Jump to content

Rules of Engagement


Recommended Posts

logot.png


RULES OF ENGAGEMENT


Rules of Engagement are applicable to any member of a faction and are the set standard Illegal Faction Management expects players/factions to abide by when it comes to conflicts between two factions.

  1. Faction Conflict
  2. Conflict Participation
  3. Conflict Player Kills
  4. Faction Wars
  5. Allies & Mercenaries

1. FACTION CONFLICTS

Factions are formally in conflict when one takes hostile action against another. This is highly contextual and loose. For example: A gang that tags another gang's housing block is now considered in conflict with the other gang. There are different levels of conflict, with the highest being lethal conflict. Lethal conflict must be reached through realistic and organic escalation.

 

Factions are expected and required to follow the rules laid out in this document during conflicts. Factions may, however, at their own discretion arrange for certain restrictions between themselves and other factions to ensure that escalation does not disrupt their regular roleplay. For example: Two factions may agree to purely melee combat. These agreements between factions are considered a gentlemen's agreement, meaning they are informal and not enforced by IFM unless the escalation presented is considered unrealistic. 

 

2. CONFLICT PARTICIPATION

Factions may not initiate conflict with other factions until 14 days have passed since their faction's inception. Factions under the 14-day period are allowed to defend themselves and retaliate if they find themselves victims of an attack or conflict. Any faction found initiating conflict while under this 14-day period is liable for a shutdown.

 

Once a faction conflict reaches a lethal level, participation from players requires that: 

  • Their character must have existed for at least 14 days and be invited to the faction script.
    • Factions found to be spawning in characters for conflicts are liable for an immediate shutdown.
    • Factions within their first 14 days who have had a war initiated on them are allowed to use characters that have existed for less than 14 days as long as they were in the original roster application.
  • They use their highest-ranking character. Alternative characters are disallowed from faction war participation. 
    • Note: Only official factions are allowed the ability to have alternative characters after acquiring explicit IFM approval. Unofficial factions are strictly prohibited from having alternative characters. 
  • Characters being used are actively played on with 0.6+ ABAS.

 

3. CONFLICT PLAYER KILLS

A conflict player kill (PK) occurs whenever a faction member involved in a conflict is killed by an enemy faction in relation to that conflict. A conflict PK also occurs when a faction member is killed by police while enroute to an attack or escaping from one.

  • A player who has been killed in a faction conflict is considered conflict PK'd across all characters and cannot use an alternate character to continue the war. There'll be no re-involvements into the PK conflict, once you're PK'd you remained PK'd until the end of the war.
    • Players are not allowed to mutually void deaths unless a rule break occurred, and server administration issued a void.
    • If a player who has been conflict PK'd re-involves themselves, they will be administratively punished, and the faction will also have action taken against them depending on the level of involvement. 
  • A player who has been killed in a faction conflict may not enter enemy "turf" or scout for their faction on their current or alternate characters. This applies to entering known businesses and properties that are not on the enemy "turf" but owned by them.
  • If a player who has been killed finds themselves in the middle of an attack defense, they are allowed to assist their faction in defending against the attack.
    • PK'd players are disallowed from conducting "turf" patrols in wait of an attack. They may not participate in any counter-scouting or information gathering that an attack on their faction may be coming. Additional details on this can be found in the FAQ section.
  • A player who has been conflict PK'd may not acknowledge the specific conflict but may acknowledge the fact that their faction is at war. They are not allowed to become involved, strategize, or divide war spoils. Other characters in their faction may not punish them for their non-involvement.

 

4. FACTION WARS

Factions can be considered at war when they've reached lethal conflict levels due to player kills or other proper means of escalation that call for loss of life. At this point, faction attacks are to be expected and as such so are defensive actions. Faction leaders are also required to reach out to one another and communicate war ending terms (if you are a faction leader in the IFM Discord, read this). 

 

Attacks:

An attack is considered any offensive action where parties of the opposing faction are killed or at risk of being killed. 

