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Conner Merlin

Changelog - Rules

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Blue Zone Rules changed:

From:

 If a situation started outside of the blue zone, and moves within the blue zone, the situation may continue and combat is permitted.

To:

If combat with a faction started outside of their blue zone, combat may continue into the bluezone by anyone involved in the firefight.

RDM rule change:

Before:

1.2 RDM - RDM is shooting, using rubber bullets, tasers, knocking someone out and/or killing another player without prior Roleplay and correct initiation. You must give the other party enough time to comply with your demands and consider their actions before you engage.

After:

1.2 RDM - RDM is shooting, using rubber bullets, knocking someone out and/or killing another player without prior Roleplay and correct initiation. You must give the other party enough time to comply with your demands and consider their actions before you engage.

(removed Taser)

Addition to Roleplay standards:

Tasing someone holding a firearm in their hands or without prior roleplay and prior warning that you are going to tase them is considered low roleplay standard. 

 

 

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Baiting rule has been removed,

With the addition of the Roleplay standard rule Baiting is covered under the Roleplay standard rule, in addition the rule stated intention and its not possible to administrate a rule under "intentions" 

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APC rule Edited,

4.11 APC Rebel Activity - APC Officers are only permitted to commit criminal activity as civilians during the hours of 12am - 12pm. Police Board & Staff Members can catch you breaking this rule outside of Roleplay, however, APC Police Board will decide the punishment.

Rebel Activity changed to Criminal activity

Note:

This rule change is on behalf of APC board's Request, Rule is administrated by APC board and staff but APC board decided on the punishment, and the specifics of the extent of criminal activity will be made clear by the APC board. 

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RDM rule Change:

Previously:

  • 1.2 RDM - RDM is shooting, using rubber bullets, knocking someone out and/or killing another player without prior Roleplay and correct 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.

Amended:

 

  • 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.
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APC Rebel rule changed:

Previously:

  • 4.11 APC Rebel Activity - APC Officers are only permitted to commit criminal activity as civilians during the hours of 12am - 12pm. 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.

Amended:

  • 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.
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Suggestions section rule added:

  • Do not make more than one suggestion per post.
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Roleplay Standard Rule edited | 06/12/20:00

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.
  • Tasing someone holding a firearm in their hands or without prior roleplay and prior warning that you are going to tase them is considered low roleplay standard. 

Changed to

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.

Removed that you can't tase people when you are initaited, when you have lethal initaiton, you can now tase someone. With the previous rule, everyone with a weapon out couldn't get tased even when there was lethal initaition.

Initiation Rules

  • If someone states they will shoot you or rubber bullet you after prior roleplay is valid initiation.

Changed to

  • 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.

Missed the last part in the rule while changing the RDM rule, it basicly stated you had to roleplay before initaition which has now been changed again, so that you don't have to roleplay before initiation.

 

 

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Added:

  • 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.

Changed (Specific parts that have changed are highlighted in orange.):

  • NLR Rule

    • From:
      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 or you die due to an in-game glitch.

        • 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).

    • To:
      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).

 

  • Negotiator rules

    • From:
      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 be given at least 15 seconds to leave if negotiations are called off before being shot.

    • To:
      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.

 

  • Backup rule.  (THIS CHANGE WAS REVERTED APOLOGIES)

    • From:
      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.

    • To:
      7.2 Backup - Nobody other than the players involved once bolt cutting has begun are to join in (Including spotting) until the gold is being transported from the compound. At this point backup from either side may join the situation so long as someone is alive to call for backup.

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This post covers all the rule changes: Rules marked in orange are updated while rule marked as red is either removed or merged with other rules.

 

 

General Rules

1.1 VDM Rule

Original Rule

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 to ram each other while in an active RP/Combat situation

- Break checking and desync ramming are clased as VDM, therefore they are strictly not allowed

- You may ram empty vehicles although if this results in someone's death it will be classed as VDM

 

Updated Rule

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 to 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 someone’s death it will be classed as VDM.

 

Changes

Added missing apostrophe

Added a missing “to”.

 

1.2 RDM Rule

Original Rule

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.

 

Updated Rule

1.2 RDM - RDM is shooting, using rubber bullets, using taser, 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.

- RDM does not count as initiation.

