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[MilitaryRP] Server Rule Change-Logs

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Rules added:
Section "Base Rule" Rule #29

You can only grant PTLs for a max of 20 minutes. (The rule doesn’t apply to Faction Wars.)

Section "FearRP Rule" Rule #6

As an Insurgent, do not pull a weapon directly in front of the AOS zone to provoke US soldiers into opening fire

Rules removed: N/A

Rules modified:
Section "General Rule" Rule #15

Original Rule: WO/DS can advert for tryouts only, with permission from a CPT(Navy LT)/TOR+ or General who is currently online
Updated Rule: WO/DS can advert for tryouts only

Section "Base Rule" Rule #10
Original Rule: Base codes can only be called by MAJ+ or JaG+, with the exception of BO and IBO CPT's
Updated Rule: Base codes can only be called by MAJ+ or JaG+, with the exception of MP, BO, FAST and IBO CPT's

Section "Interrogation Rule" Rule #9
Original Rule: Sector Alpha and USMC FAST are assigned to interrogate confirmed Insurgents.
Updated Rule: CIA and USMC FAST are assigned to interrogate confirmed insurgents (MP and other Base Ops may in the absents of such)

Section "General Rule" Rule #16
Original Rule: You may not place entities inside the Kishim bunker vents to inhibit people coming down
Updated Rule: You cannot stack ammunition boxes with the intention of inhibiting movement and/or blocking off an area

Section "Insurgent Rule of Engagement" Rule #12
Original Rule: Insurgent DaGl+ can execute enlisted if they disrespect their higher-ups or for insubordination
Updated Rule: Insurgent DaGl+ can execute enlisted and Minister+ can execute any rank below them (Including War Criminals), if they disrespect their higher-ups or for insubordination.
 
Last edited by a moderator:

Willy

serious guy
Rules Added.

Donor Rules
7. War Criminals/Heroes are not allowed to assist in Raids and OCC's/INS unless they are in the branch conducting the raid or OCC/INS.

FailRP Rules
16. It is FailRP to BHop in a Red Zone (INS/OCC/Raid) and also during an RP situation.

Rules Modified.

Spy Rules
20. No more than 1 spy can be assigned to the same assassination target.
 

Flux Ryan

Community Member Overseer
Rules modified:
INSURGENT RULES OF ENGAGEMENT
Original Rule: 3. When RPing as a civilian you must follow instructions from the US forces, failure to do so will result in becoming a present threat to the US, and they will be permitted to take action accordingly.
Updated Rule:
3. When RPing as a civilian you must follow instructions for the US Forces, failure to do so will result in a 7-second countdown to leave the area; if you aren't compliant you will be considered a threat to the US and will be terminated.
 

Luto

Chasin' Guap
MRP Rule Changelog
2019/07/29
(It is split up into section, basic grammatical changes and then rewording)

Grammatical Issue (Original rule in orange, new in blue)

