The faction team has been hard at work for months and months, in order to come to an agreement with a new set of rules of engagement in faction attacks, and new guidelines for attempting a coup d'etat. All changes have been made to ensure that there will be as few complications as possible between two rival factions who starts an attack, as well as making it much simpler and easier to understand.
You can find the full set of rules of engagement here.
The old rules still apply, and the new rules will be in effect 72 hours from now, meaning Wednesday the 13th of January 2021 at 19:00 servertime.
Please take a moment of your time to read through the new changes, as they will affect your playstyle.
New RoE: show
FACTION ATTACKS
WHAT CONSTITUTES A FACTION ATTACK
A faction attack is automatically considered when you directly engage a faction with firearms or bladed weapons, no matter whether they are death-moded or brutally wounded.
Spraying over tags (unless caught), brawling and general behaviour that is interpreted as hostile that do not include the usage of firearms or bladed weapons are not considered a faction attack.
Upon initiating a faction attack, you should not linger in or around said faction's turf, with the sole intent of hunting people down to kill them. This includes block wiping and chasing individuals around the area just to kill them.
Faction attacks should be performed in a sensible manner, including sufficient reasoning for the choice of weapons used.
For example; attacks performed for minor acts don't warrant the usage of an assault rifle.
You are encouraged to enter faction controlled wars to promote roleplay.
A faction attack is automatically considered when you directly engage a faction with firearms or bladed weapons, no matter whether they are death-moded or brutally wounded.
Spraying over tags (unless caught), brawling and general behaviour that is interpreted as hostile that do not include the usage of firearms or bladed weapons are not considered a faction attack.
Upon initiating a faction attack, you should not linger in or around said faction's turf, with the sole intent of hunting people down to kill them. This includes block wiping and chasing individuals around the area just to kill them.
Faction attacks should be performed in a sensible manner, including sufficient reasoning for the choice of weapons used.
For example; attacks performed for minor acts don't warrant the usage of an assault rifle.
You are encouraged to enter faction controlled wars to promote roleplay.
ATTACKING CONDITIONS
New factions are prohibited from provoking other factions and must be open for a minimum of 2 weeks before conducting an attack on any faction. If the newly formed faction is attacked first by an opposing faction, they may actively retaliate against them in a realistic manner that accommodates their faction's current development.
Robberies, brawls, and tagging are not considered attacks. The faction/party victim of a robbery may retaliate against those who robbed them, but this will be considered an attack if firearms are used. If a faction enters rival turf to tag over their rivals wall and caught doing so, then shot at by their rival faction, both factions will be forced into a 6-hour cooldown. You are only permitted to shoot at those spraying over tags at the time of the immediate situation and not after.
Example: Faction A goes into Faction B’s turf that is marked on the turf map.
Faction A sprays over Faction B’s graffiti at which point faction B immediately shoots in retaliation.
Faction A and B are forced into an attack cooldown.
Only six participants can be involved in any faction attack, this includes allies. As an attacking faction, you are restricted to one (1) assault rifle (M4/AK).
Out of character masks (/mask) are not allowed during faction attacks. You can wear a clothing item to cover your face to protect your IC identity, as long as you do not use /mask.
Previously killed members of either faction may defend their turf or their faction members from any attack, or form of active aggression, but may not be involved in any retaliations/future attacks. Alternate characters may not be used directly relating to a situation if your main character was killed and vice versa this includes the transmission of information pertaining to the opposing faction.
Factions that initiate brawls are allowed to go past the 6 man limit, but may not use firearms unless the opposing party engages first using a gun/knife/katana and not any other melee weapons. However, factions are discouraged to do so. Brawls have their own cooldown and may only be initiated every three hours. A cooldown will trigger no matter where the brawl is initiated. A faction brawl will trigger the cooldown when more than three opposing members participate/mob down. The cooldown applies to both parties, attacking and defending.
If knives & katanas are used in the brawl from any party, it is considered a faction attack on their side and this triggers the 6 hours cooldown. Other melee weapons such as bats and knuckles do not constitute a faction attack.
Example: Faction A mobs down with three or more members to Faction B’s turf. A brawl ensues and people are put into brutally wounded/death mode without the use of edged weapons. This triggers a 3 hour cooldown for Faction A and Faction B. This is to prevent a back and forth of mindless brawls.
WEAPON RESTRICTIONS
Grenades and Molotovs may not be used in attacks.
Grenades and Molotovs can be used against rival faction property, i.e a business.
Sniper rifles can only be used against a single target and require an FM Admin's permission.
For grenades and molotovs to be used on a rival faction's business, you must get FM Admin's permission about your plans.
New factions are prohibited from provoking other factions and must be open for a minimum of 2 weeks before conducting an attack on any faction. If the newly formed faction is attacked first by an opposing faction, they may actively retaliate against them in a realistic manner that accommodates their faction's current development.
Robberies, brawls, and tagging are not considered attacks. The faction/party victim of a robbery may retaliate against those who robbed them, but this will be considered an attack if firearms are used. If a faction enters rival turf to tag over their rivals wall and caught doing so, then shot at by their rival faction, both factions will be forced into a 6-hour cooldown. You are only permitted to shoot at those spraying over tags at the time of the immediate situation and not after.
Example: Faction A goes into Faction B’s turf that is marked on the turf map.
Faction A sprays over Faction B’s graffiti at which point faction B immediately shoots in retaliation.
Faction A and B are forced into an attack cooldown.
Only six participants can be involved in any faction attack, this includes allies. As an attacking faction, you are restricted to one (1) assault rifle (M4/AK).
Out of character masks (/mask) are not allowed during faction attacks. You can wear a clothing item to cover your face to protect your IC identity, as long as you do not use /mask.
