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BadlandsRP - Server Rules


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Edited Criminal and Gang Interactions:

  • Players may use aircraft for criminal activity between San Andreas and Cayo Perico. Any other use of aircraft for criminal activity is forbidden
  • Players may not use submarines in any criminal activity
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Downbad Green Zone

  • Players are prohibited from engaging in violent activities, robbing players, stealing vehicles or stealing from vehicles, selling/trading illegal items, or kidnapping players from the Downbad Apartments
  • Players who flee from violence by entering the Downbad Apartments green zone are exempt from this rule, and the hostile party may follow the fleeing party and continue the aggression


GREENZONE.png

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  • 2 weeks later...

Criminal and Gang Interactions: 

  • During a gang war (or full-scale gang on gang interaction), a gang may only re-attack the rival gang after the rival gang retaliates, provokes another attack, or 6 hours have passed since the most recent attack from either gang. The 6 hour timer continues through server restart

Combat Logging: 

  • Players should not flee inside their Downbad Apt/ Sandy Motel room to avoid an active roleplay scenario.
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Disruptive Behaviour (DB) addition: 

Players must not transfer any assets to another player without prior in-character reasoning. Asset dumping will result in your character being deleted and the assets transferred being wiped.

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  • 3 weeks later...

Change to Greenzone Rule:

 

Green Zones

  • For the purposes of furthering LEO/DOJ/Criminal RP, external attacks or breakouts are prohibited at any police station, the court house, or Bolingbroke Prison, as pictured below. This includes taking a hostage and forcing the release of someone inside jail or prison
  • Given the opportunity, you are allowed to use force to break yourself out of a green zone.

     

Green Zones

The following activities are prohibited in all greenzones unless you are in police custody. On duty LEOs are exempt from greenzone rules for the purpose of their jobs. 

  • Violence against other players, including robbing or kidnapping
  • Stealing vehicles or stealing from vehicles
  • Selling / trading illegal items
  • Leveraging LEOs to release people from custody

Players who flee into the greenzone to escape violence are not protected by this rule, and the hostile party may follow the fleeing party and continue the aggression.

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Removed Downbad greenzone details for redundancy 

 

Downbad Green Zone

  • Players are prohibited from engaging in violent activities, robbing players, stealing vehicles or stealing from vehicles, selling/trading illegal items, or kidnapping players from the Downbad Apartments
  • Players who flee from violence by entering the Downbad Apartments green zone are exempt from this rule, and the hostile party may follow the fleeing party and continue the aggression
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Hideout Raids

  • Gangs, when notified that a coordinated raid is planned on their hideout by LEOs, may have up to 10 active hostile members defend their hideout
  • When a hideout is being raided, hostility must be kept in the general area of the hideout
  • If LEOs back away from the scene, the raid will be considered finished
  • Once the raid is finished, normal gang rules are again applicable

Search Warrants

  • For the purpose of this section, a "raid" is defined as LEOs serving a search warrant on a gang hideout, business, or residence
  • LEOs must notify and liaise with staff (a moderator or admin) prior to raiding any location
  • LEOs must ensure the property owner or a business member with mechanical door access is online before starting the raid (will be advised by staff). If neither of these people can be found logged in within 1 week of the proposed raid date, this requirement is waived and the raid may proceed.
  • Gangs may not exceed 5 hostile criminals to defend a raid unless advised by staff. If advised, gang size will be increased to 10 hostile criminals for the duration of the raid
  • Gang members who learn of the raid OOC may log in to defend the raid but may not exceed specified gang size. Logging in mid raid to defend is not considered metagaming
  • LEOs must use no more than 8 LEOs if 5 criminals are permitted, and 14 LEOs if 10 criminals are permitted. Helicopter pilots and non-hostile LEOs in helicopters do not count toward the LEO count
  • Hostility must be kept in the general area of the location being raided
  • If LEOs back away from the location being raided, the raid will be considered finished
  • Once the raid is finished, normal gang rules are again applicable
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Added banned roleplay topics:

  • Erotic, Suicide, Miscarriage, and Abortion RP are prohibited.

Added "DOC" for greenzone clarification:

  • The following activities are prohibited in all greenzones unless you are in LEO or DOC custody

Revised Gang Size rules:

