diff --git a/src/design-proposals/nanotrasen-colonial-law-and-procedure/Article 5 - Sentencing, Trials, and Hearings.md b/src/design-proposals/nanotrasen-colonial-law-and-procedure/Article 5 - Sentencing, Trials, and Hearings.md new file mode 100644 index 00000000..fc230b4b --- /dev/null +++ b/src/design-proposals/nanotrasen-colonial-law-and-procedure/Article 5 - Sentencing, Trials, and Hearings.md @@ -0,0 +1,354 @@ +# Sentencing, Trials, and Hearings + +## Table of Contents: + +1\. Legal Definitions +2\. Sentencing +3\. Court Proceedings +4\. Classified Court Proceedings +5\. Captain’s Mast +--- + +## **1\. Definitions** + +Judge: The current legal arbiter of a trial or hearing. +Prosecution: The party pressing charges. +Defendant: The party being accused. +Defense: The party representing the defendant: May be the defendant themselves. +Charge: An accusation of a crime. +Sentence: An official judgment of a crime committed and accompanying punishment to serve. +Plea: An official statement in court from the Defendant about whether they are guilty or innocent. +Verdict: An official determination of guilt, by the presiding Judge. + +--- + +## **2\. Sentencing** + +Sentencing is the act of determining a suitable punishment for convicted criminals. +The presiding Judge determines the sentence after they have made an official verdict. + +### **Processing Priority** + +At any given time, at least one legal authority must be in charge of sentencing aboard the station. +Typically, this is the Judicial Officer, but in their absence, the responsibility falls upon the following order of succession: + +1\. Judicial Officer +2\. Executive Officer +3\. Captain + +The Judge is responsible for: + +* Determining which level of hearing is suitable for the charges. +* Delivering a verdict: Whether or not the defendant is guilty. +* Determining a sentence: The amount of brig time and/or alternative punishments to assign. + +The Captain still holds the most legal authority aboard the station, and has the final say in any legal matters. + +### **Standard Punishment Lengths** + +The following times are to be used as a baseline, based on the severity of crime committed: + +* Infraction: No brig time. +* Misdemeanor: 10 minutes. +* Felony: 20 minutes. +* Capital Offense: Permanent. + +### **Executions** + +At the Judge’s discretion, a permanent sentence may be raised to an execution. +Any executions need express permission from the presiding Captain, and cannot be authorized in the absence of one. + +Executions are recommended only when multiple Capital Offense charges have stacked, or if a single Capital Offense has been aggravated multiple times. + +### **Crime Categories and Stacking Crimes** + +Charges from the same Crime Category cannot be stacked for the same sentence. Only the highest offense in that category will be counted. + +Multiple crimes from different categories can stack freely, up to a maximum time of 40 minutes. +If the brig time exceeds 40 minutes, the Judge is recommended, but not required, to elevate the punishment to Permanent Confinement. + +The Judge may choose to elevate a permanent sentence to Execution, if multiple Capital Offenses were committed at the same time. + +### **Aggravating Circumstances** + +Aggravating circumstances increase the severity of a punishment. +At their discretion, the Judge may decide to simply increase the punishment, or to elevate the crime tier by one level. + +**Attempted/Planned Crime**: +Attempted or planned crimes are to be charged as the full crime committed, so long as there is clear evidence. A crime should not be charged as attempted if there is a more fitting lesser crime. + +**Alert Level**: +Committing a crime that directly goes against restrictions placed during a heightened alert level, or directly goes against a public announcement made by Command. + +**Brutality**: +The crime was committed recklessly, with no regard for collateral damage, and/or with a complete lack of remorse. + +**Evasion of Enforcement**: +The defendant greatly resisted arrest, or otherwise evaded and obstructed security from charging them. + +**Parole Violation**: +The crime was committed while the defendant was on parole, or serving an alternative sentence. + +**Privileged Victim**: +The crime was committed, and concerns a member of high ranking or authority under NanoTrasen. + +**Repeat Offense**: +The Defendant has already been sentenced for the same crime this shift. + +### **Extenuating Circumstances** + +Extenuating circumstances decrease the severity of a punishment. +At their discretion, the Judge