  • 21. Base-camping is strictly forbidden for both factions, the definition of base-camping, in this case, is the act of purposefully waiting outside of the opposing faction's base waiting for occupants to leave, and killing said, occupants. to 21. Base-camping is strictly forbidden for both factions. The definition of base-camping, in this case, is the act of purposefully waiting outside of the opposing faction's base waiting for occupants to leave, and killing said occupants.
  • 2. If you are caught inside the AOS area or KOS area appropriate action will be taken. to 2. If you are caught inside an AOS area or KOS area appropriate action will be taken.
  • 12. Insurgent DaGl+ can execute enlisted and Minister+ can execute any rank below them (Including War Criminals), if they disrespect their higher-ups or for insubordination. to 12. Insurgent DaGl+ can execute enlisted and Minister+ can execute any rank below them (Including War Criminals) if they disrespect their higher-ups or for insubordination.
  • 21. During a kidnapping mission, you can only kidnap the person who you are assigned to kidnap, do not attempt to assassinate anyone, if you are detected you must choose to be arrested(FearRP) or attempt an escape. to 21. During a kidnapping mission, you can only kidnap the person who you are assigned to kidnap; do not attempt to assassinate anyone. If you are detected you must choose to be arrested(FearRP) or attempt an escape.
  • 25. During an infiltration mission you are only there for information, do not attempt to assassinate anyone, if you are detected you must choose to be arrested (FearRP) or attempt an escape. to 25. During an infiltration mission you are only there for information; do not attempt to assassinate anyone. If you are detected you must choose to be arrested (FearRP) or attempt an escape.
  • 1. Players may only be interrogated if they are a convicted Insurgent or kidnapped the U.S. to 1. Players may only be interrogated if they are a convicted Insurgent or kidnapped U.S.
  • 25. Debrief must be averted. They must be held either in the Barracks or inside the DB and must be ingame, you cannot debrief in Teamspeak. to 25. Debrief must be adverted. They must be held either in the Barracks or inside the DB and must be ingame, you cannot debrief in Teamspeak.
  • 1. Don't place Tactical Insertions in unreachable places (these include places were boosting is required, this also include both hills that oversee Valley pass). to 1. Don't place Tactical Insertions in unreachable places (these include places were boosting is required.
  • 15. Branch Occupation/Insurgencies extensions must be extended and adverted in game. To 15. Branch Occupation/Insurgencies extensions must adverted in game.
  • 14. Only MAJ/JaG can call all U.S./Insurgent to DB. to 14. Only MAJ+/JaG+ can call all U.S./Insurgent to DB.
  • 4. Failing to comply with IBO/Military Police to 4. Failing to comply with MP/BO/FAST/IBO.












Rewording/sentencing (Original rule in orange, new in blue)
  • 2. Insurgent is AOS between the pillars in a line from the mountain to the US base including the road leading to the US Base between the AOS posts, where the AOS zone intersects with tall grass or the hill on either side of the gates it becomes KOS. to 2. Insurgents/Civilians are AOS between the pillars in a line from the mountain to the US base including the road leading to the US Base between the AOS posts. Where the AOS zone intersects with tall grass or the hill on either side of the gates it becomes a KOS zone.
  • 4. Spies may not be put under suspicion for their player model (unless not worrying the right uniform of the branch/faction they are RPing within) to 4. Spies may not be put under suspicion for their player model (unless not wearing the uniform of the branch/faction they are RPing within)
  • 2. When interrogating the interrogator may only roll 3 times, each time gaining specific information on the player (Once for the player's name, once for the branch, once for rank). If all these roll fails for the interrogator, they must execute the player. to 2. When interrogating the interrogator may only roll 3 times, each time gaining specific information on the player (Once for the player's name, once for the branch, once for rank). If all these rolls fail for the interrogator, they must execute the player.
  • 8. Pressing the Raid Alarm button without a raid faction/branch being initiated will result in a 14-day ban. to 8. Pressing the Raid Alarm button without a faction/branch raid being initiated will result in a 14-day ban.
  • 4. You are not allowed to have a weapon at any time. to 4. You are not allowed to have a weapon drawn any time.
  • 20. Those with PTE can only go into Kill House, Jail, Debrief, or Barracks, if they have permission by a MAJ+ in Sector Alpha or USMC FAST. to 20. Those with PTE can only go into Kill House, Jail, Debrief, or Barracks, if they have permission by a MAJ+ in Sector Alpha or USMC fast and JaG+ in IBO.
  • 18. Those with PTE must have a BO, MP, or FAST escort with them at all times, and the escort must be assigned by whoever granted them PTE. to 18. Those with PTE must have a BO, MP, FAST or IBO escort with them at all times, and the escort must be assigned by whoever granted them PTE.
  • 5. Recruits MUST stay in their base. To 5. Recruits must stay in their respective recruit training rooms until a Trainer is present to be their escort. Only then will they be permitted to leave their room.
  • 4. NLR applies to tactical inserts. To 4. NLR applies to tactical inserts. If you die close to your tactical insert you must choose to vacate the area as fast as possible (without failRPing). You may not deliberately go into a combat situation while leaving the area.
  • 1. The Insurgent and U.S. are allowed to capture any point around the map EXCEPT inside a faction’s base unless on a raid. (Must follow raid rules) to 1. The Insurgent and U.S. are allowed to capture any point around the map EXCEPT inside the other faction’s base unless on a raid. (Must follow raid rules)
  • 28. "Base camping" is defined as purposefully waiting outside of the opposing faction's base to kill those that leave. To 28. "Base camping" is defined as purposefully waiting outside of the opposing faction's base to kill those that leave. The elapsed time from the victim leaving the base to being killed and the distance traveled does not matter. Your intentions do. (Stalking, following and camping exits will be considered base camping if they're relatively close to the base or AOS zone.)
 