 

Changes

Added using a taser.

Added RDM is not initiation

 

1.4 Combat Spawning

Original Rule

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.

 

Updated Rule

1.4 Combat Spawning - If your faction/group is involved in an active combat situation, you may not spawn within a 1.5km radius of that situation.

 

Changes

Changed Gang to Group

 

1.8 Side Chat

Original Rule

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.

 

Updated Rule

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.

 

Changes

Added a comma

 

1.10 Combat Reviving

Original Rule

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. 


Updated Rule

Removed

 

Changes

Remove as it is covered by “Active gunfight”

 

1.11 Active Gunfight

Original Rule

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.

 

Updated Rule

1.10 Active Gunfight - If you shoot someone who holds a firearm or drives around in an active gunfight, it's not classed as RDM as long as the person you shot can be confused with the person/group you have initiation on. If you get shot in an active gunfight and 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.

- Concealing your weapon or changing/dropping your uniform during an active gunfight in an attempt to abuse this rule, will result in a ban for power gaming.

- Civilians, APC and HAVOC may not revive players in active gunfights. If a medic revives you while you or your group is in an active gunfight you may not join that fight and must attempt to leave the area. 

- If you are a third party trying to get involved in the active gunfight there must be a valid roleplay reason for it. 

 

Changes

Added section so you can’t join an active gunfight when revived. 

Removed holding a firearm in an attempt to join the fight section

Removed leaving a situation section as it is irrelevant 

If you are a third party trying to get involved in the active gunfight there must be a valid roleplay reason for it. 

Concealing your weapon or changing/dropping your uniform during an active gunfight in an attempt to abuse this rule, will result in a ban for power gaming.

Changed from Rule 1.11 to 1.10

 

1.12 Armed Hellcat Usage

Original Rule

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.

 

Updated Rule

1.11 Armed Hellcat Usage - Armed Hellcat’s can only engage with other air vehicles whilst they are 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.

 

Changes

Added missing hyphen 

Changed rule 1.12 to 1.11

 

1.13 Grave Digging

Original Rule

1.13 Grave Digging- You may only take gear from people you or your group/gang have incapacitated.

 

Updated Rule

1.12 Grave Robbing

1.12 Grave Robbing  - You may only take gear from a players inventory if you or your group have incapacitated that player or if the incapacitated player gives you permission to take his gear in-game.

 

Changes

Changed Gang to Group

Changed Digging to Robbing

Added or if the incapacitated person gives you permission to take his gear in-game.

Changed rule 1.13 to rule 1.12

 

1.14 Dispute System

Original Rule

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. 

 

Updated Rule

1.13 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.

 

Changes

Rule 1.14 to 1.13

 

 

Roleplay Rules

 

2.2 Metagaming

Original Rule

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.

 

Updated Rule

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 limit to rob the bank, evidence locker, destroyer or armoury.

- Looking at a players bank balance on the stats page and using this knowledge to rob the person.

- Reading a players name or gang name and using it to your advantage in-game. Reading gang tags within initiation to clear up who is involved in group initiation is allowed.

 

Changes

Spelling mistake

Added clarification on reading a player’s name above their head

Added evidence locker, destroyer or armoury.

Reading a players name or gang name and using it to your advantage in-game. Reading gang tags within initiation to clear up who is involved in group initiation is allowed. 

 

2.3 Power Gaming 

Original Rule

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.

 

Updated Rule

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.’

- Attempting to abuse server rules to gain an unfair advantage in game also is considered powergaming and low RP standard.

 

Changes

Added: Attempting to abuse server rules to gain an unfair advantage in game also goes under powergaming and RP standard. 

 

2.4 Restraints 

Original Rule

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.

 

Updated Rule

2.4 Restraints - If you are in restraints, zip-tied or your hands are up you must broadcast in-game what you are saying on Teamspeak/group/discord etc.

- If your communication devices have been taken you must mute all other communication methods and only speak in-game unless told otherwise in the situation.

- If your restraints automatically break in RP you must put your hands up until you are let go or someone saves you.

 

Changes

Hyphens added

Spelling mistake fixed

Added Clarification for if your restraints break whilst in a situation

 

2.7 Value of Life

Original Rule

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.

