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Administrative Rulings: Difference between revisions

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=== Antagonistic Ghost Roles ===
=== Antagonistic Ghost Roles ===
* Playing Xeno, Rat King, Entropic Colossus and similar ghost roles as friendly towards crew is <span style="color:red">not allowed</span>. {{AnchorLink|antag-ghostroles-friendly}}
* Playing Xeno, Rat King, Entropic Colossus and similar ghost roles as non-hostile is <span style="color:red">not allowed</span>. {{AnchorLink|antag-ghostroles-friendly}}
** <span style="color:green">You may</span> act friendly towards crew to mislead and trap them or otherwise aid you in your objectives, but you have to turn hostile at some point.
** <span style="color:green">You may</span> act friendly towards crew to mislead and trap them or otherwise aid you in your objectives, but you have to turn hostile at some point.



Revision as of 12:02, 25 March 2026

Note: I am just collecting stuff here from memory, this hasn't been reviewed by Headmins yet.

Concerning Antagonists

Antagonistic Ghost Roles

  • Playing Xeno, Rat King, Entropic Colossus and similar ghost roles as non-hostile is not allowed. [ Link ]
    • You may act friendly towards crew to mislead and trap them or otherwise aid you in your objectives, but you have to turn hostile at some point.

Zombies

  • Zombies may not attack borgs unless they were provoked. They do not inherently view them as food. If provoked, they may continue attacking the borg until their chassis is destroyed. [ Link ]
  • Zombies may not attack or destroy structures unless they know there is food (living beings) behind them. [ Link ]
  • Zombies may not be non-hostile. [ Link ]
  • Zombies may not hide in disposal chutes or flush them. [ Link ]

Concerning Gameplay

General

  • Felinids and other species that can enter duffel bags may not abuse this mechanic to avoid being damaged by Zombies. [ Link ]

Engineering

  • GarTEGs and other constructions that abuse game implementation details to produce something in vast quantities are not allowed. [ Link ]
  • They make little sense ICly, look and feel unsafe and are generally too "game-y".
  • Rule of thumb: The things you construct should make sense and not recklessly expose other crew to danger from an IC perspective.