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[IFM] Rules of Engagement — RoE

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Roleplay Project · ILLEGAL FACTION MANAGEMENT TEAM

RULES OF ENGAGEMENT — RoE

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. General Principles & Rules of Engagement

1.1. Realism Foundation: 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.

1.2. Text-RP Standards: All illegal faction activities must be conducted through descriptive, high-effort text roleplay using /me and /do emotes. Powergaming, metagaming, or low-effort emotes will result in IC consequences such as a Character Kill.

1.3. Attack Types & IFM Discretion: Whilst there’s a multitude of attack types (verbal, social, shootings, brawls, stabbings, arsons, kidnappings, torture), they are not perceived as the same scale of attack. IFM will make corrections on a case-by-case basis where necessary to uphold the wider narrative.

2. Faction Conflicts & Logging

2.1. Conflict Definition: A faction conflict officially begins when any faction or individual curates hostile action towards another faction. A “war” does not require lethal interactions to begin; conflicts that resemble long-term “feuds” are applicable.

2.2. Mandatory Logging: All interactions must be logged promptly within the respective channels of each faction's Discord. When lethal force occurs or is imminent, the following logs must be filed:

  • 2.2.1. Hostile Action Log (Initiating Party): Must include Target, Date, Allies, Objectives, and Summary of Reasons.

  • 2.2.2. Defensive Action Log (Defending Party): Must include Attacker, Date, Defensive Allies, and Summary of Reasons (Required only if involving allies).

2.3. Standard of War: IFM must be notified when a conflict reaches a "standard of war" (when Faction A attacks, and Faction B responds in kind/retaliates). If IFM observes a sustained & escalating back and forth, it reserves the right to directly step in and bring both leaders to the table.

3. War Eligibility

3.1. Faction Development: At least one faction involved in an IFM-approved faction war must be at least fourteen (14) days old. Factions wishing to engage in war MUST be up for at least 1 week before requesting

3.2. Character Requirements: Participating characters must meet the following criteria:

  • 3.2.1. Maintain a minimum activity rating of 0.8 (approx. 40 hours logged playtime) OR have been part of the faction for more than two (2) weeks.

  • 3.2.2. All characters involved must have a valid IC reason to participate in the war.

  • 3.2.3. If faction members have alternate characters, their main character should be used for the duration of the war.

3.3. Age Restrictions: All characters involved must be at least fourteen (14) days old and part of the respective faction for 14 days. If a faction is under 14 days old, they can only defend until the opportunity to retaliate surfaces.

4. Allies, Mercenaries & Satellites

4.1. Alliance Formation: Factions are strictly prohibited from forming alliances with another faction unless both factions have been active for one (1) week or longer. Factions can only ally with one (1) other faction based on prior roleplay, and this must be explicitly stated in the war request to IFM.

4.2. Mercenary Limits: Allied factions may hire a maximum of three (3) mercenaries. Mercenaries will fully count toward the faction's total death/casualty count during the conflict and must be listed in the war log.

4.3. Cooldowns: Allied factions' attacks count as their own individual attack; the listed factions do not share each other's cooldowns. Umbrella factions share the same cooldowns and losses.

5. Convoy & Vehicle Limits

5.1. Maximum Convoy Sizes: To prevent unrealistic zerg rushes, the following maximum limits apply to attacks:

  • 5.1.1. Two (2) cars (maximum 8 players)

  • 5.1.2. One (1) car and one (1) motorbike (maximum 6 players)

  • 5.1.3. Three (3) motorbikes with passengers (maximum 6 players)

  • 5.1.4. Four (4) motorbikes with individual riders (maximum 8 players) - ONLY FOR MOTORCYCLE CLUBS

5.2. Exceptions: If there is a necessity for more attackers, the faction leader must seek authorization from IFM prior to the attack.

5.3. Vehicle Realism: Driving motorcycles or off-road bikes while carrying large firearms will be considered powergaming and result in an automatic Conflict PK. Please maintain realism while carrying weapons either on your person, or inside a vehicle.

6. Attack, Defense & Scouting Mechanics

6.1. Attack Definition & Success: An attack is any offensive action wherein parties are at risk of being Conflict PK'd. An attack is only considered a successful casualty if the target is fully killed (Combat PK'd or CK). Players who survive do not count toward the casualty count.

6.2. Non-Lethal Escalation: Spraying graffiti on rival turf or engaging in fist-fights does not count as a formal faction attack, though these actions can serve as the IC justification for a subsequent attack.

6.3. Affirmative Defensive Action: If a faction recognizes their enemy setting up for an attack at or nearby their territory and can clearly identify them, they may take affirmative action to defend themselves. This shall not be counted as an attack.

6.4. Blockwiping Prevention: Mass-killing of opponents must be justified. Tell-tale signs of rule-violating blockwiping include cutting off all escape routes, large convoys, overuse of force, or poor reasons to kill. If it would be considered domestic terrorism, it's a rule violation.

6.5. Scouting Requirements: Scouting enemy territory must be done via active text roleplay (e.g., observing patterns, taking notes, using /do to check for visible security). Driving past a location OOC to memorize license plates or callouts does NOT constitute valid IC scouting. Kindly make sure screenshots of the RP are appropriately taken incase IFM raises questions.

6.6. Backdooring: Backdooring is permitted, but requires prior, documented IC scouting roleplay and reasoning behind it. All actions taken by the participating member must have fall within logical reasoning to betray an individual/organization/faction and participating members must fully document the journey with screenshots.