 

Updated Rule

2.7 Value of Life - At all times you must value your life as if it were 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 and a valid threat (initiation) has been made to you, you must comply with any demands made.

 

Changes

Added a valid threat section

Was to were

 

2.8 Negotiator

Original Rule

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.

 

Updated Rule

2.8 Negotiator - Factions are always required to attempt to negotiate any Treasury, Hostage, Armory, Evidence Locker, Gas Stations or Destroyer situations to the best of their ability. Civilians can also negotiate for hostages and are covered by this rule, but they are not required to negotiate. 

- The negotiator must keep their weapon on their back when identifying themselves as the negotiator.

- No one may be shot during the first 15 seconds after negotiations are called off.

 

Changes

Changed to mandatory for factions but civilians don’t have to negotiate.

Added Gas Stations

Added no one may be shot before 15 seconds after negotiations are called off.

 

2.9 Roleplay Standard

Original Rule

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.

 

Updated Rule

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. 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, it’s here to promote high levels of roleplay with whatever you are doing.

Examples of low standard of roleplay:

- Initiating without quality roleplay before or after, if able, will be considered low roleplay standard.

- Constantly initiating and killing everyone you see will be classed as low roleplay standard. 

- Taser initiating on someone holding a firearm in their hands or tasing without roleplay and prior warning that you are going to tase them is considered low roleplay standard.

- Hostages must be taken with a high standard of roleplay throughout the hostage taking. For example, killing the hostage when they are following demands without a roleplay reason, or leaving the hostage for extensive periods of time (10 minutes +) without interaction is not allowed.

 

Changes

Added Comma

Removed the Prior

Added the hostage section

Removed:

"hands up or die" or "stop or your dead" without anything prior will be considered low roleplay standard. Changed to: Initiating without quality roleplay before or after, if able, will be considered low roleplay standard.

Constantly initiating and killing everyone you see will be classed as low roleplay standard. 

 

 

 

Initiation Rules

Valid Player Initiation

- Saying “You will be shot” or “I will kill you” or threatening to knock someone while holding a lethal firearm while adhering to roleplay standard is valid player initiation.

- If someone states they will shoot you or rubber bullet you while adhering roleplay standard is valid player initiation. 

 

Removed: 

Merged with 3.1

 

3.1 Player Initiation

Original Rule

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.

 

Updated Rule

3.1 Player Initiation - Initiating on another player and/or group can only happen through Direct Chat and must be clear enough for the other party to hear.

 

Valid Initiation

- Saying “You will be shot” or “I will kill you” or threatening to knock someone out while holding a lethal firearm while adhering to roleplay standard is valid player initiation.

- If someone states they will shoot you or rubber bullet you while adhering roleplay standard is valid player initiation. 

- Saying you will shoot someone’s tires whilst holding a firearm is considered valid player initiation. 

- If negotiations are called off the parties have valid player initiation after 15 seconds.

- You must give sufficient time to allow the other player to comply with your demands.

- The player initiating must be visible to the players they are initiating on so they can confirm you have a lethal weapon.

 

 Invalid initiation

- APC sirens/lights and spike strips are not considered to be initiation.

- You may not initiate on another person/group whilst you are sitting in any vehicle.

- You may not initiate on your own group or faction members. Exceptions can be made in cases where a third party would not be affected and is adhering to the standard of roleplay rule.

 

Changes

Does changed to do.

Changed Gang to Group

Changes to the visible firearm to initiating.

Removed section about using ingame messages as it is a repeat of previous rules.

Removed: You cannot initiate on anyone without holding a weapon that can actually endanger the life of the victim. (already covered in initiation)

Added: Saying you will shoot someone’s tires whilst holding a firearm is considered valid player initiation. 

Added: If negotiations are called off the parties have valid player initiation after 15 seconds.

 

Valid Vehicle Initiation - 

 

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

 

3.2 Vehicle Initiation

Original Rule

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.


Changes

Removed and implemented in 3.1 player initiation

 

 

3.3 Air Vehicle Initiation

Original Rule

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 people inside can open fire on you. If the air vehicle lands, you must re-initiate using valid player initiation.

 

Updated Rule

3.2 Air Vehicle Initiation - Initiating on an air vehicle must be done by following the below: (this does not go under group initiation and is restricted to the air vehicle until it lands and valid player initiation is required.)

