2 years ago
# Z4KpqCuM9YCw0egI[ Section
War Exception ]
A war is valid for up to 10 minutes after the ticket is made.
Ex: Fiends are green and a ticket gets made. The war will be valid for up to 10 minutes after the ticket is made.
[ Section ADV-C: Acceptable PK Reasons ]
Case Clarification #1: Kidnappings, Enslavement, Roleplay Torture
The acts of kidnapping, any non-branding roleplay torture, or forced labor is not an acceptable PK reason.
Your captures must have performed an action that would be an acceptable PK reason during your capture in-order to PK them. For example, being kidnapped, enslaved, or crucified alone is not a valid PK reason.
Case Clarification #2: Demutification
Once you are demutified, you gain a PK reason on those that demutified you, this makes sense. This PK reason sticks, even if you become a mutant again.
Section E: War Reasons
Below is a list of war reasons on a faction. War reasons must be approved by admins+ with proof
100% Acceptable War Reason(s)
Both sides consenting to a war
Sabotage of a factions research: Sabotaging a faction research via pking a researcher who was working on a project or a valid sabotage rp
Kidnapping a faction leader in Faction Leader/Officer Armor: kidnapping a faction leader (Ex: Colonel , Elder)
Torture of a Faction Leader: If a faction tortures a faction leader (Ex: Fiends cutting off the Elders Hand)
PKing a officer member with proof: a faction pking a faction Officer and the victim faction having ic knowledge
Breaking a deal between two factions: Faction breaks a treaty or contract
Event Reason: An event provides a satisfactory war reason
Combined War Reason(s)
Two of these reasons must be valid for you to have a war reason
Mugging of a Faction Officers: If a faction mugs another factions Officer in Officer armor (Ex: BoS steal an antimat or 3.5k from a veteran ranger with a green visor)
Enslavement of a Faction: If a faction Officer is enslaved in officer armor (Ex: PF enslave a faction officer in officer armor).
Torture of a Faction Officers: If a faction tortures a Faction Officer in Officer armor (Ex: Fiends cut off a BOS Officers hand)
Extortion of a faction: A hostile faction attempts to force a faction into paying them via threats or blackmail for neutrality (Ex: Fiends attempt to get CC to pay for neutrality)
Espionage: If a faction spies on another faction attempting to retrieve sensitive information
Unacceptable War Reason(s)
Reasons that will never be acceptable
Kidnapping of a non-hc individual: EX: Fiends kidnapping an ncr trooper
Raids/Hostilities/Ambushes
Slander: EX: Calling the Elder a poopybutt
Mass Mugging
SECTION X: Misc Rules & Policy
Misc. Rules:
1.) Only 3 Behemoths injectors can be used per war.
2.) If a 'fearless' class is both handcuffed AND ziptied then they are under fear rp as long as they are both handcuffed and ziptied. If a fearless class is knocked out, and a bind is made to handcuff and ziptie them, they have to wait for the kidnapper to do both.
3.) Faction deals that have to do with trading custom weapons/armours/items have to be given to B-Team in the follow format.
Items being traded:
Faction giving the item:
Faction receiving the item:
Reason:
4.) Over the course of 2 weeks, a custom faction must be active for at least 7 of 14 days to keep their base. This activity is measured as the faction having 4+ members on (In or out of armour) for at least an hour. Failure to meet these requirements will result in the faction being removed from the base.
5.) Selling custom ordered items strictly for profit (Unless it is your specialty, like CC, VG etc) will result in a nerf to both the price and stock of the item.
Slave Collar Use Rules: [Weapon Rule]
- You are allowed to put a slave collar on someone if they do not move in-time while it is happening
- Slave Collar Victims cannot attack their Master or any other person unspecified by The Master
- Slave Collar Victims may only attack their captures in the event of the Master being killed
- While a Slave Collar is equipped on a character, it is considered being under constant FearRP
Tranquilizer Use Rules: [Weapon Rule]
- Can only use the Tranq. with intent to kidnap
- Can only use the Tranq. on non-kidnap intent individuals if the purpose is to kidnap someone in local area
- Do not use the Tranq. weapon as a loophole method to killing a victim
- You cannot tranq or mesmetron a person that you're currently in combat with. (raid,hostilities, etc.)
- If someone engages combat AFTER they have been tranq'd, the kidnap is still valid (Ex: PF member tranqs a ranger, ranger opens fire after being tranq, but then passes out after being tranq'd. this is still a valid kidnapping due to the tranq being delayed)
- You cannot tranq ANY kind of power armor. You can only tranq someone in PA if they aren't wearing a helmet (new system) or have used PAC3 to remove their helmet.
