i'd like rule 4 to change to
with the new set of precedents listed being4. Lone antagonists have freedom from (most) crewmember rules.
With the exception of metagaming/comms, bug/exploit abuse, erotic/creepy stuff, OOC in IC or IC in OOC, or spawn-camping arrivals, solo antagonists may pursue any goals they wish, in any way they wish. Crewmembers may similarly handle antagonists in any way they wish, but are not allowed to pre-emptively search for, hinder or otherwise seek conflict with antagonists without reasonable cause to do so. Team antagonists can do as they wish as per lone antagonists, but their actions should neither harm their teams efforts, nor willingly allow the goals of the team to be stopped through inaction. Emulating an antagonist by action or outfit puts you at risk of being treated as one.
and then, for the real meat of this proposal, the great EnHeadening. rule 5 would be as follows.Non-antagonists are allowed to assist antagonists with good IC reasoning, but assisting an antagonist doesn't mean you get a pass on acting like one. If in doubt, ask an admin if a particular action is okay. Depending on the level of assistance, sufficient IC reasoning could be simply treating everyone who goes into medbay regardless of them being a murderer or not, all the way to being threatened under pain of death by an antagonist to do something.
The relationship between xeno queen and xeno is treated the same as malf AI and borg, and are considered team antagonists for the purpose of main rule 4. Xenos should prioritize following the directions of their queen where possible.
Ghosting out mid-conversion, going AFK, suiciding, or logging off when converted to a team antagonist position can result in warnings from an admin; extending to bans for repeated behaviour. This extends to when Command/Security mindshield implants an individual to their side in said modes. Let an admin know if you cannot or do not want to play any of the above mentioned roles. Admins will attempt to transfer the role to someone else. Obviously, if an admin does so for a player, the player must not use knowledge of that antagonist position existing.
with the rule 5 precedents being changed as follows5. Players in vital job roles require a minimum amount of effort.
As a Head of Staff, you should be a reliable worker for your department, and are expected to perform the minimum duties of that role to the best of your ability. As an upside, being THE BOSS allows you to dictate the workflow of your department as you like, so long as you are reasonable - and have the ability to demote staff who do not comply, with similar protections that security is afforded for valid arrests. Notify admins if you must leave near round start, and make an attempt to inform other players IC as well for Command or AI roles.
that's right, i got rid of all the goddamn rule 5 precedents. they're baked into rule 4&5 now. less bloat and cross-reference for everybody.
head of staff players should have more unquestioned control and authority over their departments, they are THE GODDAMN BOSS, and as such should also probably be the one dude you should be able to rely on, and set an 'example' for their employees.