- APC & HAVOC: The APC & HAVOC must send an 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 of the air vehicle. If the air vehicle lands, you must re-initiate using valid player initiation. Failure to leave the air space means you can open fire on the air vehicle and the people inside can open fire on you.

 

Changes

Changed 2 “a’s” to “an’s”

Changed Civilian section to add the failure to leave the situation.

Removed the shots to the back of the vehicle.

Added: this does not go under group initiation and is restricted to the air vehicle until it lands and valid player initiation is required.

Rule 3.3 changed to rule 3.2

 

3.4 End of Initiation

Original Rule

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).

 

Updated Rule

3.3 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).

- You do not need to reinitiate to execute a hostage if the initiation is over.
 

Changes

Added: You do not need to reinitiate to execute a hostage if the initiation is over.

Rule 3.4 to 3.3

 

3.5 Group Initiation

Original Rule

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.

 

Updated Rule

3.4 Group Initiation - If you or a group/faction member are involved in a player initiation, any other group/faction members are also initiated, although you must all have the same tags set in-game.

- Group initiation does not count for allied groups, they must initiate separately (this applies to APC/HAVOC also, therefore initiating on behalf of their undercover units and the other way around is not allowed)
 

Changes

Added Hyphen

Changed from Gang Initiation to Group Initiation

Added section regarding Undercover Units having to initiate separately

Rule 3.5 to rule 3.4 

Altis Job Rules

4.1 Clothing

Original Rule

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).

 

Updated Rule

4.1 Clothing - APC, NHS, HAVOC and SO1 uniform 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).

 

Changes

Changed “clothing to uniform. 

 

4.4 Camping

Original Rule

4.4 Camping - APC & HAVOC are not permitted to “Camp” rebel areas for any longer than 15 minutes. This includes gang bases and cartels.

 

Updated Rule

4.4 Camping - APC & HAVOC are not permitted to “Camp” areas they consider illegal, for any longer than 15 minutes. 

Rebels are not permitted to “Camp” gang bases for more than 15 minutes unless it is an active situation or during Base Wars.

 

Changes

Changed rebel areas to areas factions consider illegal.

 

 

4.5 Medical Custody

Original Rule

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.

 

Updated Rule

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, zip-tied, or initiated on. This only applies if you are being revived by an 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 injuries even if this means being taken back to the hospital.

- The APC or HAVOC may restrain a person in medical custody and disarm or confiscate items.
 

Changes

Added Hyphen

Swapped apply for applies

Swapped an “a” for “an”

Spelling correction on injuries

Added Section for APC and HAVOC to restrain and confiscate whilst in medical custody

 

4.7 Illegal/Legal Activity

Original Rule

4.7 Illegal/Legal Activity - NHS and APC members are not permitted to do any illegal activities, illegal or legal runs whilst on duty.


Changes

Removed apostrophe 

 

4.9 Hostages

Original Rule

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.

 

Updated Rule

4.9 Hostages - You may not take your own group 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.
 

Changes

Gang to Group

 

4.10 Attacking HAVOC

Original Rule

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.

 

Updated Rule

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 the checkpoint.

 

Changes

Added coma

Added missing “the”

 

4.11 APC Rebel Activity

Original Rule

4.11 APC Rebel Activity - APC Officers are only permitted to commit criminal activity as civilians during the hours of 12 am - 12 pm 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.


 

Removed

- Removed the rule and made this an APC command issue. Rule can be reverted by Management if APC numbers drops to much as it hurts the server. 


 

4.11 Base Wars

Original Rule

4.11 Base Wars - Factions, including undercover units, may not enter the south-eastern redzone whilst base bidding is active, although they may attend as a civilian (this voids the APC Rebel Activity rule).
 

Changes

-This is a new Rule

- To replace rule 4.11 in numerical order.

 

New Life Rule

5.1 NLR (New Life Rule)

Original 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).

 

Updated 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, die due to an in-game glitch or if you die in a red zone as civilian unless the situation started outside. 

- 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).
 

Changes

Added: Exceptions:  if you die as a civ in a red zone unless the situation started outside. 

 

Coloured Zones

6.1 Green Zone

Original Rule

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.

 

Updated Rule

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 allowed to knock players out in the green zone, 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.

