Rules of Engagement

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Due to the nature of Where No One Has Gone Before's combat systems, it is very important that each player takes a moment to read the rules by which they can engage in combat, known as the Rules of Engagement (ROE). Below is a topical index for each type of combat, and how a character/player may proceed to engage his or her quarry using the coded combat systems:

Contents

Space Rules of Engagement

There are three different explanations for space combat, and the rules governing such. You will need to press on a bit further and read the rules for each type of combat situation. The following are definitions for the various terms you will find in each section of the Rules of Engagement:

Terminology Definition
Alien Vessel Any vessel which is not registered to your native government.
Enemy Vessel Any vessel which is engaged in long-term hostilities to the native government.
Native Vessel Any vessel which is registered to your native government.
Deadman Any vessel which has been taken out of IC play by the crew.

Territorial Rules of Engagement

Native Territory

Alien Vessels may be subjected to whatever spaceflight policies have been predetermined by the Government or Owner of the native space. Space Combat within your native space is, of course, subject to the rules/policies that your Government has established within the newsfiles somewhere. Organizations or Empires which have no posted RoE for their native land, will be treated like Neutral Space. All attacks or hostile action is subject to the approval of the Org Director or a member of the Administration.

Native Vessels adhere to the IC spaceflight policies or regulations which come with displaying the native government/owner's registry. Combat between two Native Vessels is entirely subjected to the Org Director's approval.

Enemy Vessels are subject to attack without warning.

In all situations (alien vs. native / native vs. native), one or all of the following conditions must be met before engaging in hostile action:

  1. Both parties must agree to the attack (hostile action incurs agreement).
  2. One or more crewmembers on each vessel are online.
  3. All ships involved are not deadmanned.
Landing and Docking within Native Space

Native Vessels may land on a station or planet, or dock at a station of the following conditions have been met:

  1. If the planet/station has given you permission to dock/land there.
  2. If no response is given, you may dock/land at the station, planet, so long as it is reasonably ICly plausible for your and/or your vessel to be there.

Alien Territory

As with the rules of engagement for your native space, while travelling in Alien Space, you are subjected to whatever rules and regulations of the government or owner of the space you're travelling through. IT IS THE RESPONSIBILITY OF EVERY PLAYER to determine beforehand what the rules and regulations are for alien craft spaceflight within their territory. Ignorance is NO excuse for the consequences.

Landing and Docking within Alien Space

Vessels may land on an alien station or planet, or dock at an alien station if one or all of the following conditions have been met:

  1. If the planet/station has given you express permission to dock/land there.
  2. If no response is given, but the ship/planet is in a list of 'public places' (Type 'news public places' in-game or see Public Places).
  3. As long as it is reasonably ICly plausible to land/dock there, and one of the above conditions has been met.

Neutral Territory

No ship in neutral space (defined as space which is UNCLAIMED by ANY org or individual on the game) may have any hostile action taken against it unless the crew is online, the defending crew's org director approves the attack, or the wizard staff approves the attack.

Landing and Docking within Neutral Space

You may land/dock with any station/planet in neutral space, under the following conditions:

  1. If the planet/station has given you permission to dock/land there.
  2. If the planet/station doesn't give a response, and it's shields are down, you may dock freely, but please use common sense. If the station says it's an Orion Syndicate battlestation, and you're a Galaxy Alliance vessel, docking there may be hazardous to your health. Play things ICly.

Enemy Territory

Vessels which enter the native space of KNOWN hostility (ie: War, Police Action, etc) is subject to open attack unconditionally. This, of course, is excepted only if the enemy vessel's crew is offline/unavailable or the vessel is deadmanned (out of IC play).

Hostile Space Actions

This section is subdived into the ABC's of Agression: Attacking, Boarding, and Capturing.

Attacking

What is considered an 'attack':

  1. Tractoring a ship that is in it's 'native' territory, when you are in 'alien' territory.
  2. Tractoring a ship that is in 'alien' territory, when you are 'alien' to that territory, as well.
  3. Locking weapons on any vessel while you are 'alien' to that space.
  4. Locking transporters on any vessel while you are 'alien' to that space.
  5. Tacscanning any vessel while you are 'alien' to that space (Subject to Local Space Regs, however).

Any of the above may be subject to retaliatory action.

Boarding

Under one or all of the following condition may an aggressor board a vessel:

  1. The vessel's captain or most senior crewmate surrenders the vessel.
  2. The vessel's shields have been disabled during an attack.
  3. The vessel has been declared a LOSS and is in neutral territory with no crew.
  4. The vessel has been declared CAPTURED by the wizards, the org director or owner.

Capturing

A vessel may be ruled captured under one or all of the following conditions:

  1. The vessel's captain or most senior crewmate has surrendered the vessel.
  2. The vessel has been disabled and held without contest for 6 IC days (24 RL hours). 'Held' is defined as either landed in your shuttlebay or in a tractor beam.
  3. The vessel is abandoned and in neutral space.

Once captured, you or another member of your 'team' with the Computer Hacking skill may roll against it to determine if the computer can be subverted. You may take the vessel to an IC shipfitter or shipbuilder to re-register and re-mark the vessel.