Luto

Chasin' Guap
MRP Rule Changelog
2019/08/06

  • Added new rule under under the Fear RP section.
    • 7. Everyone with a suicide bomb (C4) is exempt from FearRP.
  • Added a portion to rule 11. under the Occupations and Insurgencies section.
    • Original rule: 11. All players in the area of an Occupation or Insurgency are KOS. ROE does not apply here.
    • New rule: 11. All players in the area of an Occupation or Insurgency are KOS. ROE does not apply here. (If you’re in render distance of an Occupation/Insurgency or Raid you’re KOS.)
  • Added a portion to rule 19. under the Spy Rules.
    • Original rule: 19. Spies may not request an assassination or kidnap mission on a specific player.
    • New rule: 19. Spies may not request an assassination or kidnap mission on a specific player. Whoever assigned the mission must unbiasedly pick the target (if a target is needed).
  • Added a new rule under the Interrogation Rules
    • 13. Field interrogations can be conducted out of base on suspicion by USSOCOM, Red Unit Intelligence sub-branches and Intel
  • Added a portion to rule 13. under Occupation & Insurgencies
    • Original rule: 13. Defenders may only have up to one life per occupation or insurgency.
    • New rule: 13. Defenders have a maximum of 1 life per occupation or insurgency, (If you’re directly impacting an occupation or insurgency it counts as your death.) If you decide to leave base after your NLR is up you may not return to any area that can directly impact the occupation/insurgency
  • Added a portion to rule 17. under Base Rules
    • Original rule: 17. Random ID checks can only be enacted by an XO of MP or BaseOPs, or the Director of CIA, and must have a valid reason to check the entirety of the U.S.
    • New rule: 17. SA HC+ (Any BGen regardless of the sector may also check ID's) may enact a full ID check on a debrief, but may not randomly select individuals within it. It must be all personnel or none.
  • Added a portion to rule 8. under Spy Rules
    • Original rule: 8. You may not change names while outside of the Insurgent base.
    • New rule: 8. You may not change names while outside of the Insurgent base UNLESS you being demoted/promoted by a US officer. (Cannot be promoted higher than WO)
 
  • Agree
Reactions: Zor

Luto

Chasin' Guap
MRP RULE CHANGE
2019/08/08

Added a portion to rule 11. in Occupations & Insurgencies
Original rule: 11. All players in the area of an Occupation or Insurgency are KOS. ROE does not apply here. If you’re in render distance of an Occupation/Insurgency you're KOS.
New rule: 11. All players in the area of an Occupation or Insurgency are KOS. ROE does not apply here. If you’re in render distance of an Occupation/Insurgency you're KOS. Pertaining to the US, You may not kill Insurgents who are leaving the Insurgent base from Cliff home. You may not kill Insurgents from the tunnel entrance if an Occupation is occurring on underpass, You may not kill Insurgents walking up archi ramp.
 

