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  • Rules are subject to change at any time | Last Updated : 12/06/2019


    General Rules

    • 1.1 VDM - VDM is using your vehicle to harm others, whether this is by running them over, ramming their vehicle and/or attempting to create chaos. Players do sometimes clip each other with vehicles. If an apology is made due to an ‘Accident’ This is not VDM.
      • Vehicles classed as MRAPs are allowed ram each other while in an active RP/Combat situation.
      • Brake Checking and Desync Ramming are classed as VDM, therefore they are strictly not allowed.
      • You may ram empty vehicles although if this results in someones death it will be classed as VDM.
    • 1.2 RDM - RDM is shooting, using rubber bullets, knocking someone out and/or killing another player without adhering to Roleplay Standard and Valid Initiation. You must give the other party enough time to comply with your demands and consider their actions before you engage.
      • You are not permitted to execute a person if you were not involved in the incapacitation of that person.
    • 1.3 Combat Storing - Storing money, vehicles or gear while an active RP situation is ongoing for the purpose of preventing the opposition getting their hands on it is not permitted.
    • 1.4 Combat Spawning - If your faction/gang is involved in an active combat situation, you may not spawn within a 1.5km radius of that situation.
    • 1.5 Sling-loading - A vehicle may be sling-loaded if you have permission from the owner or within a roleplay situation. Sling-loading is at your own risk, no compensation will be given for anything related to sling-loading.
    • 1.6 Combat Logging - Logging off at any point during an active roleplay situation or firefight is considered combat logging. If your game crashes you need to contact an admin straight away.
    • 1.7 Soft Logging - Logging out of the game and logging back in within 15 minutes to a different location. (E.g. Logging out in Kavala and then spawning in Athira) is not permitted.
    • 1.8 Side Chat - You must never threaten or conduct disputes in text chat or in-game voice chat. You may politely ask another player to join you on TeamSpeak to resolve a problem. All disputes should be taken outside of the game.  If you need to speak to someone about a dispute, you may dispute the player by using the Home key, furthermore the person(s) disputed should come to TeamSpeak to resolve the dispute.
    • 1.9 Prison - You must never fly into the prison in an attempt to break someone out. Your helicopter will automatically be deleted if you attempt to land in the prison grounds.
    • 1.10 Combat Reviving - This is where a person revives someone during an active combat situation. Revives may only happen 3 minutes after the last shot was fired or other hostile action occurred. Red zones are considered as an active combat situation and no one shall be revived within them. 
    • 1.11 Active Gunfight - If you get shot whilst holding a firearm or driving around in an active gunfight it's not classed as RDM, although if you were not involved (You must be able to prove you were not involved) you must be compensated after the situation. If compensation is not issued the person will be in breach of the RDM rule.
      • If you drive around or hold a firearm in an attempt to join the gunfight it will be classed as low roleplay standard.
      • You must attempt to leave an active gunfight if you do not want to be apart of it, failing to do so will be classed as no value of life.
      • Placing your weapon on your back/in your clothing during an active gunfight in an attempt to abuse this rule will result in a ban for power gaming.
    • 1.12 Armed Hellcat Usage - Armed Hellcat’s can only engage on other air vehicles whilst in the air.
      • Armed Hellcat’s are prohibited from engagement on ground vehicles, maritime (water based) vehicles and players on the ground or in the water.
      • The Armed Hellcat must follow rule 3.3 before engaging on any target.
    • 1.13 Grave Digging- You may only take gear from people you or your group/gang have incapacitated.
    • 1.14 Dispute System - You may not use the dispute system unless you intend on opening a support case or player report against the player you are disputing. 

    Roleplay Rules

    • 2.1 Breaking Roleplay - You may not break roleplay through voice-chat in any way, you must always stay in character when speaking in-game. You should see the situation through.
      • If you require to take a situation to the TeamSpeak Support channels, please wait until the situation has finished.
      • You can only use text chat to speak out of character.
    • 2.2 Metagaming - Using any out-of-character knowledge to your advantage in a Roleplay/Combat situation is not permitted.
      • This includes messaging faction members to come online to bring numbers above the required to rob the bank or armory.
      • Looking at a players bank balance on the stats page and using this knowledge to rob the person.
    • 2.3 Power Gaming - Altering any RP scenarios in order to only best suit yourself or faction is not permitted. You must be willing to roleplay situations fully and not ruin others roleplay experience in order to benefit yours.
    • 2.4 Restraints - If you are in restraints, ziptied or your hands are up you must broadcast in game what you are saying on Teamspeak/group/discord etc.
      • If you communication devices have been taken you must mute all other communication methods and only speak in game unless told otherwise in the situation.
    • 2.5 Language - Players are required to speak English on our servers to make communication between players easier and clear.
    • 2.6 Microphone - Players are required to have a functional and clear microphone in order to play on the server.
    • 2.7 Value of Life - At all times you must value your life as if it was your last. If you're at a clear disadvantage, for example, a gun pointed to the back of your head whilst you're looking the other direction, you must comply with any demands made.
    • 2.8 Negotiator - You are always required to attempt to negotiate any Treasury, Hostage, Armory, Evidence Locker or Destroyer situations to the best of your ability. This rule applies to everyone.
      • The negotiator must keep their weapon on their back when identifying themselves as the negotiator.
      • The negotiator must not be shot and must be given 15 seconds to leave before being shot at. They are also not allowed to shoot for 15 seconds.
    • 2.9 Roleplay Standard  - You must always keep a high level of roleplay standard when playing. We understand that each situation you approach may be different and will apply common sense when enforcing this rule, however, "hands up or die" or "stop or your dead" without anything prior will be considered low roleplay standard.
      • It's hard for us to outline every phrase that is not acceptable, but as a rule of thumb: "If you think it's not a High Roleplay Standard it probably isn't".
      • This rule is not just limited to when you are initiating, its here to promote high levels of roleplay with whatever you are doing.
      • Taser initiating on someone holding a firearm in their hands or tasing without prior roleplay and prior warning that you are going to tase them is considered low roleplay standard.

