(I already have a good deal of text written for these, but wanted feedback on the abstracts before getting too committed.)
Judicial Expansion ------------------ Players opt-in to the judge list. When a judge is needed, assign to the first on the list that isn't ineligible, then move them to the end of the list. If the proto below also passes, both CFJs and Criminal Cases are assigned using the same list, keeping the workload for judges balanced. Criminal Cases -------------- Players can accuse each other of crimes. Weekly, an officer collects the accusations and creates cases, each being a collection of accusations made towards the same player (this allows accusations related to the same action(s) to be grouped together). Then assign them to judges (arbitrarily, or using the above). For each charge in a case, the judge rules GUILTY or NOT GUILTY. That same officer takes all the finished cases and creates Punishment Packages. A Punishment Package is a list of effects, chosen from the list of appropriate punishments for each crime, that requires Agoran Consent. When a Punishment Package reaches Agoran Consent, its effects apply to the perp. As for crimes themselves, what follows is the proto text: { Crimes are divided into Classes, and Levels. Each Class specifies general qualifications and appropriate punishments. Low Level crimes are variants that occur through negligence and/or have minimal impact on game flow. High Level crimes are variants that occur intentionally and/or have significant impact on game flow. Punishments appropriate to Low variants of a crime class are also appropriate to High variants of the same class. For any punishment that states a range, the Punisseor MAY choose any value within the range. Faux Pas is a class of crime that represents poor form and violations of procedure that do not involve abusing agreements or specially granted powers. Appropriate Low Punishments: -Cause the perp to transfer 1-5 shinies to Agora. -The perp SHALL write an apology, including up to 10 required words chosen at the Punisseor's discretion. Appropriate High Punishments: -Reduce the perp's weekly AP by 1-2 for up to 4 weeks. Vow Breaking is a class of crime that represents breakages of agreements. Appropriate Low Punishments: -If the crime involved not giving or receiving promised assets, cause the perp to transfer the amount (of the same type(s)) of assets promised, to the entity they were promised to. -The perp SHALL write an apology, including up to 10 required words chosen at the Inquistor's discretion. Appropriate High Punishments: -If the breakage involved not giving or receiving assets, cause the perp to transfer up to twice the amount (of the same type(s)) of assets promised, to the entity they were promised to. -If the breakage involved an Agency created by the perp, dissolve that Agency. -If the breakage involved an Organization, cause the perp to no longer be a member of that Organization. -If the breakage involved a Promise, the perp SHALL NOT make promises for up to 4 weeks. Malfeasance is a class of crime that represents misuse of elevated privileges or negligence in elevated duties, particularly those granted by offices. Appropriate Low Punishments: -Cause the perp to transfer 1-10 shinies to Agora. -The perp SHALL write an apology, including up to 10 required words chosen at the Punisseor's discretion. Appropriate High Punishments: -If the crime involved an office, cause the perp to resign from that office. } Thus, Low Variants are similar to Yellow Cards, whereas High variants are more egregious. Violations of non officer SHALLS and SHALL NOTS, Faking, Making My Eyes Bleed, (potentially) Endorsing Forgery, and excessive NttPF posts would be potential Faux Pas. Vow Breaking is basically just an expansion of breaking Pledges that adds on a way to equalize the situation. Malfeasance is mostly for SHALLS and SHALL NOTS of offices. I'm debating a fourth category for Endorsing Forgery and other extremely serious crimes. Haven't decided yet.
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