Tom Clancy's Rainbow Six® Siege X

Tom Clancy's Rainbow Six® Siege X

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Siege's Book Of Law (How To Settle Any In-Game Dispute)
By Goo
Is your team constantly arguing about past round mistakes and getting a little trigger-happy with each other? Let's set a proper set of rules of conduct for these cases -- Siege's Book of Law, By Goo -- Original: Siegenerd.com
   
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Preface
Hey Steam, so, I didn't intend to post this on here originally but a user by the name of Tiromir recommended on Siegenerd.com that I do, so that more people would see it and more people would be positively affected, sorta say.


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Anyway: I usually advertise Siegenerd.com as a "better formatted, prettier version" of whatever I post on Steam. This case however there really isn't much to format, since it's all text... so if you wanna you can still check out the original version posted on there; but there's not much of a difference really.

Other than that, I post lots of cool stuff on my site so if you like my content that's where you can find more of it:



Link:
https://siegenerd.com/
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Author's Note
Hello Dear Reader, I appreciate that your level of interest and engagement with Rainbow 6 Siege’s legal system is high enough to want to refer to a document that settles all disputes formally.

As you may have realized, Rainbow 6 Siege is as much of a teamwork game as it is a conflict melting pot. Failed clutches, in-the-bag games being thrown or choked, accidental and also intentional team killing or blue-on-blue damage, insults, humiliation, deliberately tampering with the team’s assets, etc, etc. There are tons of aspects and shades to what goes into making a functional team, and many of them go wrong or unaccounted for, especially when playing with random strangers on matchmaking.

I trust this guide will be of use to settle most if not all possible disputes within the game. Share this around if you are looking to spread some sort of standard procedure to deal with team dynamics.

The guidelines explained in the articles below only apply to determine a maximum punishment. They are not to be followed strictly if the individual or team decide to forgive a particular action by a friendly. Particularly, in ranked matchmaking, since the games cannot be abandoned, there is no kick from match option, and there are more rounds, I personally recommend you let some offenses slide, as dealing the punishments, even though warranted, may unnecessarily escalate negative situations with volatile individuals. Justice is often not the best route to victory, but compromise.

With that, let us begin.
Article 1 - First Degree Teamkill
A first degree teamkill constitutes the aggressor performing a teamkill on one particular ally at the very beginning of a round. The cause of the teamkill is then taken into account, if the aggressor is applying a punishment to the victim, consult the following articles to determine its justification. If, after citing Siege’s Book of Law, the punishment was not warranted, the teamkill is then considered a felony.

In casual matchmaking, a felony charge resolves in a teamkill by a third party teammate; or being voted and kicked from the match.

There are some occasions where making a fellow teammate sit out a full round is justified. However, when it is not justified; the lawful response by the team is to make the aggressor sit the round out as well. Or in the case of casual matchmaking, be removed from the game for being a problematic individual.
Article 2 - Second Degree Teamkill
If a particular player was victim of a first degree teamkill, and their team did not respond to the situation accordingly; they are entitled to a revenge teamkill at the start of the next round. Again, this is when your team does not kick the original aggressor, as they should have done.
Article 3 - Manslaughter
When a player has been killed by an ally as a result of an accident during a firefight with the enemy, the aggressor is not responsible or liable. If the teamkill occurred in a round-losing scenario, the standing of both the victim and the perpetrator are taken into account. If the perpetrator is found to be of low standing when compared to the victim then, in casual matchmaking, he is to be voted for kicking so the team decides if they are fit to stay. Revenge team killing is not to be taken into action against a case like this unless the offense is recurring.

In case the victim is the one to be in lower standing, it is fair and expected of the team to assume the accidental kill was their fault, and move on with no further action.

Player standing is defined by player KDA in that match, positive game impact, and to a lesser extent, rank and clearance level.
Article 4 - First Degree Murder of a Hostage
Premeditated killing of a hostage out of spite is to be punished by instant kicking from the game of the perpetrator in the case of casual matchmaking; or by a life sentence at the hands of the team. A life sentence according to Siege’s Book of Law is defined as four members of the team coordinating to teamkill a particularly problematic member of the team at the start of every round from that point onwards, or until they abandon the match. It’s the highest form of punishment of course.