may decide to simply decrease the punishment, or demote the crime tier by one level. +The Judge may also decide to waive punishment entirely, but the Judge is recommended to use this power sparingly. + +**Cooperation**: +The defendant cooperated with Security personnel and did not resist. + +**First Offense**: +The defendant has no criminal record this shift, and only committed the single charged crime. + +**Enforcement Incompetence**: +Security used excessive force to perform the arrest, took excessive time to process the defendant, or otherwise greatly inconvenienced the justice process. + +**Self-Defense**: +The crime was committed in self-defense. + +**Self-Reported**: +The defendant turned themselves into Security, and/or willingly returned any stolen property. + +**Necessity** +The defendant has shown that the crime they committed was necessary to prevent some greater harm. + +**Victim Involvement**: +The victim personally requested that the charges should be dropped or reduced. + +### **Alternative Punishments** + +Alternative punishments may be offered as a replacement or reduction to brig time. +The Defense can argue for alternative punishments, but the sentence is ultimately up to the Judge. +Possible alternative punishments are listed below: + +**Community Service/Station Labor**: +The detainee agrees to serve some time performing hard labor for the station while under watch by Security, or while in confinement. + +**Demotion**: +The defendant loses their current job and is hired to the position below them. + +**Disclosure**: +The defendant agrees to reveal incriminating information about their accomplices, or any other critical information relevant to station security. + +**Financial Compensation**: +The defendant agrees to pay scrip to the victims, to cover the cost of the crimes committed. + +**Reverse Damages**: +The defendant promises to reverse damages, or reveal the location of stashed stolen goods. + +### **Parole** + +The Judge may offer parole if they deem the defendant capable of genuine reform. +Parole can be discussed with a representative lawyer, after the prisoner has served at least half of their sentence, or 20 minutes in the case of permanent sentences. +The Judge is highly recommended to consider parole offers that result in increased productivity and profits to NanoTrasen. +The Judge, with the Warden’s express approval, is highly encouraged to have a Security Officer assigned as the defendant’s parole officer. +Parole may have additional conditions, as listed below: + +**Community Service/Station Labor**: +The detainee agrees to serve some time performing hard labor for the station while under watch by Security, or while in confinement. + +**Character Reform**: +The detainee agrees to an appointment with a station Psychologist or Chaplain, who evaluates their level of remorse and likelihood to reform. + +**Free Parole**: +Detainees expressed good behavior while in custody, and may be tentatively freed from their sentence, so long as they check up with security regularly. Security may choose to require them to use a Bodycam, Electropack, and/or Tracking Implanter. + +--- + +## **3\. Court Proceedings** + +There are multiple types of court proceedings, held based on the severity of the charges. +It is up to the Judge to select which proceeding should be held, and to determine which cases are sufficient to go to Trial. + +### **Summary Hearings** + +A quick, informal judgment for minor offenses. +Held for Misdemeanors. +Also held when protesting an Infraction. +Target time is 1-2 minutes. + +### Prosecution: + +* Arresting Officer +* No one, in the case of a protested Infraction. + +### Defense: + +* Defendant self-representation. +* The defendant may request a lawyer, but their sentence will be paused until the lawyer arrives, and during any consultation. + +### Witnesses: + +* Witnesses are not allowed. NT will not waste valuable productive time on a Summary Hearing. + +### Procedure: + +1\. Prosecution reads their charges. +2\. The Judge proposes a sentence for these charges, and asks if the defense pleads guilty. +3\. If the defense pleads not guilty, they state their case and present any relevant evidence. +4\. The Judge reviews the defendant’s case, and adjusts their sentence if necessary. +5\. The Judge closes the case with their verdict, and the officer either lets them go free or escorts them to the brig to serve, as necessary. + +### **Formal Hearings** + +Lengthier, formal hearings for more severe crimes. +Held for Felonies. +Also held for Capital Offenses that do not wish to