Luto

Chasin' Guap
MRP RULE CHANGE
2019/09/07

  • Added a new portion to rule 13 under Interrogation rules
    • Old rule: “13. Field interrogations can be conducted out of base on suspicion by USSOCOM, Red Unit Intelligence sub-branches and Intel.”
    • New rule: “13. Field interrogations must be conducted out of base inside the jail next to farm or the bunker jail. Field interrogations may only be done by USSOCOM, Red Unit Intelligence sub-branches and Intel.”
  • Added a new portion to rule 13 under Interrogation rules
    • Old rule: “13. Field interrogations must be conducted out of base inside the jail next to farm or the bunker jail. Field interrogations may only be done by USSOCOM, Red Unit Intelligence sub-branches and Intel.”
    • New rule: "13. Field interrogations must be conducted out of base inside the jail next to farm or the bunker jail. Field interrogations may only be done by USSOCOM, CIA, Red Unit Intelligence sub-branches and Intel."
  • Added a new portion to rule 7 and removed rule 3 under Fear RP rules
    • Old rule: "7. Everyone with a suicide bomb (C4) is exempt from FearRP."
    • New rule: "6. Everyone with a suicide bomb (C4) is exempt from FearRP rules 1 & 2."
    • Remove rule: "3. Suicide bombers and war martyr are exempt from fear RP"
  • Added a new rule under OCCUPATIONS & INSURGENCIES
    • New rule: "16. During a branch Occupation/Insurgency, no other branch/battalions/parties are allowed to move within render distance of the Occupation Insurgency (excluding U.S. inside their base and AOS zone for pipeline and underpass. Excluding INS Inside their base from cliff home) or shoot enemies inside of it as it is considered FailRP."
  • Added a new portion to rule 6 under General rules
    • Old Rule: "6. Rockets / C4 / IED must be used on groups of 2 or more. (Exception is frag or handheld grenades)."
    • New rule: "6. Rockets / C4 / IED must be used on groups of 2 or more confirmed hostiles. (Exception is frag or handheld grenades)









 

Rud

Ends justify the means
GENERAL RULES RE-WRITE
12/17/2019

1. By playing on the Icefuse Networks Military RP server, you automatically agree to abide by the Icefuse Networks Terms of Service and Server Rules.

2. Malicious and illegal activity or intentions is strictly prohibited and will not be tolerated to any degree.
a. Illegal activity, fraud/chargebacks, hacking/cheating, destruction of company property, drama, conspiracy, blackmail, malicious threats, malicious advertisements, releasing personal information, leeching, stealing content, ban evasion, or anything related will result in a severe punishment/ban.

3. Exploitation/glitching is strictly prohibited and will not be tolerated to any degree.
a. Do not take advantage of server issues or user client-side issues.
b. Attempting to circumvent the AFK system in any way is considered exploitation.
c. Report issues on the forums or directly to a staff member.

4. Discrimination is strictly prohibited and will not be tolerated to any degree.
a. Discrimination against race, sexual orientation, religion, age, or disability will not be tolerated and will result in a punishment/ban.
b. Use of racist or discriminatory slurs will result in an immediate two-week ban.

5. This is a serious roleplay server.
a. Do not break character unless you’re currently involved/occupied with a staff situation.

6. Abide by your faction’s ROE.
a. ROE: Rules of Engagement - Rules that apply to a specific faction.

7. This is an English speaking community.
a. All conversations must be conducted in English.
b. All chat messages must be written in legible English.

8. You are required to obey orders from higher ranks unless the order requires you to break server rules.
a. Refusal to obey higher ranks may result in a demotion, discharge, blacklist, or other punishments.

9. Do not disrespect or harass anyone out of character.
a. Do not use the out of character chat to disrespect, harass, flame, or incite drama with anyone.
b. Do not disrespect anyone during a staff situation.
c. Do not disrespect staff members who are actively conducting their administrative duties.

10. Do not impersonate other users or staff members.
a. Pretending to be another user or staff member may result in a punishment/ban.

11. Do not spam in any way.
a. Spam is irrelevant or inappropriate messages sent on the Internet to a large number of recipients.
b. Use of colors, flashing, parsers, etc. in the chat is prohibited.
c. Playing music/videos through your microphone is prohibited.
d. Excessive misuse of voice/text chat with ill intent will result in a punishment.

