Rules Server Ruleset

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Señor Jaggles

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Massive credits to @Blackquill for the majority of this ruleset. We have only tweaked it accordingly.


PREFACE

The most basic of all rules is practising common sense. These rules serve as guidelines for oversight and fairness. We ensured to keep the rules as unlimiting and fair as possible to ensure everyone's creativity and possibilities are not hindered by them, and as such we ask you, the players, for fair play. Unless specified, these rules are general in nature and they apply to both factions alike.



PROHIBITED ACTIONS
These actions are absolutely and strictly forbidden.

Powergaming, metagaming (this includes using discord and other VOIPs software outside of the game), metabaiting, RDM, misusing OOC powers, OOC discrimination of any kind (Applies to IC if told OOCly to stop), flaming, backseating.
Blatantly unserious or offensive characters/behaviours.
Spamming or stalling of any kind, cheats/exploits/binds or macros of any kind.
Ignoring/avoiding RP via disconnecting, voiding situations without staff permission.
Breaching containers without staff authorisation and proper reasoning.
Making fresh characters (aka throwaways) with the intention of breaching FearRP or FailRPing
Transferring items/IC knowledge between your characters
Remaking dead characters
Disconnecting to avoid PK. You may not disconnect to avoid the PK command being executed.
ERP in-game. F2B (Fading to Black, skipping the action) is obligatory and must be specified with a /mec or /itc signalling it. Anything non-consensual IC requires OOC consent from both parties, even while being F2B only. Anything roleplayed off-server does not have any bearing in-game whatsoever.
Unequipping a gun before dying to prevent it from dropping.



GENERAL CHARACTER RULES

Characters are expected to:
Be rounded in reality, within the setting and reason.
Have their description be an accurate representation of their physical appearance and attributes.
Have their description remain consistent when further editing said description over time.
Face roleplay conflict under P2L rules (play to lose). /roll may be used as long as all parties agree.
Have up to two languages (flags) maximum (unless given an exception).
Pursue personal motivations rather than personal greed. (Self-preservation is NOT personal greed).
Forget their knowledge of a situation after an NLR, acting it out as if they were never present in the situation to begin with.
Be mindful and respectful of other player's experiences.
Be creative and most importantly - have fun! Your character is your canvas.




CHARACTER CONFLICT RULES
All of these rules may be tied to PK risk. Check the Permanent Kill Criteria to learn more.

Any action of conflict over items, be it scamming, mugging, or else must be performed strictly IC and will be tied to a prohibition of disconnection for the following thirty minutes. No conflict over items may be motivated solely by greed.
Diplomatic or otherwise non-lethal confrontations are encouraged over lethal ones. This is for the sake of player enjoyment. Think creatively, most of the time, death is not the only answer.
Performing an assault on enemy positions (thumpers, FOBs, prisons, camps) regardless of type and side will be restricted to a minimum of 10 players on the opposing (defending) force.
Performing generic combat patrols has no limit on the number of enemy forces present online, however it is encouraged to avoid bringing overwhelming forces to these outings.
You are encouraged to play as a team and work together, unless you want to face the OOC risks that being a lone wolf entails.
You must not, by any means, switch to a character of a different side during staged confrontations. Whichever side you take, you keep. You're not barred from playing both factions, but metagame between them will be severely punished, and it is discouraged to play high-ranking roles in both at the same time.
Switching characters enforces a cooldown of 10 minutes before you may enter any combat situation or patrol.
While NLR will be our main go-to attitude regarding deaths, witness sterilisation is still not permitted and will be considered RDM.
The window for disconnecting from the server is 30 minutes after conflicts outside of basic S2K. This also applies to things such as editing your bodygroups via closets.
Killing someone is strictly in-character and must have a substantial reason for it. Whether NLR or PK is applied is up to the rules and staff intervention if necessary, not player consensus. However, a player may request a PK on their character one-sidedly and willingly, but this should not sway the judgement of the characters’ IC (if someone kills somebody else and it ends up as NLR, that person has still killed someone, and it should have the same weight ICly as a PK; however this does not grant PK authorisation in case this person is punished with death for his actions).
Before initiating conflict, make sure it’s what your character would do. This is not a Free-For-All Deathmatch server, and killing someone must have a valid reason behind it (and as such, captives are shielded by this; killing captives for the sake of their past allegiance is not permitted - be fair and get creative with the roleplay you can create with your prisoners).
If you die during an engagement, you can't re-join that engagement on another character. NLR of 15 minutes applies to the character that died, but you are forbidden from returning with a different character, only the one you initiated the engagement with. This rule will have effect for one hour, if an engagement lasts more than one hour, you may switch characters after said hour has passed.