escalate into a Trial. +Target time is around 15 minutes. + +### Prosecution: + +* Arresting Officers must have an Internal Affairs Agent represent them as prosecution, so that they may return to their duties should it be needed. + +### Defense: + +* A lawyer must be offered to represent the defendant. +* The defendant can still choose to self-represent, but it is not recommended. + +### Witnesses: + +* Witnesses are only allowed if it is absolutely essential to the determination, and to a maximum of one per side. +* Witnesses may not be allowed to be Command, Security, or other essential jobs that cannot afford to be away from their post. + +### Procedure: + +Pre-Hearing Consultation: + +* Both sides may briefly consult with their representation, before the Trial officially begins. +* Consultations are confidential. Statements said in consultation never have to be disclosed. +* There is no strict time limit on consultation, but time spent consulting does not reduce any eventual sentence. +* Both sides are recommended to plan for and consider: + * Whether they will plead guilty or not guilty. + * What witnesses, if any, they intend to call. + * Whether any aggravating or extenuating circumstances apply. + * Whether a plea deal for an alternative punishment is worth pursuing. + +1\. Opening + +* The Judge identifies all participating parties, and reads the formal charges aloud. + +2\. Plea + +* The Judge formally asks: “How does the Defendant Plea?” +* If the Defense pleads guilty, skip to step 5 (Sentencing) +* If the Defense pleads not guilty, proceed. + +3\. Presenting Cases + +* The Prosecution presents their case in its entirety, followed by the Defense in its entirety. +* Any physical evidence must be formally presented before the Judge, and entered into the record before it can be referenced in argument. +* Each side may bring their witnesses to the stand and question them directly. + * After each witness, the opposing side may briefly cross-examine. +* The Defendant may choose to testify. If they do, they are subject to cross-examination. + +4\. Verdict + +* The Judge delivers a verdict on each charge. +* If the Defense is found Not Guilty on all charges, the hearing closes immediately. + +5\. Sentencing + +* Both sides may now argue for aggravating or extenuating circumstances that should influence the sentence. +* Either side may also propose a plea deal, for an alternative punishment in lieu of standard brig sentencing. +* The Judge considers these arguments and issues their final sentence. + +6\. Closing + +* The arresting officer either releases the defendant or escorts them to serve their sentence, as appropriate. + +### **Trials** + +Extremely in-depth, formal procedure, only for the most severe crimes. +Held only when the defense chooses to escalate a Capital Offense charge to a Trial. +May only be held with a NanoTrasen-approved Judicial Officer, not an acting Judge. +No target time. May be as long or as short as necessary for the Judicial Officer to come to a verdict. + +### Prosecution: + +* Arresting Officers must have an Internal Affairs Agent represent them as prosecution, so that they may return to their duties. + +### Defense: + +* A Lawyer must be offered to act as the accused’s defense. +* The accused can still choose to self-represent, but it is not recommended. + +### Witnesses: + +* Witnesses are allowed and encouraged. +* Witnesses can be anyone, including Security and Command. + +### Procedure: + +Pre-Trial Consultation: + +* Both sides may briefly consult with their representation, before the Trial officially begins. +* Consultations are confidential. Statements said in consultation never have to be disclosed. +* There is no strict time limit on consultation, but time spent consulting does not reduce any eventual sentence. +* Both sides are recommended to plan for and consider: + * Whether they will plead guilty or not guilty. + * What witnesses, if any, they intend to call. + * Whether any aggravating or extenuating circumstances apply. + * Whether a plea deal for an alternative punishment is worth pursuing. + +1\. Opening + +* The Judicial Officer identifies all participating parties, and reads the formal charges aloud. + +2\. Plea + +* The Judicial Officer formally asks: “How does the Defendant Plea?” +* If the Defense pleads guilty, skip to step 9 (Allocution) +* If the Defense pleads not guilty, proceed. + +3\. Opening Statements + +* The Prosecution gives a brief summary of what they intend to prove, and how. +* The Defense gives a brief summary of their argument or facts they intend to