 

Changes

Grammar: Allow to allowed

 

6.5 Red Zone

Original Rule

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.

 

Updated Rule

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.

- You are not allowed to revive anyone in a redzone.
 

Changes

Added: you are not allowed to revive anyone in a redzone.

 

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

7.1 APC/HAVOC Numbers

Original Rule

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.

 

Updated rule:

7.2 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.

 

Changes

Changed to 7.2

 

7.2 Backup

Original Rule

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.

 

Updated Rule

7.1 Major Crime: Treasury, Armory, Evidence locker and destroyer

Robbers/Defenders: Only the group/faction members on the server when bolt cutting starts can participate in the robbery. Group/faction members who died or connected during the robbery can join the transport phase when the stolen goods have left the compound and they don’t breach the NLR distance and there is someone alive to call for backup.

Third Party: If your group or faction did not bolt cut or have a faction role of defending the content you are considered a third party. No one other then the group/faction involved in the robbery can join in or disturb the situation until the stolen goods have left the compound. At that time you can attempt to protect or rob the stolen goods. 

 

Changes

- Re written and made into two sections for attackers/defenders and third party. Also specified that group or faction members can return if the connect or die during the robbery. 

- Changed to 7.1

 

7.4 Server events

Original Rule

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.

 

Updated Rule

7.4 Server events - During an organised server event there cannot be a major crime. Server events will be announced on Discord, Twitter, In-Game and / or the forums to ensure that players are aware.


Changes

Added announced in-game

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November 11th - 2019

From:

  • 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 to 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.

To:

  • 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, APCs and Tanks are allowed to 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.

Changes:

Added APCs(Armored Personel Carrier) and Tanks to the exceptions.

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Changed:

 

  • 6.2 Blue Zone - No players are allowed to initiate, rob, steal, lock pick 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 blue zone by anyone involved in the firefight.
    • You are not permitted to block the entrance to blue zones.

To:

  • 6.2 Blue Zone - No players are allowed to initiate, rob, steal, lock pick vehicles, taze, kill or knock out 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 blue zone by anyone involved in the firefight.
    • You are not permitted to block the entrance to blue zones.

 

 

 

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From

  • 5.1 NLR (New Life Rule) - This rule states that once you die in an active Role play situation. You may not return to that area and continue in the same Role play 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 if you die in a red zone as a civilian, unless the situation started outside.
      • 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).

To

 

  • 5.1 NLR (New Life Rule) - This rule states that once you die in an active Role Play  situation. You may not return to that area and continue in the same Role play 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 or if you die due to an in-game glitch.
      • 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).

Changed:

You are not allowed to break NLR rule in red zones.

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Rule change taking effect at the 20:00 GMT restart January 16th.

 

From

  • 5.1 NLR (New Life Rule) - This rule states that once you die in an active Role Play  situation. You may not return to that area and continue in the same Role play 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 or if you die due to an in-game glitch.
      • 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).

To

  • 5.1 NLR (New Life Rule) - This rule states that once you die in an active Role play situation. You may not return to that area and continue in the same Role play 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 if you die in a red zone as a civilian, unless the situation started outside.
      • 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).

 

 

Changed:

There is no longer NLR in the red zones for civilians as long as the situation you die in started inside the red zone.

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Rule change taking effect at the 00:00 GMT restart April 3rd.

 

From

 

  • 6.2 Blue Zone - No players are allowed to initiate, rob, steal, lock pick vehicles, taze, kill or knock out 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 blue zone by anyone involved in the firefight.
    • You are not permitted to block the entrance to blue zones.

To

  • 6.2 Blue Zone - No players are allowed to initiate, rob, steal, lock pick vehicles, take seized (vehicles, items, clothing or weapons), taze, kill or knock out 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 blue zone by anyone involved in the firefight.
    • You are not permitted to block the entrance to blue zones.

 

Changed:

The rule now means you can not go into blue zone and take your vehicles back as police do not have the ability to stop you. However, the Combat Storing rules are also changing to stop police from taking seized vehicles, items, weapons, clothing back into the blue zone. This will now be treated as combat storing.

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Rule change taking effect at the 00:00 GMT restart April 3rd.

 

From

  • 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.

