What Liberty Guard does.

It reads what the PRC API reports about your server, looks for patterns no legitimate player makes, and puts the evidence in front of your staff.

Detectors

Each one runs Off, in Shadow, Live (staff decide) or Auto (the bot may act within the safety limits). New ones always start in Shadow.

Speed

Compares each player's distance between polls with the fastest legitimate speed on foot and in a vehicle, measured on your own server. A single fast poll is ignored: lag happens.

Teleports

A hard impossibility check: further than even a top-speed vehicle could go in the time. Respawns, deaths, team changes and staff teleport commands are excused automatically.

Location spoofing

Positions frozen while the player is clearly active, outside the map, shared exactly by unrelated players, or in the wrong postal code for where they claim to be.

Flinging

Notices a player thrown far faster than any vehicle while another stood next to them. Review only, because standing nearby is a hint, not proof.

Kill sprees

Counts kills per player in a sliding window, with teams where fighting is expected left out, and duplicate log entries removed.

Impossible kills

Uses the positions either side of each kill and flags only when even the closest pairing is out of range.

Admin abuse

Flags admin commands from anyone without staff rights, bursts of commands, and commands aimed at everyone at once.

Raids and rejoins

Rapid rejoining, a burst of new and young accounts, and anyone on your blocklist or ban list joining. Limits rise at session start, when join bursts are normal.

Alt accounts

Scores joining accounts on age and on similarity to players you have banned: names, friends, groups and avatar items. Always review only, never a verdict.

Mod-call spam

Counts mod calls per player in a window, so your staff are not buried.

Trust scores

Every player has a score from 1 to 100 in your server. It drops with each flag, weighted by how serious and how certain it was, fades as flags age, and recovers slowly with clean play. A false positive gives the points straight back.

80 to 100
Trusted
60 to 79
Normal
40 to 59
Watch: limits tighten by about 15%
20 to 39
High risk: any flag pings staff
1 to 19
Critical: priority alerts

In Discord

Alert cards

One card per case, edited in place as it changes, with buttons to acknowledge, give a verdict, warn, kick or ban. A thread opens for discussion.

Routing

Low-severity flags go to a quiet channel, serious ones to staff, critical ones ping a role. Quiet hours send DMs to on-call staff instead.

35 slash commands

Player profiles, recent flags, cases, watchlist, blocklist, stats, session reports, presets, the kill switch and more.

Appeals

Players open an appeal with a case number. Staff uphold or overturn it, and an overturned ban is lifted in game.

Session reports

When a session ends you get its peak player count, flags, cases, actions and who was flagged most.

In-game reports

Players type ;report followed by a name and a reason, and it lands in your staff channel.

The dashboard

Everything from Discord, plus the bigger picture: flags per day, which detectors fire, the highest-risk players, trust history charts, detector precision and promotion progress, every setting, session history and the full audit log.

Open the dashboard
The detectors page: a mode switch, flags, precision and promotion progress for each detector

Honest limits

  • Liberty Guard sees only what the PRC API reports. It cannot see a player's client.
  • Positions arrive once per poll, so a very short burst between polls can be missed.
  • Every flag is a lead with evidence, not proof. Your staff make the call.
  • Each community's first week is tuning time: limits come from your own recordings.