When a team decides on applying a life sentence to an individual, specifically in ranked matchmaking where there are more rounds per match, they must take into account they are clear for four teamkills without running out of them; as having the perpetrator live a round of overtime because the team has ran out of available teamkills; and even further after the subject has been put down round after round, will undoubtedly backfire on the team and the individual, as expected, will repeat killing the hostage or mass injuring the team.

The person closest to the perpetrator on spawning can injure them, and have the according ally take the teamkill; that way their possibility of harming allies is way reduced.
Article 5 (Not that one) – Second Degree Murder of a Hostage
Accidental killing or untimely injury of a Hostage leading to the team’s losing of a round. In the case of casual matchmaking, the subject is to be kicked as long as everyone agrees to the decision; since the game will find and fill in a replacement. In the case of ranked matchmaking, depending on the match score, the subject is to be pardoned by the team in case the match is being won or at an even score. If the match is perceived and declared to be lost by the team, team killing the individual as a way to make them sit out a round as punishment for making the team lose a round earlier is a fair punishment. Especially if the player has had low KDA or game impact during the game, which would mean they’ve done more harm than good to the team’s chances to win.

If it was a mistake made by a player that is leading the team in score and has previously clutched a round, etcetera; do not teamkill them as punishment, out of respect, as they’ve had more positive impact on the game than you did; except for the one event where they did cause a loss by killing or injuring the hostage.
Article 6 – Sabotage
Sabotage refers to any intentional destruction of team equipment. This is a light offense and does not have any punishment, but the team must then keep a close eye on the perpetrator for further offense.
Article 7 - Grand Sabotage
Grand Sabotage constitutes any action that is blatantly attempting at hurting the team’s chances to win a round. The difference between Grand Sabotage and just Sabotage is the value of the assets destroyed by the perpetrator.

The destruction of a 5-plate full armor pack, Yokai drones, multiple team’s assets such as all of a wall’s shock wires or a full hallway worth of barbed wire, Valkyrie cameras, opening a Mira window when you’re not supposed to; are all examples of grand sabotage.

Grand Sabotage is to be punished by vote kicking the individual (in the case of a casual match), or in the case the perpetrator is of low standing, teamkilling or even a life sentence if the team considers the subject is dangerous to the rest of the team.
Article 8 – First Degree Assault
Often times, perpetrators will attempt to circumvent the teamkill limit rule by limiting themselves to harming their fellow teammates instead of eliminating them. First Degree Assault involves the harming of 1 victim intentionally; past 25-30 points of damage.

For example, the perpetrator dealing 70+ damage to an ally by shooting them close range with a revolver, etc.

Before applying punishments, one must consider the reason for the perpetrator’s action. If they are “in the right” or setting things straight with the victim from a past round’s quarrel; let them sort it out before joining the issue.
Article 9 – Mass Assault
Individuals dealing substantial amounts of damage to multiple allies intentionally are fit for a teamkill, followed by a kick from the match. Normally not only they are a direct threat to the team’s success, but Mass Assault tends to signify this person may have already teamkilled or is planning to teamkill in a future round. It’s a clear tell the person is not attempting to win or collaborate, but just grief their team.
Quick note: Tapping*
Tapping is a way of telling people they did or doing something wrong. If an ally is reinforcing between bombs for instance, tapping them with a bullet in the back or limbs is a way of letting them know they should stop. Of course, this is for when these allies are unresponsive to chat or voice chat.

From this point onward for the following articles, tapping is often recommended as light discipline or a hard-to-ignore way to notify allies they are doing something counterproductive.

Taps should not deal any much more than 20 damage. Remember taps aren’t really a “punishment” but a way to let allies know, so even 1 damage does the trick if what you’re looking for is getting their attention with a hitmarker.