dispute. + +4\. Presenting Cases + +* The Prosecution presents their case in its entirety, followed by the Defense in its entirety. +* Any physical evidence must be formally presented before the Judicial Officer, and entered into the record before it can be referenced in argument. +* Each side may bring their witnesses to the stand and question them directly. + * After each witness, the opposing side may cross-examine. +* The Defendant may choose to testify. If they do, they are subject to cross-examination. + +7\. Closing Arguments + +* The Prosecution presents their closing argument, then the Defense. + +8\. Verdict + +* The Judicial Officer determines Guilty or Not Guilty for each charge. +* If the Defendant is found Not Guilty on all charges, the Trial closes immediately. + +9\. Allocution + +* The Defendant is given the floor to address the court directly and personally. +* They are not to be interrupted, cross-examined, or objected to in any way. +* This is the Defendant’s opportunity to explain themselves, apologize, or appeal to the court’s mercy. + +10\. Sentencing + +* Both sides may now argue for aggravating or extenuating circumstances that should influence the sentence. +* Either side may also propose a plea deal, for an alternative punishment in lieu of standard brig sentencing. +* The Judicial Officer considers these arguments and issues their final sentence. + +11\. Closing + +* The arresting officer either releases the defendant or escorts them to serve their sentence, as appropriate. + +--- + +## **4\. Classified Court Cases** + +--- + +## **5\. Captain’s Mast** diff --git a/src/design-proposals/nanotrasen-colonial-law-and-procedure/article-5_design_doc.md b/src/design-proposals/nanotrasen-colonial-law-and-procedure/article-5_design_doc.md new file mode 100644 index 00000000..f2edad8e --- /dev/null +++ b/src/design-proposals/nanotrasen-colonial-law-and-procedure/article-5_design_doc.md @@ -0,0 +1,224 @@ +# Station Protocol Rework: Sentencing, Trials, and Hearings + +| Designers | Implemented | GitHub Links | +|---|---|---| +| SOP Workgroup, Document written by Alicios| :x: No | TBD | + +## Overview + +This proposal provides a major overhaul of the current legal system, including Sentencing, Trial, and Hearing procedures. It majorly restructures the current legal job's power dynamics and role, creating a clear distinction between the "Enforcement" of Security, and the "Sentencing" of Legal jobs. + +The main intent of this overhaul is to make the procedures surrounding committing crimes open to many more roleplay opportunities. Crimes are less cut and dry, and have much more room to argue, create drama, and foster better roleplaying scenarios. + +## Background + +There are many issues with Funky's current legal system. + +The Warden is currently primarily responsible for sentencing, despite also having to keep an eye on the brig, handle armory access, watch monitors, and relay information from Emergency channels. Current SOP tries to emulate real-life legal systems, such as giving prisoners a right to a lawyer, giving them a chance to plead not guilty, and potentially escalating to trial. All of this is fundamentally impossible while the Warden is the only one in charge of sentencing. + +The Magistrate is the ultimate authority on Space Law verdicts, but is never present for any sentencing procedures. The only time the Magistrate is allowed to get invovled is when a case gets escalated to a full-on trial, which is an extreme rarity, and totally optional. Additionally, the Magistrate sits outside the normal Command power structure, and supersedes even the Captain and Head of Security. This does not align with Funky's future vision of the Captain being the ultimate authority on the station, and instead makes existing Non-CCVIP Command members feel impotent. + +Lawyers feel like they have no purpose. Security SOP and current Space Law barely supports Lawyers actually escalating charges to a court case. Brig times are far too short, and any amount of argument or legal battle would take far longer than the unmodified sentence. Lawyers do not even have security comms, so they cannot know if there is a client unless they physically sit in Security and ask every incoming detainee. + +Trials are rare, and when they do happen, they are incredibly long, unfocused, and have no clear points to fight for. There are no clear procedures to determine what is necessary to come to a verdict, and what consequences can even come from it. Often times, the main participants of a Trial are characters with Jobs that are much