Don't fight near Frontier Outpost." link="FrontierRule6"]
- [textlink="6. Respect the Frontier Outpost safezone." link="FrontierRule6"]
- [textlink="7. Antagonists and non-antags are enemies." link="FrontierRule7"]
- [textlink="8. PvP combat is allowed, but subject to escalation." link="FrontierRule8"]
- [textlink="9. Pirates must follow their code." link="FrontierRule9"]
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