Handcuff/Ziptie Use Rules: [Weapon Rule]
- Cannot handcuff/ziptie randomly
- If knocked out and someone does a "/me handcuffs and zipties unconscious body" you must wait to be handcuffed and ziptied when you wake up
- Can only handcuff/ziptie an individual freely if that individual is under FearRP
- Can be KOS'd if kidnapping
- You can give someone the needed caps to get them to the mugging amount to then mug them through thr system, this isn't considered exploiting. (A level 50 has 2500 caps, so you give them 1000 to mug them because the coded system won't let you otherwise, this is allowed)
Explosive Use Rules: [Weapon Rule]
- Do not use explosives with intent to kill random players, strictly hostiles
- Attempting to loophole this rule via excuse justification for placing explosives in high population locations will result in a severe punishment
Mesmetron Use Rules:
- Can only be used with intent to kidnap [Slavery Mode]
- Can only use the Mesmorize. on non-kidnap intent individuals if the purpose is to kidnap someone in local area [Slavery Mode]
Defibs:
- Using defibs in a war while not in the war itself is considered loophole assisting [EX: BOS and Legion war, NCR resurrect BOS. This would be loophole assisting]
- If you revive someone after a combat scenario they cannot be put under Fear RP [Ex: NCR and Legion ambush, NCR defib a legion after winning and try to fear rp him. The Legion is immune to fear RP]
Born-In Rules:
Born-in status defines a character whom was born directly into a faction and therefor is unable to defect from the faction without authority of it's high command. This policy serves as both a potential event tool and or faction perk in specific circumstances.
- Only specified factions can recruit directly into Born-In status (via V.I.P. whitelist)
( These factions are specified by a spawn message in chat informing the user )
- Born-in applications submitted prior to the discontinuation of the enforcement policy still applies to accepted applicant characters
Bounty System Rules:
- Can place a bounty on anyone for any reason
- Bounties are for KIDNAPPING ONLY - NOT KILLING
- If placed, must have intent to pay the Hunter
- Troll bounties are a punishable offense
- It is NOT meta-game to place a bounty on someone if they are present in the wasteland
Grappling Rules:
- You can only grapple someone if it consensual or if they are under FearRp. Grappling someone who does not ask is probable reason to be shot and can be considered ARDM.
- Do not grapple onto the sides of the map or invisible barriers.
- Do not spam the grappling hook.
- Using Grapplehooks to slingshot yourself is failrp
Research System Rules:
- Factions are able to get a research boost for their faction, whether by research or faction perk, These are in intervals of .25x Base Faction Research speed is 1.00 (Example 1.00 Research speed is 1 day = 1 day, 1.50 is 2 days = 3 days, and 2.00 is 1 day
- Maximum research boost a faction can achieve without faction perk is 1.5x
- Research Projects for boosting Research Speed can only advance it by .25x (IE 1.00 > 1.25)
Base Defense Turret Rules:
- You can only declare a wasteland faction as KOS for your Turrets if a raid or hostilities is active during that time
- KOS / Optional KOS Factions are exempt and maybe targeted at any point
[ Creatures / Monsters / Fire Geckos / etc. ]
Guild System Rules
- Cannot change guild spawn during declared conflict
- Cannot excessively change guild spawn (Ex: Changing it 2 times within 1 hour).
- Territories cannot be randomly placed without the intent of setting up a guild spawn
- Cannot be placed in another factions base without approval
- Cannot be placed somewhere that would have a direct line of sight into an enemy factions base
- You may solo assist a guilded/waster faction if they have a discernable boundary.
- Cannot be placed with malicious intent / intent to abuse. Ex: Placing it within line of sight of a faction you intend on fighting.
- If staff tell you to move it listen.
Pill Rules:
- Must be deployed outside of render distance of enemy faction base
Crosshooks
- Does not strip comms , does strip weapons - Must be done with intent to kidnap - Crosshooker is KOS - Cannot be used in combat
Fiber Wire:
- You are unable to use comms whilst being choked by the fiber wire (before the knock out)
WARNING:
DO NOT Attempt to META-GAME with ANY KNOWLEDGE on this thread. If you bring up this information whatsoever in-game without having PRIOR KNOWLEDGE OR ENCOUNTERS with these factions/classes, you WILL be BANNED.
Goliath Networks Founder
Vortexz
discord.gg/goliath