7. Cooldowns & Multipliers

7.1. Standard Cooldowns: Following an attack, factions and characters will have a cool-down before they can attack again.

  • 7.1.1. Shootouts: 8-hour faction cooldown + 20-hour cooldown for each respective character that concluded the attack.

  • 7.1.2. Arsons: 3-hour faction cooldown + 5-hour cooldown for each respective character that concluded the attack.

  • 7.1.3. Creative Attacks: Car bombings, ram raids, etc., must be reviewed on a case-by case basis by IFM to set cooldowns.

7.2. Multi-Attack Multipliers: If a faction conducts multiple attack types within a single scheduled attack, add the applicable base cooldowns together, then apply the multiplier to the total faction and character cooldowns.

  • 7.2.1. Two (2) attacks increase the combined cooldowns by 25% (total × 1.25).

  • 7.2.2. Three (3) or more attacks increase the combined cooldowns by 50% (total × 1.5).

Example: A faction conducts a shootout and an arson within the same scheduled attack. Since this involves two attack types, the 25% multiplier applies:

  • Faction cooldown: 8 hours (shootout) + 3 hours (arson) = 11 hours. Adding 25% results in 13 hours and 45 minutes.

  • Character cooldown, for someone involved in both attacks: 20 hours (shootout) + 5 hours (arson) = 25 hours. Adding 25% results in 31 hours and 15 minutes.

7.3. Minimum Floor: Regardless of multipliers, a faction enters a minimum two-hour (2) cooldown period after launching an attack and cannot initiate any new engagements or slide into enemy turf. During this time, they may only defend if actively fired upon.

8. Conflict PK Rules

8.1. Roster Removal: Once a member dies, they are considered Player Killed (PK'd) and are entirely barred from engaging in the war. PK'd characters are removed from their respective faction's conflict roster and counts towards the Win/Loss counter.

8.2. Police PKs: If characters are PK'd by police following a conflict, they are also PK'd from the conflict and are removed from their respective faction's conflict roster with neither side can count it towards their Win/Loss counter.

8.3. PK'd Member Restrictions:

  • 8.3.1. Rival factions are strictly prohibited from killing or engaging with PK'd members until the war has officially concluded.

  • 8.3.2. Alternate characters (alts) are strictly prohibited from participating in any faction attacks, planning, scouting, strategizing or entering enemy turf.

  • 8.3.3. PK'd individuals are permitted to engage in normal civilian roleplay provided they do not discuss the war, enter enemy turf or interact with their faction's war efforts.

8.4. Penalties for Violation: If a PK'd player re-involves themselves (breaking any of the rules mentioned in 8.3) and successfully PKs opponents, IFM will select a random faction member from the player's faction to be PK'd as a consequence OR the faction will forfeit assets/objectives.

9. War Termination Conditions

9.1. End Conditions: A war officially ends when ONE of the following occurs:

  • 9.1.1. Over fifty percent (50%) of a faction's war roster is player-killed out of the conflict.

  • 9.1.2. The acting leadership of either faction is player-killed out of the conflict (the faction may opt to forfeit).

  • 9.1.3. A faction forfeits, or both faction leaders agree to conclude war through mutual agreement/politicking.

  • 9.1.4. Forty-eight (48) hours pass without an attack from either side.

9.2. Post-War Expectations: Faction leaders are expected to discuss how they would mutually expect losses to be correctly portrayed after war. IFM is available to offer guidance and correction where sensible.

10. Turf, Territory & Probation

10.1. IC Presence Over OOC Claims: No formal turf regulation exists beyond the actual geographic regions where factions actively roleplay. IFM ensures factions face no OOC impediments to RPing in their area. OOC turf claims are strictly prohibited.

10.2. Neutral Zones: Certain high-traffic or essential areas (e.g., Pillbox Hill Medical Center, LSPD stations, Legion Square, major highways and the airport) are strictly neutral. No faction may claim, block or exert control over these areas.

10.3. Persistent Intrusion: Factions that persistently attempt to establish themselves within the geographic areas of other existing factions may be punished for turf control violations.

10.4. Unofficial Groups: Unofficial groups or solo players attempting to set up permanent illegal operations in an established faction's area do so at their own IC risk. Factions are permitted to remove them via proper RP.

10.5. Faction Probation Rule: All newly approved factions are subject to a one-week (7-day) probationary period upon approval.

  • 10.5.1. New factions are strictly forbidden from robbing, killing or initiating conflict. Existing factions are equally prohibited from attacking the probationary faction.

  • 10.5.2. Minor disputes during probation should be handled via IFM mediation or non-lethal RP. If the probationary faction commits a severe IC crime, existing factions may petition IFM to lift the probation early.

11. Radio, Communication & Reporting

11.1. IC Communication Only: All war engagements and attack coordination must occur strictly through In-Character (IC) means, with absolutely no Out-of-Character (OOC) communication allowed.

11.2. Radio Restrictions: Radio use by illegal factions is restricted purely to in-car use. Only one person is permitted to use a radio at any one time. Radio use must be grammatically correct and is forbidden during faction attacks.

11.3. Discord Logs: Faction Discord logs for each attack/defense are required and must be maintained in dedicated channels.

11.4. Forum Reporting: Any and all forum-type reports should be discussed beforehand by faction leaders. If the result goes to the RPP forums or an in-game report receives an outcome, IFM should be notified.

⚠️ WARNING: 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.

Edited by helliante

UPDATED.

  • helliante changed the title to [IFM] Rules of Engagement — RoE
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