more important to the operation of the station, like a Command Member or Security Officer, which almost certainly results in the Trial having to get cut short without a satisfying conclusion. + +Punishments for breaking the law are intentionally short and inconsequential, because they were designed for a much shorter round length than what Funky has. There is no room for alternative punishments, and the Warden is encouraged to keep brig times low, because there is little to no interaction while in the brig, and players have a fear of "ruining someone else's round" + +Essentially, any and all interaction with legal battles in the game's current state is unwieldy, and completely voluntary. This proposal aims to push the legal system to the forefront of any criminal charges, in a way that is still efficient for gameplay's sake, but also allows for much more depth and nuance with every interaction. + +## Features to be added + +### Job Restructuring & Legal Department: + +Many of these changes are part of the larger design proposals from the SOP Workgroup, but it is important to highlight the ones that are vital for the Legal System. + +Head of Personnel (Head of Service) -> Executive Officer (Head of Legal)\ +Magistrate (CCVIP) -> Judicial Officer (Legal Deputy)\ +Internal Affairs Agent (CCVIP) -> Internal Affairs Agent (Legal)\ +Lawyer (Civilian) -> Lawyer (Legal) + +There is a new clear division between Security, and Legal staff. This will come with a comms channel specifically for Legal staff, to help the Legal team facilitate court cases, and hearings. + +#### Legal Department +Legal becomes its own department, with its own comms channel to facilitate smooth court operations, but it does not need major mapping changes. +Existing maps can just reuse the current Lawyer, Magistrate, HOP, and IAA offices, as well as the Court. + +A key design decision here is that the Legal Department is not solely focused on Legal/Security concerns. As SOP and Law are largely unified with our workgroup's proposal, the Legal department would be focused not just on court proceedings and law interpretations, but on also on administrative, bureaucratic, and regulatory duties. + +The Executive Officer would still be the primary authority on access changes, job hirings, and permit drafting. +The Judicial Officer gaining the power of legal regulation expands the Legal department's regulatory authority. +The Internal Affairs Agents are still concerned with performing departmental audits and SOP enforcement. + +The Legal Department stands to separate administrative duties away from CCVIPs, which should be an outside, third party entity, and solidify regulatory power under normal command structures, and especially under the Captain and XO. + +### Job Responsibilities & Authority: + +Power shifts as follows: +The Magistrate's ultimate authority on legal matters goes to the Captain, with the Executive Officer second in line. +The Warden's authority and responsibility in sentencing goes to the Judicial Officer, who is not Command/CCVIP, but instead a Deputy of the Executive Officer. +Internal Affairs Agents are now able to audit Space Law misinterpretations, much like how the Magistrate was previously. +(As part of a wider change from the SOP workgroup, audits are less powerful in general, but the authority to audit still falls upon IAAs) +The Executive Officer is now the Command member primarily responsible for the Legal team, and the one that all Legal members directly answer to. + + +### Expanded Sentencing +Since Sentencing is fully the responsibility of a single job, with a level of trust and authority, this brings the opportunity to expand punishments and sentencing as a whole. + +#### Crime Tiers +This is also part of the SOP Workgroup's Corporate Law proposal, but it is worth going over here. + +There are now only 4 tiers of crimes, each with FIXED punishment lengths in each tier. + +Infractions: Warning/Tickets\ +Misdemeanor: 10 minutes.\ +Felony: 20 minutes.