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Rules of Engagement

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Rules of Engagement Empty Rules of Engagement

Post by Dantae "Smiley" Elizalde Tue Dec 25, 2012 1:26 am

RULES OF ENGAGEMENT

Player Kill Wars
Player kill wars (PK wars in short) are wars with clearly defined win/lose conditions in which faction member rosters are exchanged by all parties involved. In the context of faction wars, the term player kill means that once killed (or otherwise taken out) during the course of a war, a member may not participate in activities related to the same war any longer. Typically, a player kill war ends when a certain percentage of all members of one war party are taken out. Wars with the intention to not only win but to also take something from the opposing faction (e.g. parts of a turf) require OOC consent of both parties or exceptional approval of the Head of Factions. Sudden attacks that are supposed to trigger a player kill war (i.e. an attack without prior OOC notification to the attacked faction) follow the long term war rules until rosters were exchanged from both sides.
SPOILER: HIDE
Regulations
These regulations must be followed by all factions involved in player kill wars.
1. In the beginning of a war, all factions involved in said war must exchange lists that show the character names of all their members. Unused characters must be removed, see regulations 1.1. and 1.2.

1.1. A player who is part of a faction that is at war may only use one (the highest ranking) character to participate in the war. Alternative characters are best completely unused until the end of said war.

1.2. All members on exchanged rosters are expected to be active. Members who are sure not to be active during the course of a war, turn inactive or leave the faction during the war must be removed from the lists.

1.3. Members recruited during a war may not be used to participate in it in any way. Current members of a faction at war may not change their characters within the faction (i.e. by name changing and staying in the faction).
2. Only characters on the lists that have been exchanged in the beginning of a war (see regulation 1.) may participate in attacks on an opposing faction. All other characters (with exception to those removed due to regulations 1.1. and 1.2.) may be used to defend only.
3. The faction ratio of two parties opposing each other during a war may not exceed a 2:1, e.g. 2 factions against 1 would be allowed, 3 factions against 1 wouldn't be. Exceptions are possible with permission of the Head of Factions or the consent of all parties involved in a war.
4. When a party(A) attacks an opposing party(B) while the opposing party(B) is on their own property (e.g. inside their business, on their own claimed turf, etc.) the attacking party(A) may not attack opposing members(B) on that same property for a cooldown time of 1 hour. However, during the cooldown time the attacking party(A) can still attack members of the opposing party(B) elsewhere.

4.1. When rule 4 applies - meaning that one party(A) attacked another party(B) while that party(B) was on their own property - the attacking party(A) may not stay in the area of attack for longer than 15 minutes and is expected to leave as soon as the attack is over.
5. Faction members who have been brutally wounded and/or killed in the context of a war may no longer participate in said war any longer. Brutally wounded members who were saved by official paramedics (see 5.3.) may not participate in future attacks of their faction which are related to the war.

5.1. When brutally wounded, /acceptdeath may not be used until at least two minutes have passed to allow the opposing faction to role play with the body should they choose to do so. It is strongly advised for the attacking party to take a screenshot if it role plays fatally injuring the attacked party.

5.2. As by basic rules of role play, being killed (meaning not saved as explained in regulation 5.3.) equals a memory wipe of information surrounding the death, i.e. the war, the killer, etc.

5.3. In order for a memory loss to be prevented, a faction member brutally wounded in the context of a war must be saved by an official paramedic (i.e. LSFD) if the wounds allow said faction member to be saved. If no official paramedic is available/online, an administrator may make the verdict of the character's faith once it was transported to a hospital. It is strongly advised to take screenshots of the role play (or administrator verdict) that saves a brutally wounded character.

5.4. When respawning at an area currently under attack after being killed during the same attack, a killed member must stay out of sight until the attack is over and may, of course, not affect the attack in any way, see regulation 5.
6. A member of a faction at war who is imprisoned for 8 hours or longer in the context of said war is considered out of it (equal to a kill).

6.1. Being killed by members of an official government faction (i.e. LSPD, SASD) in the context of a war equals being killed by a member of the opposing party.
7. Grenades may not be used during wars. M4s, sniper rifles and car bombs may only be used by factions in possession of a weapon factory.
8. OOC masks (/mask) may not be used by members of factions at war.

Win/Lose Conditions
These conditions may be modified if all parties involved in a war agree to the modifications.
Ending a war

Possibility 1: The leader(s) and co-leader(s) of faction(s) of one side are killed - meaning not saved by official paramedics, see regulation 5.3. - in the context of the war.

Possibility 2: More than 50% of all members on the exchanged members lists of one party are taken out (killed, brutally wounded, etc).

Possibility 3: The opposing party voluntarily surrenders.

Possibility 4: Both parties come to an agreement that sets an end to the war.
Aftermath of a war

Gains/Losses: Both parties involved can set conditions that define what the opposing party gets or loses when winning/losing a war.

Repeated Wars: All factions involved in a war (including factions used as alliances) mustn't go to war for the same (or similar) reasons unless at least one month has passed since the previous war. Members who have been killed (actually killed, not brutally wounded only) may not participate in such repeated wars.

Long Term Wars
Long term wars are wars that have no clear win-lose conditions and therefore don't end until one of the participating parties surrenders or a peaceful ending is found otherwise. They primarily exist for the purpose of allowing factions to role-play long term rivalries with other factions without being required to exchange faction member rosters or to end the war based on kill counts. For a war of this type to start, either both parties must agree to starting it OOC, or the consent of the Head of Factions to force it must be obtained by one of the parties. However, "surprise attacks" with proper reason, or other random/individual attacks with or without the intent to start a player kill war must follow the rules found below, too (see bottom of the spoiler content).
To be added.


New updates to this can be found here; http://forum.ls-rp.com/viewtopic.php?f=658&t=257567
Dantae
Dantae "Smiley" Elizalde
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Rules of Engagement Empty Re: Rules of Engagement

Post by Dantae "Smiley" Elizalde Fri Jan 11, 2013 1:53 pm

Updated.
Dantae
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