  • Previous
    • There is no limit to the number of members that can belong to a given gang, however gangs are limited to a maximum of 5 active players that are participating in an illegal or hostile scenario. This includes the following:
      • Gang members participating in the RP scenario in any fashion such as providing information as a lookout or, functioning as a getaway driver.
      • Gang members seeking to rescue other gang members who are being detained. The detained members count toward the maximum of 5. The exception is for the PRISON BUS TRANSPORT ONLY where the incarcerated do not count towards the gang count. Upon being free, they are expected to flee the scene and not take part in hostilities. 
    • Gangs should not ally with other players, gangs, or security groups to increase their effective size when dealing with other player groups. This includes not only illegal and hostile activities but also relaying information for an active scenario. Two groups working together (while maintaining group size) to hit a bank or rob a store is acceptable, but two groups working together (while maintaining group size) to fight another group is not.
  • Updated
    • Gangs are limited to a maximum of 5 players participating in an illegal or hostile scenario.
      • Gang members acting as lookout or getaway driver are counted towards this limit.
      • Gang members ziptied, held hostage, or in police custody count toward this limit. In other words, if 4 gang members are in custody of the police and receiving treatment at a hospital, only 1 person can attempt to save them. 
      • EXCEPTION: During a prison bus breakout attempt, the individuals in custody do not count toward the maximum. These individuals cannot join in hostilities against the police once freed and must flee the area immediately. 
      • Gangs may only ally with members of another gang to perform RP or mechanical criminal activities, excluding hostilities with other gangs / player groups. This alliance includes subsequent breakout attempts.
      • Gangs may not ally with members of another gang to engage in hostilities against other gangs / player groups, not may they ally with other gangs to break gang members out of police custody if arrested following hostilities with another gang / player group.
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Before:

  • Upon incapacitation of a player during hostile RP, neither player may re initiate hostile RP with, or attack the other players, for 30 minutes.

Alternation: 

  • Upon incapacitation of a player during hostile RP, neither player may re initiate hostile RP with, or attack the other players, for 60 minutes.
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Before:

  • Gangs, Motorcycle Clubs, or Organizations that have not been approved by staff will not be considered a Gang, Motorcycle Club, or Organization. Players can still participate in robberies, and hostile acts against PD. However until approved, you will not be able to participate in the following: 
  • Claiming turf or color(s)
  • Wearing any group identification (EX: Mask, MC Kutte, Flags)
  • declare war, nor participate in hostile gang vs gang interactions
  • Initiating hostile RP on any active member of a gang, or being initiated on, constitutes initiation with all active members who are present at that location

Revised: 

Crew

A "crew" will be the beginning steps of becoming an established gang in the server. During this time, staff will be monitoring your group to see how you will identify yourself and role play as a group. 

No matter how well established your crew was in another server, or how close you and your friend group are, realistically a group would need to take time to understand the inner-workings of criminal behavior in a new place they've moved to. We expect to see an initial focus on building an identity, business relationships, and seeing what all the criminal world has to offer. Actions such as successfully completing robberies as an organized crew, or skillfully evading police pursuits are examples of how you can be hostile/aggressive to build your gang's reputation. We are NOT looking for new crews that enter the server with a “shoot ‘em up” mindset or that instigate wars with established gangs right away, as extreme hostility should have a back story and legitimate role play leading up to it. 

During this period of being a crew, you will be able to do the following:

  •  Show presence in an area that is not claimed by an established gang
  •  Wear group Identifiers such as color(s),Masks,Kutte,Ect

Established

An "Established" Gang will be a crew that have completed the trial period and have provided a backstory to their group. developed an identity and have shown positive roleplay as a gang. All established gangs are approved by the staff team via Gang Application.

Once approved by staff you will be able to participate in the following:

  • Claim Turf
  • Declare war against a rival gang
  • Submit requests for custom clothing and other mechanics for their gang

TL;DR: If you enter the server and are engaged in extremely aggressive hostilities with LEOs or other criminals right away, this shows staff that you aren't concerned about role play or backstory and are valuing gun play in a way that does not suit our community's expectations.

Added:

Gang and Criminal Behavior

  • Players must be a part of a gang, and active for two weeks before participating in Gang vs. Gang hostilities

Value of Life, New Life Rule (NLR), and Revenge Killing

  • players should not intentionally put their life at risk by use there vehicle to block other fast (100mph+) moving vehicle(s)

General Behavior (GB) & Disruptive Behavior (DB)

  • Players should not engage in harassment of community members
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Added

  • Law enforcement is prohibited from using grenades or molotovs while breaching Bobcat security. The use of grenades or molotovs by law enforcement in other cases will be governed by each department's SOPs
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Removed from Civilian Rights and added to server rules

  • Photo evidence must be taken through the use of in server devices (camera, cell phone, Weazel News camera, binoculars, helicopter camera zoom etc). Exceptions will be made for photos that are not able to be obtained through the use of props (viewing radar, inventory, forensic evidence, documents etc.)
  • Body cam evidence is not permitted, either video or photo
  • Only aspects of photos that would reasonably be within view of the camera will be considered (Ex. photo views obtained in third person would not permit use of anything on the other side of a 10 foot wall)
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Additional wording to the following GANG RULE.

Before:

  • Your gang may hit/attempt to hit Bobcat a maximum of once every 7 days. If multiple gangs ally to hit Bobcat, the cooldown applies to both gangs

After:

  • Your gang may hit/attempt to hit Bobcat a maximum of once every 7 days. If multiple gangs ally to hit Bobcat, the cooldown applies to both gangs. The players involved in the attempts are also subject to a 7 day cooldown across all characters. 
Edited by Sax
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