\ +Capital Offense: Permanent. + +Permanent Brig time threshold is 40 minutes, instead of 20. + +Base brig time is generally higher, specifically to create opportunities for legal battles, and to create incentives to argue for Extenuating Circumstances, Alternative Punishments, and Parole. + +Long and Permanent sentences will become more common, but this does NOT mean actual time served will be higher. There will be opportunity to fight your way out of a long sentence, or prove your worth and get out early. + +#### Extenuating and Aggravating Circumstances +Circumstances make differences in sentence length a point to argue about, and create roleplaying opportunities, rather than being entirely up to Warden fiat. + +The Prosecution can argue for Aggravating circumstances, which increase the severity of the punishment. +Examples include: Brutality, Evasion of Enforcement, Privileged Victim, Repeat Offenses + +The Defense can argue for Extenuating circumstance, which reduce the severity of the punishment. +Examples include: Cooperation with Enforcement, First Offense, Self-Defense, Self-Report + +#### Alternative Punishments +Alternative Punishments are NT-approved alternatives to brig time, which create a clear target for either side to argue for. This makes sentences potentially much more interesting than "time out" in the brig. + +Examples include: Community Service/Forced Labor, Demotion, Whistleblowing, Financial Compensation, Reversing Damages + +#### Parole +Parole is the opportunity for a criminal to be freed from their brig sentence early, giving prisoners incentives to have good behavior, as well as providing opportunities for interesting roleplay scenarios. + +Examples include: Community Service/Station Labor, Appointments with the Chaplain/Psychologist, Parole with Tracking implants, bodycams, electropacks, etc. + +(This also gives Chaplains and Psychologists perfect opportunities to roleplay with criminals, with mechanical incentives as well) + + +### Court Procedures + +All arrests above a minor infraction must take the detained to court, to formally receive a sentence before the Judicial Officer. +Here, the defendant is given the opportunity to plead "not guilty", which initiates a formal legal procedure to determine their guilt, as well as what punishments they should receive. + +It is to be made VERY clear, that the intent is NOT to make every simple crime and sentence a full-blown trial that takes dozens of minutes. Your typical criminal charge with clear-cut evidence and/or low severity in punishments are supposed to be swift, and take only a few minutes at most. The intent is to allow criminals to negotiate alternative punishments, or smooth-talk their way out of punishments, and create meaningful legal roleplaying scenarios, NOT to add unnecessary bureaucracy and moving parts to every criminal interaction. + +It is also worth noting, that any Court Procedure above a Summary Hearing exclusively involves jobs that are fully committed to Legal scenarios. This means that those roles can put 100% of their attention to a legal procedure, without risk of interruption. They are also able to gather a level of expertise and knowledge of legal procedures, making the system much more efficient and interesting than otherwise. + +There are 3 levels of court procedures, which scale according to the potential punishment and crime severity. + +#### Summary Hearings +Quick, efficient legal procedure. 1-2 minutes. These are held for simple misdemeanor crimes, and anything of low severity. + +There is not supposed to be a ton of back and forth, just the opportunity for the defendant to state their case, or bring to attention details that may have been missed. The Prosecution is simply the officer who performed the arrest, to make it as quick and efficient as possible. The Judicial Officer opens with a proposed sentence, and gives the defense the opportunity to accept their charges with no pushback. + +Summary Hearings are largely reminiscent of the way the Warden used to determine brig times. + +#### Formal Hearings +Lengthier, proper hearing for crimes with a big enough punishment to warrant it. Could take up to 15 minutes, but they are only held for crimes that could potentially result in a punishment more severe than the time it takes to hold the hearing. Felonies and Capital Offenses receive Formal Hearings. + +Formal Hearings are the when legal representation comes into the picture. Security consults with an IAA, who will act as prosecution. The Defendant consults with a Lawyer, who acts as the defense. + +Each side presents their case, and potentially questions up to one witness, if necessary. After the Judicial Officer makes their verdict, the both sides are given the opportunities to argue for Extenuating and Aggravating circumstances, or make deals for alternative punishments. + +Formal Hearings are supposed to still be quick, but they just give both sides a bit more opportunity to explore all options, and utilize or exploit the legal system to their advantage. + +#### Trials +Extremely in-depth, highly formal procedure only for the most severe of crimes. Trials can take as long as necessary, and