CHARACTER COMBAT RULES

For firefights, we utilise S2K (Shoot 2 Kill) as standard. S2RP (or even S2M) may be used if all parties agree or if an event enforces it.
Once initiated, S2K is only for those involved in the situation at that time and not those outside of it. It also ends when all one side either completely retreats or dies.
When engaging people in a situation where roleplay has been already initiated, you must properly roleplay initiating said engagement (readying your weapon, raising it, firing it). This is to prevent people abusing people mid-roleplay acting to quickly take them down.
S2K is only for the gunfight itself. Everything other than that must be roleplayed like normal. Fear roleplay, pain roleplay and so on all still apply like normal.
If unarmed characters are the target of a firefight, they should be allowed to appropriately roleplay their death where applicable.
Healing mid-combat must be roleplayed properly and will be limited to one item per firefight. This restriction does not apply if you successfully retreat to a safe zone outside of the conflict (like for instance retreating inside a base). You are not allowed to return to combat until 15 minutes have passed since you retreated for treatment. Armor items count as healing.
You may not, by any means, switch clothes mid-S2K. This will be considered an attempt to recover armour.
For any engagement, there is a 15-minute NLR timer to return to combat upon death. In some events, this limit may be increased, lowered, or even removed; if such is the case, it will be previously specified in game.

Rocket launchers may only be used to assault objectives, structures and vehicles - however players caught in the blast radius are a valid death.




CHARACTER PK CRITERIA

Preliminary note:
These are the reasons under which a character may receive a PK (Permanent Kill) upon dying. Only people who can decide whether a PK is applied are the staff under the criteria in this section, and the player who owns the character, if they are willing to end it. What a character does is killing, and such an action must hold the same weight whether it ends up in NLR or PK. We primarily aim to avoid using PKs as a way to punish, and rather making them a final thing or a deterrent.


Under this premise, every death is considered NLR-worthy except for the following cases, where PK will occur:

Death emanating from internal conflict (group disputes, betrayals, spying, or similar issues).
Death in captivity. This includes but is not limited to: Deaths from stalkerization, soldier psychosis and/or starvation, deaths from exhaustion (vortigaunts), prisoner work, etc. There is but one exception to this rule, and that is if someone who surrenders is killed if they’re deemed unnecessary for capture under the current agenda of the faction.
Death engaging as a lone-wolf. You are not forbidden from roaming “free”, however, this will mean you will be at PK risk if you decide to initiate hostilities against the enemy by your lonesome or act reckless against overwhelming odds.
On the above note: Deserters face sustained PK risk, whether they decide to stay lone-wolves or are somehow accepted by the opposing force. Backstabbing paints a target on your back, so make sure that’s the path you want to take with your character.
Death during HQ (spawn) attacks, which are considered a ruthless/dangerous act of aggression, for those involved, regardless of the number of people. Exceptions may apply for certain events or situations which will be pointed out explicitly and accordingly.
Death while attacking (first aggression) from inside the HQ to those who are not close enough to be a risk for the HQ or are not firing/showing aggression towards the HQ. Be mindful about who you snipe, and render distances of certain maps.




Clarification note:
As the server progresses, more reasons may be added and/or some may be removed. Make sure to stay up to date with this ruleset to avoid unwanted surprises.

When requesting someone be PKed, please state the full reasoning in a !help message. Ideally, the person requesting said PK should be the owner of the character, but so long as it falls under the criteria it’s alright if anyone does it.
PKs will be dealt with in the PK Appeals section. Removing or not executing a PK without authorisation from SA PK Managers is strictly forbidden. This is to ensure fairness for all players.

Revealing PK intention OOC to involved parties (whether allied or opposing) will end up with the PK being invalidated as this leads to things such as metagame/metabait.


Below we include more detailed information about specific situations:

These rules will only apply from the moment the prisoner is put in prison until the point their fate is decided or they are rescued. If they are executed before they are brought into custody by its captors, it will not warrant PK. The following are examples of situations that may occur in captivity that will amount to a PK during the status of captivity:

Stalkerization.
Energy exhaustion (Vortigaunts).
Lack of necessary life support (Transhumans).
Psychosis episodes that end up in death (Transhumans).
Dangerous prisoner work. This may be mine clearing or any.
Death at the hands of your allied faction.

The following criteria applies to those involved in an attempt of rescue:

Rescuers will be issued NLR on death. There will be, however, a 24-hour cooldown between rescue attempts.
Captives will receive a PK if they die in the process of escape. The captive may not be killed before the actual escape is attempted, meaning it is not allowed to kill the captive before the rescuers have reached him.
Defenders’ deaths will be issued an NLR. They will not be allowed to intervene for 10 minutes. Skipping this cooldown will amount to PK.
The only time the captive will be free of risk of PK is when they reach a safe location (HQ, or established bases).

Footnote regarding Temporary-PKs:
Temporary-PKs are being kept as they were introduced in previous iterations: another mechanism to fill the gap between NLR and a full fledged Permanent Kill. They are meant to add more gravity to certain situations while not being as crushing as PKs. The length of these Temp PKs will be decided by PK management and they will be used as a solution to more complex situations.
 
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