Keep in mind if you tap somebody that is of higher standing than you, they may tap you back again. And finally, taps should always be a single shot. Tapping people with multiple shots may come across as griefing or a teamkill attempt.



Shoutout to SAU_SIEGE you guys already know his stuff.
Article 10 – Preparation Friendly Fire
Similar to assault, but accidental instead of intentional. Accidental Friendly Fire during the action phase is par for the course and must not be punished. However, during the Prep-phase, the process is a little bit different; and it involved the classification of the Friendly Fire.

If the perpetrator accidentally shoots a teammate’s feet trying to kill a drone, the process is like so:

  • 20 or less damage – No punishment/”Tap” the enemy if they are of low standing.
  • Around 40 damage – Tapping back
  • Over 50 damage – Equal Damage (Damage the perpetrator until you are even on health)
  • 80 or more – Standing is taken into account. 80 or more accidental damage is a strange sight; if the perpetrator is of high standing, you could ask for a reset or for a stim, if the perpetrator is of low standing; kicking or teamkilling* is an option. *Under your own risk.

If the accidental friendly fire happens due to impact grenades: If the victim was in the trajectory of an impact thrown to connect bombs and he/she is hit directly, it is the victim’s fault as it is assumed the throw-er threw the impact and the victim then moved in it’s way.

If the damage happens due to an ally being inside the area of blast of an impact nade; it is nobody’s fault. If the impact-thrower is of low standing, the victim can consider tapping back.
Article 11 – Incorrect Landscaping
The destruction or reinforcement of the wrong areas of the map can be detrimental to a team’s success in multiple levels. Depending on how detrimental a change is, the response by the team can be either verbal, or a tap for bigger mistakes such as breaking open a hatch that should always be reinforced.
Article 12 – Performance Enhancing Cheats
If an individual on your team is using hacks, and you can easily confirm so; the punishment is a life sentence by the team; starting with your first teamkill; inviting everyone else to not be dirty and let themselves be carried by a hacking individual.

If your team is not complying with you (maybe they are in the hacker’s squad, being boosted up the ranks); and you have already teamkilled the hacker once, you can tap down the hacker’s health as low as you can, so that they will not just steamroll your fellow rainbow 6 players on the enemy team.

Remember to report hacking individuals, and don’t let yourself be tilted or discouraged by losing to a hacker; you may have had some bad luck, but that doesn’t take away your personal skill, and you will for sure get those rank points back. :)

If you played against or along a hacker on your team, wait or play a casual match before re-queueing for ranked, just in case, so that you don’t run into them again; wasting your game time and tilting you further into insanity.
Thoughts?
If you agree with these 12 rules, I encourage you to share it with your Siege friends so we can get a bit of an standardized code of conduct to deal with problematic allies and to avoid the over-punishing of new players by trigger happy topscorers.

Tell me what you think in the comments below:
87 Comments
Goo  [author] Mar 25, 2022 @ 12:45am 
@i asked I would think mostly no; its from before reverse friendly fire was included in the game.
i asked Mar 24, 2022 @ 6:44pm 
is this still valid
sam Oct 7, 2019 @ 12:22am 
sounds fun
sotilaspoliisi Jul 22, 2019 @ 9:44am 
still fun to read :D
Goo  [author] May 11, 2019 @ 9:23am 
@LOOMY-DORITOS[hun].exe I'd say these rules aren't up to date anymore, considering the changes to Friendly Fire.
LOOMY-DORITOS May 11, 2019 @ 6:34am 
These rules punishes some people for simply being noobs.
LOOMY-DORITOS May 11, 2019 @ 6:27am 
Responding to FF, with FF, is not a good idea.
CrimShady Jul 18, 2018 @ 12:18pm 
:D
Goo  [author] Jul 18, 2018 @ 12:17pm 
@Crim Thanks :D
CrimShady Jul 18, 2018 @ 12:16pm 
oh cool, btw ive read a bunch of ur guides and they are pretty nice and well done