stop only when the Judicial Officer can confidently come to a verdict. Trials can only be held for Capital Offense charges, and only if the Judicial Officer approves it is worthy of a Trial. + +Trials consist of a formalized procedure, multiple witness and evidence examinations, and plenty of opportunity for roleplay and drama. + +Trials are capable of, and intended to, consume a Legal role's entire round. This is why they are entirely opt-in, and case-by-case. A Trial will NEVER be standard procedure for any crime, and only happen if all players involved wish to engage in formalized legal scenarios. + + +## Addressing Common/Anticipated Concerns +### Sentencing criminals will take too long. +Summary hearings are designed in such a way to directly replace the old "Warden-style" quick sentencing. For minor, inconsequential crimes, the criminal will be processed in hardly any time at all. The process is simply formalized and opens the floor for the defense to escalate into a more lengthy legal battle if they so desire. + +Even for Capital Offenses, the escalating to a full-on trial is a fully voluntary affair, and also up to the discretion of the Judicial Officer. Lengthy trials are an opportunity for players who WANT long trials to have them, without hurting the necessary efficiency of your everyday sentences. + +### There is no way a court hearing can happen in such a short amount of time. +The procedure for each type of Hearing is a formalized step-by-step process, and is intentionally designed to keep hearings brief and efficient. It reduces as much back-and-forth as possible, and focuses only on key facts and agreed upon talking points. + +Having jobs/roles that are knowledgeable and primarily responsible for Legal procedures will also dramatically cut down on rambling/unfocused court cases that we have now. Since Trials are so rare in current Funky, there is no common consensus on how they should be run, which leads them to be unfocused and inefficient. + +### Role bloat with a new department and/or new department will have nothing to do. +Every "new" Job in this proposal is a job that already existed. The things that a "Legal team" would do are already happening, it is just not formalized as a separate entity. It is simply reinforcing their responsibilities and reframing them as a team that works together, instead of disparate individuals from separate departments and power scales dysfunctionally trying to work together. +Each job other than the Judicial Officer is also intentionally designed to have alternative, lesser tasks when hearings/trials are not happening. Legal Jobs to not only exist within the court, they have their own tasks and assemble when necessary. + +XO -> Help the Captain enforce corporate policy, manage ID access, handle paperwork/permits\ +JO -> Participate in civil suits, or more casual Legal RP scenarios.\ +IAA -> Perform SOP audits, provide legal counsel, measure productivity quotas.\ +Lawyer -> Help draft civil suits, consult with brigged criminals, propose parole\ + +Once Unions are implemented, the Legal team will play a big part as correspondants between the general Crew, Unions, and Command. + +### Not everyone wants to participate in Legal RP. +Every Hearing/Trial procedure has a path of least resistance, so that if the arrested criminal does not wish to engage with Legal RP whatsoever, they have that choice. They can refuse consultation or legal representation. They can accept any charges without any pushback. The pipeline of arrest -> sentence -> brig -> continue still exists, it is just an option, rather than the only choice. Trials are completely optional, and no one will be forced into it if they do not wish to. + +### Brig times will be too long. +Brig times should be longer in general, to accompany Funky Station's inherently longer round time. Going through the whole process of an arrest only for someone to get a 5 minute sentence is a complete waste of time. There is no incentive to fight back or engage in any meaningful RP when there is no gameplay incentive to do so. + +Brig times are longer, but with the additions of Alternative Punishments and Parole, those who actually engage with the Legal System will be given opportunities to circumvent their "time out" time with RP scenarios. Talking with Lawyers, the Judicial Officer, the Warden, getting a new Job, consultations with Chaplains and Psychologists are all avenues to reduce your brig time, and result in much more interesting scenarios post-arrest. + + +## Game Design Rationale + +### Seriously Silly: +All levels of authority