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Roleplay Project
Roleplay Project · ILLEGAL FACTION MANAGEMENT TEAM
RULES OF ENGAGEMENT — RoE (WIP)
 

Generally, RPP’s prerogative towards the management of factions and the wider illegal community is founded on realism, when sensibly plausible, backed by realistic and sensible IC results. If you step outside the boundaries of what’s widely recognized as realistic, expect more severe IC consequences. If this is done in a manner that’s largely derogatory to the wider ongoing narrative without IFM’s approval, you may also be subject to OOC consequences.

1. Rules of Engagement

  1. A faction may only engage in lethal interactions when there’s a generalized standard of lethal risk established, following organic and natural developments. A faction may request permission to develop lethal or potentially lethal interactions when the ideology behind future and historical interactions centers on growth, whether that refers to wealth or power. It doesn't have to be strictly about retaliation or protection, but when it isn’t and there’s a clear prerogative to get something out of nothing, it doesn't have to be requested; however, that may prove prudent in the individual scenario.
     
  2. Whilst there’s a multitude of attack types, for instance, verbal, social, shootings, brawls, stabbings, arsons, kidnappings, or torture. They are not irregularly perceived as the same scale of attack, and if any party involved feels that requesting IFM's opinion on interactions and developments on a case-by-case basis is prudent, IFM will and may make corrections where necessary to uphold the wider narrative. 

2 Faction Conflicts

2.1 — A faction conflict officially begins when any one faction or individual in a faction curates hostile action towards another faction, or individual within a faction. All interactions should always be logged promptly within the respective channels of each faction's Discord. Players and Faction Leaders are expected to communicate effectively for logging purposes, with the responsibility for this resting with each respective Faction Leader involved. A “war” does not require lethal interactions to begin; conflicts that resemble long-term “feuds” are applicable. 

2.2 — IFM must be notified of any conflicts that have reached a standard of war. Upon reaching this standard, the respective Faction Leaders will be brought into further communication with each other and IFM to set terms and discuss previous history. IFM wills to understand your conflict just as well as you do.

2.3 —  The generalized war terms of Faction Conflicts are as follows, locked terms are scripted in red, terms that faction leaders can mutually change are scripted in blue;

2.3.1 —  Participating characters must hold a minimum activity rating of 0.8 — which equals to approximately forty (40) hours of logged playtime, before taking part in any IFM-approved faction war. This threshold may flex slightly at IFM's discretion, depending on circumstances. Substantially low activity will never be accepted as a basis for war participation, regardless of reasoning. IFM recognizes that activity requirements will be harder to meet whilst RPP is relatively young. If faction members have alternate characters, their main one should be used for the duration of the war. 

2.3.2 — At least one faction involved in the IFM-approved faction war must be at least fourteen (14) days old; if any faction is under that age, they can only defend until the opportunity to retaliate surfaces. Similarly with faction age, all characters involved in the IFM-approved faction war must be at least fourteen (14) days old, as well as being a part of the respective faction script that character is representing for fourteen (14) days as well. If any character falls under the fourteen (14) day restriction, they can not participate in attacks, regardless of retaliating or not, and if the faction itself is under the age restrictions, then it can only use the original roster that the faction requested faction approval with. Wars can wage on for longer periods of time. If characters age past their age constraints during the war, the active war roster must be updated privately to IFM. 

2.3.3 — Following an attack, factions will have a cool-down before they can attack again, as well as the individual characters concluding the attack themselves having their own cooldown. IFM recognizes that a multitude of orchestrated attacks could realistically occur within tight time frames. For instance, a shootout, following the frenzy of that aftermath, a known laboratory of the opposing faction is broken into and set alight. All such orchestrated attacks must be approved by IFM prior to execution.

  • Shootouts will result in an eight (8) hour faction cool-down, as well as a twenty (20) hour cool-down to each respective character that concluded the attack.
  • Arsons will result in a three (3) hour faction cool-down, as well as a five (5) hour cool-down to each respective character that concluded the attack.

Anything more creative, such as car bombings or ram raids, must be reviewed on a case-by-case basis by IFM, and from there, cool-downs will be set. If a faction wills to attack across multiple different types within the grounds of a scheduled attack, a multiplier will be added to the total faction’s cool-down depending on how many total attacks were done in the singular attack. The same can be said for characters that concluded multiple attacks within the same scheduled attack. 

  • Two (2) attacks result in a twenty-five percent (25%) multiplier to the faction and any characters concluding two (2) orchestrated attacks. Three (3) or more attacks result in a fifty percent (50%) multiplier to the faction and any characters concluding multiple orchestrated attacks in the same scheduled attack.

PK’ed characters are removed from their respective factions' conflict roster. If characters are PK’ed by police following a conflict, they’re too PK’ed from the conflict. They may not attack or be a part of the execution of an attack. PK’ed characters may only defend themselves, not under the grounds of a faction-wide defense. In essence, you can not spend large quantities of time at your turf anticipating an attack from rivals, once PK’ed. PK’s may only be voided by administrators. 

2.3.4 — Faction Wars and Faction Conflicts end when over fifty percent (50%) of a faction's war roster is player-killed out of the conflict, or when the acting leadership of either faction is player-killed out of the conflict, a faction forfeits, both faction leaders agree to conclude war, or when forty-eight (48) hours pass without an attack from either side. 

2.3.5 — Allied factions' attacks count as their own individual attack; the listed factions do not share each other's cooldowns. Umbrella factions do share the same cooldowns and losses; however, they should be orchestrated by the Umbrella factions' designated leadership. Should individual and non-orchestrated attacks ensue, heightened IC consequences follow if necessary. In the case of Umbrella factions going to war, IFM will consolidate with leaders to reach mutual terms. Mercenaries can be used when there’s sensible reasoning.

2.3.6 — Absolutely no limits on; weaponry that may be used in either attacks or defense, quantity of characters attacking and or defending. As a general rule, if factions act outside their concept norms, they will receive harsher IC punishments.

⚠ WarningFaction leaders are expected to discuss how they would mutually expect losses to be correctly portrayed after war, if necessary, IFM is available, and will offer guidance and correction where sensible. Faction leaders are expected to do everything within their capability to ensure narratives remain true and correct; effective communication is a responsibility. Any and all forum-type reports should be discussed beforehand by faction leaders, in the result it goes to the RPP forums IFM should be notified, in the result an in-game report receives an outcome, IFM should be notified. All pupils involved in faction conflicts are expected to act realistically and sensibly based on the portrayal of their concept and inner faction on-goings. These Rules Of Engagement do not go in depth on regular hard limits, such as looting bodies, but as a general rule of thumb, if it’s realistic and consistent with your faction's portrayal, it’s allowed. 

 

 

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WIP & SUBJECT TO CHANGE 

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