12. Do not complain about decisions made by staff members.
a. If a staff member is abusing their administrative powers or violating the rules, collect conclusive evidence and report them accordingly.
b. Staff members have the final say on all rule interpretations including concepts not explicitly stated in the rules.

13. Do not loophole the rules.
a. Attempting to circumvent the rules in any way will not be tolerated.

14. Do not trick, incite, or encourage other players to violate the rules.
a. Baiting, ticking, inciting, or encouraging other players to violate the rules will result in a punishment equal to or greater than the punishment of the offender.

15. Do not RDM.
a. RDM: Random Deathmatch - The act of randomly killing or attacking a player without a valid roleplay reason.

16. Do not TK.
a. TK: Team Kill - The act of killing or attacking a teammate (friendly fire).
b. Friendly fire is only allowed in an organized live fire simulation inside the confines of the simulation room.

17. Do not break NLR.
a. NLR: New Life Rule - A rule that prohibits returning to your area of death within two minutes after being killed and requires the elimination of all knowledge gathered in your previous life.
b. You are required to forget all the information gathered in your previous life after dying.
c. Do not use in character chat after you die to disclose information or events that occurred before your death.

18. Do not Fail RP.
a. Fail RP: Fail Roleplay - Performing acts within roleplay that are unrealistic or impossible in a real life situation.

19. Do not break Fear RP.
a. Fear RP: Fear Roleplay - The concept of your roleplay character being afraid to die. You are required to incorporate the fear for your life within roleplay and act as if you only have one life to live.
b. Suicide bombers are the only exception to Fear RP.

20. Do not Metagame.
a. Metagaming: Using the information you received out of character to your advantage in character.
b. Do not use information obtained through unnatural sources to your advantage in roleplay (out of character chat, tab menu, display names, job titles, enemy communications, etc.).

21. Do not Base Camp.
a. Base Camping: Waiting outside of the opposing faction base to kill enemies that leave.

22. Do not ERP.
a. ERP: Erotic Roleplay - Implementation/incorporation of sexual content, acts, or themes within roleplay.
b. Using voice/text chats for sexual purposes will not be tolerated and will result in a punishment/ban.
c. Sexual content out of character is also prohibited.

23. Do not ask for promotions or ask to be whitelisted to jobs that you have not been promoted to/trained for.
a. Asking for promotions or asking to be whitelisted to jobs that you have not been promoted to/trained for may result in an immediate demotion to the lowest rank.

24. Do not disrespect any players, battalions, or branches.
a. Disrespecting any players, battalions, or branches may result in an immediate demotion to the lowest rank.

25. Do not drop weapons.
a. Dropping weapons as a Head Administrator+ or with permission from a Game Master who is hosting an event is the only exception to this rule.

26. Rockets, C4, and IED must be used on groups consisting of at least two or more confirmed enemies.
a. Frag/handheld grenades are the only exceptions to this rule.

27. /Advert can be seen by all factions. /Comms can only be seen by the specific faction.
a. /Advert may only be used for announcements such as raids, occupations, insurgencies, events, tryouts, briefings, etc.
b. /Comms may only be used for communication within the specific faction such as PTL, callouts, roleplay information, etc.
c. WO/DS can use /advert for tryouts only.
d. Adding extra text to raid adverts is Fail RP (Only have: U.S./INS/Solo Raid on U.S./INS and U.S./INS/Solo Raid on U.S./INS Over).
e. When advertising a Raid Over, you must put the time the Raid ended so others can use it for cool-downs (Example: U.S. Solo Raid on INS Over - 9:47).
f. Adding U.S./INS win and the time solo raids are over at the end of advertisements is not FailRP.
g. Enlisted that are in USSOCOM/Red Unit High Command are allowed to advertise their sub branch to a location/tryouts.

28. If anyone is spotted with a radio out, they are KOS.
a. KOS: Kill on Sight - If you are seen by the opposing faction, you may be killed immediately.

29. If you are witnessed leaving a KOS area by the opposite faction, you are still KOS.
a. If you are witnessed leaving an AOS area by the opposite faction, you are still AOS.

