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Update Server Rules #2586

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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 dead drop are allowed to seize the contents of the pod and redeem it for FUCs at the NFSD Outpost.
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-- NFSD are not allowed to activate dead drops themselves or knowingly work with persons who have activated one with the intentions of smuggling.
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- Funds acquired on board vessels belonging to The Syndicate can be seized and deposited into the NFSD bank account. Officers may not keep these funds for personal use.
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</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 refusing training, trying to farm playtime or insisting on working alone can face consequences IC or be ahelped for their actions.
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-- Repeated incidents may be considered a sign of poor leadership. Cadets are your responsibility.
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</Document>
4 changes: 4 additions & 0 deletions Resources/ServerInfo/_NF/Guidebook/Rules/6_Safezone.xml
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Expand Up @@ -18,4 +18,8 @@
-- 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.
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-- The SR and STC cannot grant permanent or extended docking to Frontier Outpost.
-- Exceptions can be made for shuttles specific to outpost staff roles at the discretion of the SR or STC, but must be managed to keep docks clear at times of high demand.
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</Document>
8 changes: 8 additions & 0 deletions Resources/ServerInfo/_NF/Guidebook/Rules/9_Pirates.xml
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Expand Up @@ -3,11 +3,19 @@

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 (do not remove thrusters, power generation, shuttle console, crew console and all fuel).
-- 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, this can be taken as them accepting that they may have to respawn. In this case, they can be left to rot on a point of interest or left behind if saving them would compromise the safety of the pirate crew.
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- 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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