To

  • 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.
    • This includes taking seized vehicles, items, clothing or weapons back into blue zones during a active gun fight.

Changed:

In reference to the blue zone rule changes, this rule now enforces that factions can not return to blue zones with seized goods if they are in a active gun fight to make it fair. They can still take things back into blue zones if they are in active roleplay. There is a difference between roleplaying and having a gun fight

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Rule change taking effect at the 00:00 GMT restart April 3rd.

 

From

 

  • 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. Attempting to abuse server rules to gain an unfair advantage in game also is considered power gaming and low RP standard.

To

  • 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. Attempting to abuse server rules to gain an unfair advantage in game also is considered power gaming and low RP standard.
    • This includes telling police officers you have dropped your ID or do not own an ID.

Changed:

Stating that you do not have a ID is now considered power gaming, every player gets issued one. If you want to change it the ability is in game to do this.

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Rule change taking effect at the 00:00 GMT restart April 3rd.

 

From

  • 1.12 Grave Robbing - You may only take gear from a players inventory if you or your group have incapacitated that player or if the incapacitated player gives you permission to take his gear in-game.

To

  • 1.12 Grave Robbing - You may only use the grave robber perk on a players inventory if you or your group have incapacitated that player or if the incapacitated player gives you permission to take his gear in-game.

 

Changed:

This means you are now no longer even able to open a players inventory if you haven't been involved or given permission. Designed to stop people looking then using that information.

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Rule change taking effect at the 00:00 GMT restart April 3rd.

 

From

  • 4.9 Hostages - You may not take your own group 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. 

To

  • 4.9 Hostages - You may not take your own group member's hostage in addition PCSO's may not be taken hostage under any circumstances. This rank is still in training and should not be singled out. 
    • You may also not take any member of a faction hostage if there is not a minimum of 5 members of that faction on.

 

Changed:

Obvious reasons, CSO no longer exist. Also making it more fair for factions when less of them are on. Lets be nice :D

 

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Rule change taking effect at the 00:00 GMT restart April 3rd.

 

From

  • 3.3 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). You do not need to re-initiate to execute a hostage if the initiation is over.

To

  • 3.3 End of Initiation -  After a period of 3 minutes has passed since your original valid initiation or after three minutes of no shots being fired during an active gunfight, 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). You do not need to re-initiate to execute a hostage if the initiation is over.

 

Changed:

This rule change makes it set in stone that if you validly initiate you stay initiated for 3 minutes. Unless there is a active gun fight, this would end after 3 minutes of no shots being fired.

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Rule change taking effect at the 00:00 GMT restart April 3rd.

 

From

  • 7.1 Major Crime: Treasury, Armory, Evidence Locker and Destroyer - 
    • Robbers/Defenders: Only the group/faction members on the server when bolt cutting starts can participate in the robbery. Group/faction members who died or connected during the robbery can join the transport phase when the stolen goods have left the compound and they don't breach the NLR distance while there is also someone alive to call for backup.
    • Third Party: If your group or faction did not bolt cut or have a faction role of defending the content then you are considered a third party. No one other than the group/faction involved in the robbery can join in or disturb the situation until the stolen goods have left the compound. At that time you can attempt to protect or rob the stolen goods.

To

  • 7.1 Major Crime: Treasury, Armory, Evidence Locker and Destroyer - 
    • Robbers/Defenders: Only the group/faction members on the server when bolt cutting starts can participate in the robbery. Group/faction members who died or connected during the robbery can join the transport phase when the stolen goods have left the compound and they don't breach the NLR distance while there is also someone alive to call for backup.
    • Third Party: If your group or faction did not bolt cut or have a faction role of defending the content then you are considered a third party. No one other than the group/faction involved in the robbery can join in or disturb the situation until the stolen goods have left the compound. At that time you can attempt to protect or rob the stolen goods.
    • There may only be one major crime (per faction) happening on the server at one time.
       

 

Changed:

This rule change now means you can not start a bank robbery if someone is also doing the APC Lockup. But you can start a HAVOC Destroy robbery as this is a different faction. Everyone on the server is notified when one of these happen. If you do however start a robbery when another major crime is on we advise members of that faction to reach out to the individuals and let them know. If they still do not stop it can be escalate.

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Rule change taking effect at the 16:00 GMT restart May 28th.