30. Use of props/entities with the intent to cause harm to the server or inhibit roleplay is strictly prohibited and will not be tolerated to any degree.
a. Do not use props/entities for malicious reasons.
b. Do not use props/entities to inhibit players from accessing a roleplay area.
c. Do not place entities inside of the Kishim bunker vents.

31. If a U.S. or INS has been taken hostage, negotiations must occur before you may shoot at the hostage taker.
a. This rule does not apply if the hostage taker has walked away from the hostage and is no longer a threat to the hostage’s life.

32. Do not abuse the "/me" command.
a. Do not exploit the “/me” command to give yourself an unfair or unrealistic advantage within roleplay (suicide, breaking binds/handcuffs, attempting to escape an arrest/kidnaping, stealing a weapon from an enemy, etc.).
b. Do not use the “/me” command for an inappropriate reason (trolling, erotic roleplay, etc.).

33. Competitive roleplay rolls can only be conducted with the default "/roll" command.
a. The default “/roll” command rolls a number from 1 to 100.
b. You may only roll once per competitive roleplay action.
c. Spamming the “/roll” command is prohibited and is considered normal spam.

34. SWEP’s can’t be used for unjust, inappropriate, or unrealistic roleplay purposes.
a. SWEP’s: salute, Slap, Dab, Facepunch, Surrender, Middle Finger, Tactical Insertion, Playable Guitar, Drilldo, and Cardboard Box.

35. Use common sense at all times.
 
Last edited:

Rud

Ends justify the means
ROLEPLAY MISSIONS UPDATE
01/06/2020

ROLEPLAY MISSIONS
Outline
Three points on the map, each point needs to be captured within a certain amount of time. When a point is captured, they can move onto the next point. In order to win you need to push back the defenders and capture all three points. You will have a 10 minute timer per point to capture; if you don’t capture it in the 10 minutes defenders win. If you manage to capture a point the timer will reset and you will have another 10 minutes to capture the next.

Rules/Regulations
1. US or Insurgent Forces can advert three specific points that they will be pushing. These claims will start with the first point you will be pushing to the last.
2. Claims can only be made on capture points (excluding base points)
3. Claims can be made by Maj+, Navy LCDR+, or JaG+. You MUST call a DB and brief your faction before a Push.
4. Anyone found within the render distance of the specific points being pushed will be KOS.
5. You may not leave the base until the claim is called; therefore you don’t need to own any of the points your pushing for.
6. Pushes may only last for 10 minutes initially, once a point is captured the timer resets for the next point.
7. The Push will be considered over if the attacking group fails to capture all three points before the allotted time per point. The Push will be considered over if the attacking group successfully pushes the defenders back and manages to capture the final point.
8. If a point that has already been pushed back becomes captured it will not affect the progress of the Push.

9. Faction & Branch Push claims have a cool down of 60 minutes.
10. An advert must be made when initiating a Push on a point, when a point is captured, when transitioning to the following point to capture, and when the Push is over.
11. As an attacker and defender you must follow NLR.
12. Each faction is limited to one Push; a faction cannot proceed with a Push while the opposing faction is already doing a Push.

13. You may not proceed with a Push whilst a Stronghold or Occupation/Insurgency is ongoing.

Locations: All Capture Points not including Camp Bagram or Insurgent Sanctuary.
Outline
During a Hard Point, there will be three points on the map that are the objectives. There will be a 20 minute time period for the factions to capture the specified points. At the end of the 20 minute time period, the faction with the majority of the points held will win. For a Hard Point to occur, a US & INS representatives need to meet to discuss where the Hard Point will occur. Hard Point’s may only occur in a cluster of three points that are in close proximity and can’t be outside of their sectioned off areas. (i.e. Countryside, Kishim Area, & Archi Area).