    Initiation Rules

    Valid Player Initiation -

    • Saying “You will be shot” or “I will kill you” or threatening to knock someone out with the use of a firearm while adhering to roleplay standard is valid initiation.
    • If someone states they will shoot you or rubber bullet you while adhering roleplay standard is valid initiation.

     

    • 3.1 Player Initiation - Initiating on another player and/or gang can only happen through Direct Chat and must be clear enough for the other party to hear.
      • APC sirens/lights and spike strips are not considered to be initiation.
      • The player initiating must be visible to those he/she is initiating on as otherwise there is no way for the other player to verify that their life is in danger.
      • You may not initiate on another person/gang whilst you are sitting in any vehicle.
      • You may not initiate through the use of the in-game messaging system or any other communication method.
      • You cannot initiate on anyone without holding a weapon that can actually endanger the life of the victim.
      • You must give sufficient time to allow the other player to comply with your demands.
      • You may not initiate on your own gang or faction member. Exceptions can be made in cases that does not give you any form of advantage.

    Valid Vehicle Initiation - 

    • Saying you will shoot someones tires or demanding someone stops their vehicle whilst holding a firearm is considered valid vehicle initiation.

     

    • 3.2 Vehicle Initiation - Initiating on another person's vehicle can only happen through Direct Chat and must be clear enough for the other party to hear.
      • Threatening to shoot someone's tires is not considered valid player initiation.
      • You must be visible at the time of initiation for it to be considered valid
      • Shooting someone's tires is considered one way initiation and the other persons in the vehicle may return fire.
      • You may not initiate on another vehicle whilst you are sitting in a vehicle.
      • You may not initiate on a vehicle that is moving to fast to hear the initiation.
      • You must give sufficient time to allow the other person to comply with your demands.
      • Before attempting to disable a vehicle, you must verbally initiate on the vehicles tyres.
    • 3.3 Air Vehicle Initiation - Initiating on a air vehicle must be done by following the below:
      • APC & HAVOC: The APC & HAVOC must send a Open Air Broadcast message with clear instructions to leave the air space or land. Failure to comply with the message means the APC or HAVOC can open fire on the helicopter.
      • Civilian: Three unsuppressed warning shots must be fired to the front and back of the air vehicle. Failure to leave the air space means you can open fire on the air vehicle and the persons inside can open fire on you. If the air vehicle lands, you must re-initiate using valid player initiation. 
    • 3.4 End of Initiation -  After a period of 3 minutes has passed and no shots have been fired, initiation is over. You must re-initiate.
      • If you have maintained clear eyes throughout a vehicle chase, you do not have to re-initiate (This does not include following a player using a camera such as a Darter / Hellcat).
    • 3.5 Gang Initiation - If you or a gang member are involved in initiation, any other identifiable gang members are also initiated. You must have gang tags set in game using the Gang System to take advantage of Gang Initiation.
      • Gang initiation does not count for allied gangs, they must initiate separately.