 

From

  • 7.1 Major Crime: Treasury, Armory, Evidence Locker and Destroyer - 
    • Robbers/Defenders: Only the group/faction members on the server when bolt cutting starts can participate in the robbery. Group/faction members who died or connected during the robbery can join the transport phase when the stolen goods have left the compound and they don't breach the NLR distance while there is also someone alive to call for backup.
    • Third Party: If your group or faction did not bolt cut or have a faction role of defending the content then you are considered a third party. No one other than the group/faction involved in the robbery can join in or disturb the situation until the stolen goods have left the compound. At that time you can attempt to protect or rob the stolen goods.
    • There may only be one major crime (per faction) happening on the server at one time

To:

  • 7.1 Major Crime: Treasury, Armory, Evidence Locker and Destroyer - 
    • Robbers/Defenders: Only the group/faction members on the server when bolt cutting starts can participate in the robbery. Group/faction members who died or connected during the robbery can join the transport phase when the stolen goods have left the compound and they don't breach the NLR distance while there is also someone alive to call for backup.
    • Third Party: If your group or faction did not bolt cut or have a faction role of defending the content then you are considered a third party. No one other than the group/faction involved in the robbery can join in or disturb the situation until the stolen goods have left the compound. At that time you can attempt to protect or rob the stolen goods.
    • Vehicles: Only vehicles at the major crime once bolt cutting begins can be used until the transport phase begins. (This does not apply to factions).
    • Initiation: Once negotiations are called off, initiation is active at the major crime until the transports stage starts. At this point the normal End of Initiation rule must be followed.
    • There may only be one major crime (per faction) happening on the server at one time

Changed:

You now need all the vehicles you intend to use at the Major crime before you start bolt cutting. This should stop people just rocking up 5 ifirts deep then once safe bring the transport vehicles. Adds another level of risk, if you lose the bank your transport vehicles will likely be scrapped.

The initiation change also means that until you start the transport phase the initiation is not over. This just makes it fairer for everyone involved.

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Rule change taking effect at the 16:00 GMT restart May 28th.

 

From

  • 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 comply they are breaching rule 2.7.

To:

  • 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 or demand they treat a specific person first, if they do not comply they are breaching rule 2.7.

Changed:

Medics are not gods, they are not untouchable and this rule enforces that. If you demand they revive your team mate and threaten their life in some way and they don't they are simply not valuing their life. However, we dont want people killing medics. It causes more problems having a medic waiting to bleed out.

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Rule change taking effect at the 16:00 GMT restart May 28th.

 

From

  • 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, APCs and Tanks are allowed to 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 someone's death or injury it will be classed as VDM.

To:

  • 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, APCs and Tanks are allowed to 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 excluding any NHS vehicles, although if this results in someone's death or injury it will be classed as VDM.

Changed:

You can still ram empty vehicles but not NHS vehicles. If there are destroyed it just causes unnecessary delays to people being revived.

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Rule change taking effect at the 16:00 GMT restart May 28th.

 

From

  • 1.3 Combat Storing - Storing money, vehicles or gear while there is an active situation ongoing for the purpose of preventing the opposition getting their hands on it is not permitted.
    • This includes taking seized vehicles, items, clothing or weapons back into blue zone during a active gun fight.

To:

  • 1.3 Combat Storing - Storing/Destroying money, vehicles or gear while there is an active situation ongoing for the purpose of preventing the opposition getting their hands on it is not permitted.
    • This includes taking seized vehicles, items, clothing or weapons back into blue zone during a active gun fight.

Changed:

Purposely destroying a vehicles, money or gear is now considered combat storing as well.

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Rule change taking effect at the 16:00 GMT restart May 28th.

 

From

  • 5.1 NLR (New Life Rule) - This rule states that once you die in an active Role play situation. You may not return to that area and continue in the same Role play 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 if you die in a red zone as a civilian, unless the situation started outside.
        • 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).

To:

  • 5.1 NLR (New Life Rule) - This rule states that once you die in an active Role play situation. You may not return to that area and continue in the same Role play 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 1km 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 if you die in a red zone as a civilian, unless the situation started outside.
        • 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).

Changed:

NLR is now 1km. Why its was every 1.5km we will never know :)

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