and importance with Legal jobs creates many opportunities for interesting and fun characters. +JOs and IAAs will be uptight, formal, and NT-loyalists. Lawyers may be "aligned with the people", and sympathetic. + +A proper framework for legal procedures opens the door for frivolous, humorous cases and lawsuits. + +### There is no Winning or Losing: +Currently, getting brigged is just about the most glaring instance of "clearly losing" in the game. There's barely any opportunity to fight it, there's nothing to do inside the brig, and the rules are structured in a way to just put you in "time out", and move on. + +This Legal overhaul creates opportunities for gray areas and ways to fight back against getting arrested at every opportunity. Even a permanent brig sentence is just an opportunity to consult a Lawyer and ask for parole. Getting arrested shouldn't feel like you "lost", it should just be the next chapter in your story. + +### Maintaining Authenticity: +Real-life Legal procedures are incredibly pedantic, formal, and take ages. We are not trying to emulate legal procedures for realism's sake. We are taking inspiration from real courts of law, and seeing which parts meaningfully create opportunity for conflict and roleplay, and condensing it into a manageable amount of rules for use in game. + +Many people are familiar with legal stories and dramas, with court cases in TV shows, and video games. The goal is to take that larger-than-life, dramaticized version of court, and inject that into the game. + +### Take Things Slow: +The old brig system is built for rapid-fire, in-and-out sentences. Brig times are incredibly short, and there is no room for argument or formal procedures. This is because the servers these rules originated from are also short. + +This system takes advantage of the extra time we have in Funky rounds to meaningfully expand upon what happens after you get arrested. Short, inconsequential crimes remain fast and efficient, but more severe, round-defining crimes are given the proper amount of attention and time to play out a scenario. + +### Maximizing Roleplay Potential (Avoid QOL Slop): +Adding in a human element to sentencing and legal procedures greatly encourages roleplay. Every player is given the opportunity to argue their case in their own way, and Legal jobs are given the opportunity to completely explore their role. + +### Dynamic Enviroment: +Every major crime becomes it's own story and fight in court. More moving parts creates more opportunities for breakouts, elaborate plans, and individual judgement. No two murder cases will ever feel the same. + + +## Roundflow & Player interaction + +This is a major change to sentencing and criminal interactions. It will affect every single arrest, impact almost any antagonist role that commits a crime. +This is why we have intentionally designed Summary Hearings to be quick and efficient, and emulate the old Warden quick sentencing. Not every crime needs a full on procedure; we should be putting time and effort into places where it matters, like major crimes. + +There will be a large variation in how Legal players interpret their role. Some JOs will be extremely strict and overly harsh, and create tons of conflict. Some will be incredibly lenient and get in trouble with the XO. This is intentional, and welcomed. + +It is mentioned in the relevant section, but Trials are entirely opt-in. No one will be forced into an hour-long legal battle unless they want to. All players who are charged with a crime will have to interact with the legal system in some capacity, but it should never completely consume their round unless they want it to. + +## Administrative & Server Rule Impact (if applicable) + +Admins may have to monitor problematic players being too harsh or abusive with their power over punishment. However, this is no different than the way Security and Command are held to a higher standard for the exact same reasons. + +Players will still have all the normal avenues for expresing themselves through in-character conflict, whether that is reporting to their Head of Staff, the Captain, or getting a Lawyer to represent them. + +That being said, much like the Magistrate already is, the JO will likely have to have a sizeable playtime requirement, and a decent amount of monitoring for abusive behavior. + +# Technical Considerations + +Legal Comms key for relevant parties. +Existing Legal offices will need access changes. +Job icons will need changes to accomodate the departmental shifts and hierarchy adjustments. + +The rest is purely guidebook entries.