Previously killed members of either faction may defend their turf or their faction members from any attack, or form of active aggression, but may not be involved in any retaliations/future attacks. Alternate characters may not be used directly relating to a situation if your main character was killed and vice versa this includes the transmission of information pertaining to the opposing faction.
Factions that initiate brawls are allowed to go past the 6 man limit, but may not use firearms unless the opposing party engages first using a gun/knife/katana and not any other melee weapons. However, factions are discouraged to do so. Brawls have their own cooldown and may only be initiated every three hours. A cooldown will trigger no matter where the brawl is initiated. A faction brawl will trigger the cooldown when more than three opposing members participate/mob down. The cooldown applies to both parties, attacking and defending.
If knives & katanas are used in the brawl from any party, it is considered a faction attack on their side and this triggers the 6 hours cooldown. Other melee weapons such as bats and knuckles do not constitute a faction attack.
Example: Faction A mobs down with three or more members to Faction B’s turf. A brawl ensues and people are put into brutally wounded/death mode without the use of edged weapons. This triggers a 3 hour cooldown for Faction A and Faction B. This is to prevent a back and forth of mindless brawls.
WEAPON RESTRICTIONS
Grenades and Molotovs may not be used in attacks.
Grenades and Molotovs can be used against rival faction property, i.e a business.
Sniper rifles can only be used against a single target and require an FM Admin's permission.
For grenades and molotovs to be used on a rival faction's business, you must get FM Admin's permission about your plans.
ALLIES AND THEIR PARTICIPATION
Before introducing an ally into an attack, you must be clearly related to the faction and have a standing relationship. Sufficient evidence must be present for both the standing relationship as well as including sensible motivation to be assisting said faction.
Only one allied faction may be invoked per attack, and there must be two weeks of evidence to back your allegiance. Factions are limited to (3) three allies aiding per attack and are obligated to have (1) member of their own participating. Allies will also be put on a six (6) hour attack cooldown. Remember as an ally, you are also opening yourself up to a potential war with your allies' rival.
Before introducing an ally into an attack, you must be clearly related to the faction and have a standing relationship. Sufficient evidence must be present for both the standing relationship as well as including sensible motivation to be assisting said faction.
Only one allied faction may be invoked per attack, and there must be two weeks of evidence to back your allegiance. Factions are limited to (3) three allies aiding per attack and are obligated to have (1) member of their own participating. Allies will also be put on a six (6) hour attack cooldown. Remember as an ally, you are also opening yourself up to a potential war with your allies' rival.
DEATH AND COOLDOWN CLAUSE
Players put into death mode during an attack of any faction are automatically considered dead and have no recollection of the attack or events leading up to it until the Short Term War concludes or Player Controlled War is organized.
If no Short Term or Player Controlled War is organized, then said killed participants may not involve themselves with the current feud unless defending from an attack. The cooldown for any faction attack is six (6) hours. This applies to the attacking faction only.
The faction under attack may retaliate at their own discretion. Any kills made by law enforcement, the opposing faction's members, imprisonments over 6 (six) hours (360 minutes) or admin jails, directly relating to the attack, automatically remove you from the situation.
A faction that just had a short term war/normal war with a faction, may not have another/any war or faction attacks with that same faction for TWO (2) weeks. That counts for both factions (including allies) that were involved regardless of who was victorious.
Players put into death mode during an attack of any faction are automatically considered dead and have no recollection of the attack or events leading up to it until the Short Term War concludes or Player Controlled War is organized.
If no Short Term or Player Controlled War is organized, then said killed participants may not involve themselves with the current feud unless defending from an attack. The cooldown for any faction attack is six (6) hours. This applies to the attacking faction only.
The faction under attack may retaliate at their own discretion. Any kills made by law enforcement, the opposing faction's members, imprisonments over 6 (six) hours (360 minutes) or admin jails, directly relating to the attack, automatically remove you from the situation.
A faction that just had a short term war/normal war with a faction, may not have another/any war or faction attacks with that same faction for TWO (2) weeks. That counts for both factions (including allies) that were involved regardless of who was victorious.
END CONDITIONS
Mutual Agreement (IC or OOC)
Faction Management intervention
Enter faction controlled war.
Mutual Agreement (IC or OOC)
Faction Management intervention
Enter faction controlled war.
Faction Leadership Overthrow (Coup d'état)
Description
In order for a faction member to request approval for a Coup d'état, they must be a high ranking member of the faction. Faction Management Council must be contacted before any in-game or out-of-character action is taken. You must have the support of the majority of the faction members which should be confirmed over a LS:RP forum PM. On top of the aforementioned, there needs to be exceptional reasoning in-character or out-of-character in order to receive approval by Faction Management to begin a Faction Leadership Overthrow.
Any situation where a (co-)leader is forcefully removed from the faction is considered to be a Faction Leadership Overthrow. When in doubt, contact Faction Management Council.
NOTE: Bare in mind this should come as a last resort, always do your best to work out the issues you may have with the leader/leadership, Faction Management will be judging off of a strict basis when it comes to these scenarios.
Description
In order for a faction member to request approval for a Coup d'état, they must be a high ranking member of the faction. Faction Management Council must be contacted before any in-game or out-of-character action is taken. You must have the support of the majority of the faction members which should be confirmed over a LS:RP forum PM. On top of the aforementioned, there needs to be exceptional reasoning in-character or out-of-character in order to receive approval by Faction Management to begin a Faction Leadership Overthrow.
Any situation where a (co-)leader is forcefully removed from the faction is considered to be a Faction Leadership Overthrow. When in doubt, contact Faction Management Council.
NOTE: Bare in mind this should come as a last resort, always do your best to work out the issues you may have with the leader/leadership, Faction Management will be judging off of a strict basis when it comes to these scenarios.