Boarding Vessels

Boarding Ships

Ships on WNOHGB are the private property of the characters that own them. Any actions taken against players that board ships without the permission of the ship's owner or crew are subject to the IC consiquences for IC actions.

The only ships characters are permitted to board without prior permission are the public shuttles. These ships are listed under @shuttles.

Boarding Stations

Stations serviced by public shuttles are open to the public. However, many of these stations have restricted areas that are not open to the public.

As with private vessels, the player is responsible for the IC actions of their character. Any IC consiquences that result from a character being someplace that they should not be are irreversable and non-negotionalble.

Ship Registries

Prefix Description
USS Galaxy Alliance Military Vessel (Starfleet)
SS Galaxy Alliance Civilian Vessel
CAC Chrysalian Auxiliary Craft (shuttles/runabouts)
CCV Chrysalian Civilian Vessel
CTS Chrysalian Trade Ship
CMS Chrysalian Military Vessel
KMV Khardasi (Cardassian) Military Vessel
KUV Khardasi (Cardassian) Union Vessel
RMV Rihannsu (Romulan) Military Vessel (RSE Military/Galae)
RCV Rihannsu (Romulan) Civilian Vessel (RSE Civilian registry)
RAV Rihannsu (Romulan) Auxiliary Vessel (Shuttles, smaller craft)
BCS Beeraxi Civilian Ship (Beeraxi Confederation Civilian registry)
BDS Beeraxi Defense Ship (Beeraxi Confederation Military Vessel)


Registry Description
NCC Naval Construction Contract (Starfleet)
NX Naval Experiment (Starfleet Prototype)
NAR Alliance Civilian Registration
NDT Alliance Civilian Registration
NGP Alliance Civilian Registration
NTD Alliance Civilian Registration
CIC Chrysalian Identification Code
CMR Chrysalian Military Registry
KRMV Khardasi (Cardassian) Registry for Military Vessels
KRUV Khardasi (Cardassian) Registry for Union Vessels
RMIN Rihannsu (Romulan) Military Identification Number
RCIN Rihannsu (Romulan) Civilian Identification Number
BR Beeraxi Registration

It should be noted here that ship transponders may have a false overlay signal or may assume the identity of a friendly ship in order to subvert local defenses.

Deadmanning

The 'deadman' command is designed to take a ship out of IC play during a TP or other event where it is involved. From a console, simply type 'deadman' and the process will begin. Deadmanning takes 2 minutes, during which time if the ship is involved in combat, it is vulnerable to attack as the weapons are powered down and shields are dropped. Undeadmanning takes 15 seconds and will place the ship back into IC play. Type 'undeadman' at any console to do this.

This command should not be used simply because a player disconnects. If you are mid-flight, stop, power down the ship, lock all consoles, and disconnect. Unmanned ships are protected by RoE (see news roe space). If a ship is deadmanned during IC combat, any destruction or damage taken will NOT BE RETCONNED.

Physical Combat Rules of Engagement

Where No One Has Gone Before offers a wide variety of realistic combat tools and verbs as a way to assist your RP and help the 'realism' of this text-based RPG. While we encourage people to role-play combat, for the sake of variety and to utilize the skill-system we have here more effectively, we offer the following:

Various weapons, such as phasers, knives, swords, shotguns, daggers.
Various verbs that are combat related, including, but not limited to: punch, kick, bite, slap, hit, headbutt.

In order to facilitate the Role-play, and to keep this game from becoming another hack'n'slash MUD, WNOHGB has a few guidelines that players MUST adhere to when using combat verbs.

Pose: The player making the attack must first pose that they are attacking the other player. Please keep things IC, and don't attack someone for no reason other than to use the combat code. Example:

Bob grumbles as Rob throws a glass of water in his face. "Hey, you want a piece of me?" Bob says, pulling a phaser out of its holster.
draw phaser
Bob draws a Type-II Phaser.

Notice in this example that Bob did not immediately start shooting Rob. It's not because he's a nice guy; Bob is adhering to the combat RoE rule of 'Pose first, then use one coded command'.

After Bob poses, Rob may respond. Rob will respond first with a Pose, then with a coded verb (If Rob wants to.).

Rob gasps as Bob draws his phaser. "Hey, I didn't mean it!" Rob puts his hands up and shouts out, before deciding to draw a phaser of his own.
draw phaser
Rob draws a BiggerThanYoMama's Phaser.

While we won't go over the tactical advantage Rob has with a BiggerThanYoMama's Phaser, we will say this: The rule is, Pose First, Use Coded Verb. Bob's next response can be to duck behind a brick oven and then fire, after which, if Rob is still alive/conscious, Rob can respond with the same.

Please adhere to the ROE for Hand-to-Hand. Pose, code, Pose, code. We do monitor all combat and will enforce punishment for violation of combat as necessary. The only exception to the Pose, code, pose code rule is if the two players involved in combat agree to the use of the combat code.

Please note that when you use the combat system it is IC for purposes like sparring or brawling. You CAN be killed in Hand-to-Hand combat when all of your SDC and HP are gone. If you're not sure what these mean, type in-game: news attributes, or try Attributes. When in combat, you can type 'health' to see your current SDC and HP. SDC is attacked first in combat, then HP. When you start losing HP, you're being severly injured and when your HP gets to 0, you die.

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