    Altis Job Rules

    • 4.1 Clothing - APC, NHS, HAVOC and SO1 clothing may not be given to or worn by civilians. Civilians/rebels may not demand them to drop their uniform, however, they may request that Police and HAVOC drop their vest(s) and hat(s).
    • 4.2 Distributing Equipment - Distributing APC, HAVOC, NHS and SO1 equipment is not permitted.
      • Weaponry and equipment may only be handed over in the case of a roleplay scenario or robbery.
    • 4.3 In-Game Name - APC, HAVOC and Medics are allowed to play as a civilian in Game, however, must remove their in-game rank and any other faction tags from their name.
    • 4.4 Camping - APC & HAVOC are not permitted to “Camp” rebel areas for any longer than 15 minutes. This includes gang bases and cartels.
    • 4.5 Medical Custody - A player being revived is automatically in medical custody until the medic has discharged them. Whilst a person is in medical custody they cannot be robbed, ziptied, or initiated on. This only apply if you are being revived by a NHS member.
      • The player in medical custody has the right to be discharged at the scene however this is up to the individual, the medic has to oblige to this request.
      • The player in medical custody has the right to be escorted to a safe location or hospital by the medic.
      • Medics may not be threatened to discharge a player from medical custody.
      • Before the player can be robbed or arrested the medic must first clear them of any injury's even if this means being taken back to the hospital.
    • 4.6 Hostility Towards Medics – Medics may not be robbed, killed or taken hostage for any reason. Medic’s are also not permitted to rob, kill or take any hostages. You can threaten a medic to leave an area and if they do not they are breaching rule 2.7.
    • 4.7 Illegal/Legal Activity - NHS and APC members are not permitted to do any illegal activity's, illegal or legal runs whilst on duty.
    • 4.8 Single Officer - If there is only a single officer online they may not be robbed or taken hostage.
    • 4.9 Hostages - You may not take your own gang member's hostage in addition CSO & PCSO's may not be taken hostage under any circumstances. These ranks are still in training and should not be singled out. 
    • 4.10 Attacking HAVOC - The HAVOC checkpoint cannot be attacked when there are less than 5 HAVOC members at the checkpoint. You can also not initiate on a HAVOC member at the Checkpoint when there are less than 5 HAVOC members at the checkpoint.
      • This does not mean you can "Camp" the checkpoint and wait, however if a HAVOC member initiates on you, you can defend yourself when there are less than 5 HAVOC members at checkpoint
    • 4.11 APC Rebel Activity - APC Officers are only permitted to commit criminal activity as civilians during the hours of 12am - 12pm or when there are 10+ APC Office online. Police Board & Staff Members can catch you breaking this rule outside of Roleplay, however, APC Police Board will decide the punishment.
      • When playing as a rebel you must consider this a new life, and information gained from this life cannot be used whilst playing as an APC officer.
        • The only exception to this rule is when the Altis Gang Base wars is enabled, at this point any APC Officer can par take in the fight.

    New Life Rule

    • 5.1 NLR (New Life Rule) - This rule states that once you die in an active Roleplay situation. You may not return to that area and continue in the same Roleplay situation.
      • You may not come back for any vehicles or gear.
      • You may not remember what happened in your previous life.
      • You may not use your knowledge of what happened to influence the new situation.
      • You may not return to within 1.5km of your death for at least 15 minutes.
      • Exceptions: When you are RDM'd, VDM'd, you die due to an in-game glitch or during gang wars base bidding in the red zone. 
        • You may return to the area.
        • You may retrieve gear and vehicles.
        • You may remember what happened previously.
        • You must record this incident to avoid a ban (Prove your innocence).

    Coloured Zones

    • 6.1 Green Zone - No players are allowed to initiate, rob, engage in combat, steal or lockpick vehicles. Anything considered a crime is not permitted in a green zone, including storing illegal items in houses. This is considered to be a safe-zone. Exceptions to this rule are as follows:
      • APC & SO1 may only use taser pistols in the green zone.
      • SO1 Officers are allow to knock players out in the greenzone, however, this must only be used to protect the Prime Minister.
      • You may not flee to the green zone or bring any incapacitated people to a green zone whilst combat is still active.
      • You may not park vehicles in the green zone in an attempt to stop people from robbing you. For example when you are selling drugs the truck must not be left in a green zone.
      • You are not permitted to block the entrance to green zones.
    • 6.2 Blue Zone - No players are allowed to initiate, rob, steal, lockpick vehicles or taze players in this zone. Exceptions to this rule are as follows:
      • SO1 & APC officers are the only people allowed to use a tazer in this zone.
      • If combat with a faction started outside of their blue zone, combat may continue into the bluezone by anyone involved in the firefight.
      • You are not permitted to block the entrance to blue zones.
    • 6.4 Cartels - These areas are marked in yellow on the map and can be contested, captured or neutralised by rebel gangs or factions. They are considered a Kill on Sight zone so prior initiation is not required.
      • You are not permitted to bring a hostage into the cartel areas.
      • If a firefight starts inside the cartel and moves outside the cartel, combat is still permitted.
      • You are allowed to engage on anyone within or around the cartel that is trying to attack or defend the zone.
    • 6.5 Red Zone - These areas are marked in red on the map and are considered a Kill on Sight zone so prior initiation is not required.
      • You are not permitted to bring a hostage into the cartel areas.
      • If a firefight starts inside the red zone and moves outside the red zone, combat is still permitted.

    H.M Treasury, APC Evidence Locker, HAVOC Armory and HAVOC Destroyer Rules

    • 7.1 APC/HAVOC Numbers - The APC/HAVOC cannot reduce their numbers to below 10 once the bolt cutting has started. Exception is if you have to leave due to IRL reasons, you must inform a staff member beforehand.
    • 7.2 Backup - Nobody other than the players involved once bolt cutting has begun are to join in (Including spotting) until the transport vehicle(s) have left the compound. At this point backup from either side may join the situation so long as someone is alive to call for backup.
    • 7.3 Engagement - Anyone either armed or unarmed in the area who appear to be involved or abetting the robbery may be engaged.
    • 7.4 Server events - During an organised server event there cannot be a major crime. Server events will be announced on Discord, Twitter and / or the forums to ensure that players are aware.
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