Post by VikingPingvin on Mar 28, 2014 16:14:51 GMT
Kay so today we had a really fucked up nations event, ending in no one understood why others did what they did. So i think we should lay down the extended rules. Most stuff are copied from the TG wiki, but i thoght it needs serious extension.
In Nations, departments become independant states and it is their goal to survive through control of station resources, diplomacy, and battle. Nations usually form around critical areas of the station, such as Engineering, Atmosia, Cargo, Security, Medbay, Research and Development and the Closet of Custodia.
While nations can result in some amazingly fun gameplay, it is also filled with a lot of griefing and dickery. Ultimately nations tends to result in engineering turning off all the power, and atmospherics gassing everyone with N2O.Contents
1 General Rules
2 General Nations
2.1 "Unoffical"/ Homeless Nations
2.1.1 Nation Play styles
General Rules
These are subject to differ from admin to admin. The rules should be posted as an Admin Notice when you join the server. Generally though, these are some common rules: Each department or "work area" of the station are divided into a nation.
If someone enters a nation, and are not "approved" by a majority of people in that nation, lethal action is authorized, this is an invasion. Now, this does not mean shoot the miner on sight! Proper RP is a must, even before you decide to give him a nice beating.
The Head of Personnel and Captain hold no authority over any department assignment. Anything that happens to a trespasser is justified, unless it abuses a bug in some way. Do not complain to administrators about what happens after you get caught in an invasion, only when you think the Nation's rules or the general server rules were broken.
Bombs and gas flooding are general frowned upon, so is griefing in general. Trade and roleplay are the focus of this game mode and are encouraged.
General Nations
The following are general names for each departments:
"Unoffical"/ Homeless Nations
Some nations are born from the chaos of the station:
Nation Play styles
The following is the general play style of each nation
Atmospherics-
Engineering-
Science-
Security -
Medbay
Trading
Trading should not be announced in the general comms, as it is a project of two factions.
It should be discussed in detail, with items, quantity, location of exchange etc. The main goal is it should have an amount of time before the exchange happens.
This would give opportunity for other nations to hear about the trade, maybe prepare an ambush.
Diplomacy
All diplomatic meetings between nations should be held in the conference room ( may a new door be placed there for general entry) Always the department leaders should be the ones debating, they may bring guards with them. Sabotaging a diplomatic meeting in any way by a third nation should be considered hostile by both the depating nations.
When there is no debate going on, the conference room should be empty at all times.
Declaring war
Still editing....just wanted to post to save the wall-o-text
In Nations, departments become independant states and it is their goal to survive through control of station resources, diplomacy, and battle. Nations usually form around critical areas of the station, such as Engineering, Atmosia, Cargo, Security, Medbay, Research and Development and the Closet of Custodia.
While nations can result in some amazingly fun gameplay, it is also filled with a lot of griefing and dickery. Ultimately nations tends to result in engineering turning off all the power, and atmospherics gassing everyone with N2O.Contents
1 General Rules
2 General Nations
2.1 "Unoffical"/ Homeless Nations
2.1.1 Nation Play styles
General Rules
These are subject to differ from admin to admin. The rules should be posted as an Admin Notice when you join the server. Generally though, these are some common rules: Each department or "work area" of the station are divided into a nation.
If someone enters a nation, and are not "approved" by a majority of people in that nation, lethal action is authorized, this is an invasion. Now, this does not mean shoot the miner on sight! Proper RP is a must, even before you decide to give him a nice beating.
The Head of Personnel and Captain hold no authority over any department assignment. Anything that happens to a trespasser is justified, unless it abuses a bug in some way. Do not complain to administrators about what happens after you get caught in an invasion, only when you think the Nation's rules or the general server rules were broken.
Bombs and gas flooding are general frowned upon, so is griefing in general. Trade and roleplay are the focus of this game mode and are encouraged.