Rules/Regulations
1. US & Insurgent forces must advert beforehand the particular points where the Hard Point will occur.
2. Hard Points can only be called by calling the INS/US forces to DB by a LTC+, CDR+, or DaGn+.
3. Claims can only be made on a specific cluster of points excluding base points (i.e. Kishim Area, Archi Area, Countryside, etc..)
4. Anyone found within the render distance of the specified area is KOS.
5. NLR applies to both US & INS forces during Hard Point (must wait 2 minutes before returning)
6. Tac inserts aren’t allowed within the specified region where the Hard Point is occuring.
7. INS/US Forces must stay inside their base until the Hard Point is initiated by one of the factions via /advert.
8. Not returning to base after the Hard Point is over is considered Fail RP for all players (including War Heroes/War Criminals).
9. After everyone is dismissed and the Hard Point has a winner, both factions will be able to resume normal RP.
10. Hard Point claims last 20 minutes and there is a 90 minute cooldown before calling another Hard Point. Cooldowns for Hard Points are server-wide, not faction specific.

11. Adverts must be called at the start of a Hard Point, 10 minutes in, and at the end where forces are called back to DB.

Locations: Kishim Area, Archi Area, & Countryside.
Outline
An Operation is a large-scale Insurgency/Occupation that takes place at a specified region on the map (i.e. Archi Area, Kishim Area, etc…). Within the region, the Operation is spread across 3 points within close proximity of each other, once one of the points are lost, defenders can’t take it back. Operations are over when the timer ends, if the defenders still have control over at least one of the three points they win, or if attackers capture all of the points, the attackers win.

Rules/Regulations
1. Operations can be called by LTC+, CDR+ or DaGn+ via advert after hosting a faction debrief.
2. The area of the Operation must be specified before the mission (i.e. Kishim Area: Kishim, Poppy Farm, & Bunker).
3. All Insurgents within render distance of the region where the Operation takes place are KOS.
4. Defenders have one life in an Operation and cannot return, while attackers have infinite lives but MUST follow NLR.
5. Operations can last for a minimum of 20 minutes, and a maximum of 30 minutes with a 1 hour cooldown that applies to both factions.
6. Attackers can win the Operation by successfully capturing all 3 points before the timer runs out.
7. Defenders can win the Operation by having held at least 1 one of the 3 points by the end of the timer.
8. Adverts must be called at the start and end of an Operation (i.e. /advert US Operation on Kishim Area: Kishim District, Poppy Farm, & US: Tunnel Supply Points XX:XX)
9. Tac inserts may not be placed within the region of an Operation.

10. Operations can not be initiated whilst there is an ongoing Occupation/Insurgency, Stronghold, Push, or a Hard Point.

Locations: Kishim Area, Archi Area, & Countryside.
 

Rud

Ends justify the means
MILITARY RP RULE CHANGES
01/13/2020

Rules Added:

GENERAL RULES
36. Kill binds can only be used to communicate the death of an enemy to your respective faction.

a. Example: [US/INS] Target down.
b. There should be no additional dialogue added to kill binds that could be interpreted as disrespectful, toxic, irrelevant, or inappropriate.

CIVILIAN & GOAT RULES
8. Civilians & goats can not interfere with roleplay situations and must always flee from firefights or gunfire (follow Fear RP).



Rules Changed:

STRONGHOLDS
13. An occupation/insurgency and a stronghold cannot occur at the same time, though they run off different cooldowns they can't intersect.

BASE RULES

4. United States personnel can not leave their base without requesting PTL in comms and it being granted by WO+ ( /comms PTL ).

b. Insurgents may freely leave the base unless an all INS debrief is active, called by a JaG+.

FAIL RP RULES
13. Leaving the base in the US faction without PTL, as a CSM or below, is FailRP.




Rules Removed:

US MILITARY RULES OF ENGAGEMENT

8. Civilians cannot be interrogated in the middle of anywhere.
 

Dirt

Update?
Web Developer
Rules Changes - 7/10/2020 - Approved by Corvezeo, Enacted by DOL Dirt and PS Last

Old Rule
Quick drawing on enemies is NOT allowed
Revised Rule
Quick drawing on enemies is NOT allowed, with the exception of knives and suicide bombs.

  • Suicide bombs are exempt from FearRP and the 2:1 ratio rule.
 
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