General Nations
The following are general names for each departments:
- Atmospherics - Atmosia, Atmostralia, Pipeworld
- Bridge - People's Communist Republic of Commandtopia, The Headlands
- Cargo Bay - Democratic People's Republic of CargoniaChapel - The Holy Land, The U.N. Assembly
- Custodial Closet - Janitoria, Janitopia, Custodia
- Diner (The chef and barman may join each other, or remain separate nations) - Bar & Grilltopia, The Maltese Falcon, Foodland
- Engineering (May include Atmospherics)- Enginia, Metopia, Communist State of United Maintenance Workers, Singutropolis
- Hydroponics - Plantopia, Hydrotropolis, Botroplois (May get confused for mech bay)
- Medbay (Medbay may splinter into factions or separate nations) - The United States of Medbayica, Medbaysia
- Mining - Oretropolis, Minetopia (Join Cargonia)
- Research (if not merged with medbay) - Toxins, Researchtropolis, Scienceland, Sciencia
- Security - Secuitra, Sectopia, Reichland, Gulagvania, Gitmo, China, Securikstan
- Theater (Clown and Mime either work with, or against each other) - Clownland, Honktopia, Mimeland, Silentopia, Embassy of the Clown Planet/Mime Dimension, The Actors Guild
"Unoffical"/ Homeless Nations
Some nations are born from the chaos of the station:
- Assistants- Legion (for they are many), ALAE (Assistants in League Against Everything), Assistopia (often found in a random set of public or maintenance areas)
- Combination States - Includes any state merging with another, without direct departmental relation (Barman and Chemistry).
Nation Play styles
The following is the general play style of each nation
Atmospherics-
{Spoiler}While holding no direct military power Atmosia can flex its considerable might by controlling the stations air supply and as such air is considered the main export of Atmosia and can often be used in barter trades.Atmosia starts as a fairly powerful nation but does not directly get more powerful as the round progresses. Engineering- Similarly to Atmosia (of which may stay with you officially, or break away to form their own, more perfect union), your main export is the life-blood of the station: electricity. This means that you hold quite a bit of power over most nations in the early-shift. That is, until those conniving bastards start making their own power and tell you to go fuck yourself. In addition to this, youre the only other source of toolbelts and insulated gloves on the station besides Cargonia, whom have probably already spent all their points buying ten gun crates. Be open to trading these things for valuables from other nations, and try to maintain your independence from the UN. Science- In the early-shift, you these nerds arent anything to fear. Give them some time with someone competent in R&D and Robotics, and theyll likely be the ones you see tromping around in the mechs, murdering everyone who resists absorption into Sciencia. Yeah. Theyre powerful. But hey! If youre in cargo, these guys will happily trade you for resources, so youll likely be able to name your price. While holding no direct military power Atmosia can flex its considerable might by controlling the stations air supply and as such air is considered the main export of Atmosia and can often be used in barter trades.Atmosia starts as a fairly powerful nation but does not directly get more powerful as the round progresses. They should be feared upon, as any oil-companies in real life. They provide air, and if you piss them off, they can legitimately turn your nation into a furnace.
Engineering-
{Spoiler}Similarly to Atmosia (of which may stay with you officially, or break away to form their own, more perfect union), your main export is the life-blood of the station: electricity. This means that you hold quite a bit of power over most nations in the early-shift. That is, until those conniving bastards start making their own power and tell you to go fuck yourself. In addition to this, you're the only other source of toolbelts and insulated gloves on the station besides Cargonia, whom have probably already spent all their points buying ten gun crates. Be open to trading these things for valuables from other nations, and try to maintain your independence from the UN.
Science-
{Spoiler}In the early-shift, you these nerds aren't anything to fear. Give them some time with someone competent in R&D and Robotics, and they'll likely be the ones you see tromping around in the mechs, murdering everyone who resists absorption into Sciencia. Yeah. They're powerful. But hey! If you're in cargo, these guys will happily trade you for resources, so you'll likely be able to name your price.
Security -
{Spoiler}Now this is hard. Your working area is no longer the station itself, but the Brig itself, as a separate Nation. You have all the weapons and armor to invade like anyone, but it does not go that way.Kidnapping foreigners is an easy way to get information about hidden resources, plans.
General behaviour should be the following:
General behaviour should be the following:
- Despite the firepower, you don't go invading others without proper reason, you are just a normal nation, with better defense.
- You can have your weapon HOLSTERED upon "patrolling" hallways (hallways are no longer your territory), but battle gear should be kept locked up until war times.
Medbay
{Spoiler}
Trading
Trading should not be announced in the general comms, as it is a project of two factions.
It should be discussed in detail, with items, quantity, location of exchange etc. The main goal is it should have an amount of time before the exchange happens.
This would give opportunity for other nations to hear about the trade, maybe prepare an ambush.
Diplomacy
All diplomatic meetings between nations should be held in the conference room ( may a new door be placed there for general entry) Always the department leaders should be the ones debating, they may bring guards with them. Sabotaging a diplomatic meeting in any way by a third nation should be considered hostile by both the depating nations.
When there is no debate going on, the conference room should be empty at all times.
Declaring war
Still editing....just wanted to post to save the wall-o-text