  • Beatings and brawls do not count as an attack, unless within said brawl someone escalates it to near lethal (e.g. repeated head stomping). Any situation that may reasonably lead to someone dying (for instance, kidnapping someone) is counted as an attack. These still need to be logged. 
  • Attacks have a six-hour cooldown. During this cooldown no hostile action is allowed to be taken against the opposing faction. This cooldown can be extended through mutual agreements between factions but any reports or complaints originating from this will be dismissed. 
    • Gang Factions Only: If a player (or group of players) finds another player they are at conflict with outside of both their own turfs, as long as neither side is PK'd, hostile action is allowed while under the cooldown period. This type of attack also does not invoke a cooldown. These attacks must still be logged by the factions.
      • "Outside of both their own turfs" refers to a geographical location that is not claimed by either gang faction. It must be relatively far away from their own turf (e.g. a shooting at an intersection right next to your own/their own turf does not apply as this is not far enough away from either turf). Further examples can be found in the FAQ section.
    • Internal Faction Wars Only: If a faction finds themselves in an internal war, cooldown periods do not apply. These attacks however must still be logged. Realism should also be taken into account. Factions should not commit several attacks internally against each other back-to-back in a short period of time. These will be handled on a case-by-case basis. 
  • Attacks must be realistic, and the attack's size must be relative to the size of their foes (thus necessitating some degree of scouting). 
    • Attacks should be kept to 2-4 players only. Any attacks that utilize more than 4 players must have strong reasoning for doing so.
  • Factions must make every effort to use realistic vehicles when conducting attacks. Usage of motorcycles or off-road bikes is not necessarily prohibited but are frowned upon without good reasoning. Usage of trucks, boats, and other exotic vehicles are prohibited.

    • Using more than a singular vehicle during an attack has to have ample reasoning for doing so (just like attacking with more than 4 players). A maximum of 2 vehicles is ever allowed to be used (with ample reasoning provided).

  • Block wiping is defined as any attack that can result in a large number of deaths on the end of the defending faction. These attacks are prohibited and carry heavy consequences against the faction conducting them as they'd fall under domestic terrorism. An attack can be considered a block wipe when: 

    • A faction attacks through multiple angles at once and cuts off escape paths. 

    • A faction excessively chases after fleeing players who are not actively a threat (firing back).

    • A faction utilizes excessive heavy weaponry in comparison to the number of players being attacked. 

    • A faction causing mass causality to unaffiliated members of the opposing faction (killing civilians in crossfire or crowds).

    • A faction opens fire onto identified targets in a crowd and then continues to indiscriminately fire at others in the crowd who are unidentified. 

  • Turf camping is defined as waiting around in enemy turf for an extended period of time in an unrealistic manner (check FAQ for examples). Players caught turf camping are liable for Character Kills as this is considered powergaming and lack of fear. This only applies to gangs that occupy residential areas.

  • Looting dead bodies is strictly prohibited during faction wars.

 

Defense:

A defense is considered any defensive action by a faction being attacked or the mere act of being attacked.

  • A faction is allowed to defend themselves and fire back at attackers actively attacking them. These defenses must be realistic and within reason. Defenses that involve these types of actions are strictly prohibited:
    • Rooftop camping.
    • Guerilla warfare tactics such as using vehicles as roadblocks.
    • Actively foot patrolling turf with visible large weaponry such as rifles.
  • Defending factions are allowed to immediately open fire on enemies the moment they are identified. This is only allowed if the faction knows what vehicle is being used, what the attackers are wearing, etc through the usage of a scout beforehand or some other form of positive identification on the attacking faction.
    • This is only applicable once the attacking faction approaches and enters the defending faction's turf. There needs to be some form of documentation that they were identified beforehand.

 

5. ALLIES & MERCENARIES

Many factions are allied together throughout their tenure as a faction (supplying each other, hosting events together, etc). This however is not sufficient enough reasoning to join in on a war with a friendly faction. Factions wishing to ally together during a faction war must have direct involvement and reasoning for wanting to involve themselves. This reasoning must be communicated to IFM through their respective faction channel and explicit approval must be acquired before participating in any actions as a collective. 

  • Allied factions acting as a collective in a war against another faction share attack cooldown timers. This attack timer is dynamically determined by IFM upon approval of the alliance.
    • Faction X is allied with faction Y. Faction X attacks faction Z. Factions X and faction Y cannot attack faction Z for 6 hours. 
  • Allied factions acting as a collective in a war against another faction share PK lists.

Mercenaries are defined as "hired guns" that are benefited in some form (money, guns, drugs) by involving themselves in a faction war. 

  • Mercenaries may not be used in any faction war. Factions are prohibited from hiring/utilizing others outside their own faction to carry out attacks on their behalf. 
    • Players and factions are still allowed to hire mercenaries outside of faction wars for individual hits.
Edited by Naeno
  • Upvote 24
Link to comment

logot.png


FREQUENTLY ASKED QUESTIONS


 

  • "I wish to cut interactions with another faction, what can be done?"
    • If two factions are in active conflict or the early stages of a faction war and both factions' leadership mutually agree that they no longer want to continue said conflict/war, they may arrange ceasefires or "cut interactions" between one another without IFM's input or approval. Such agreements are not officially enforced by IFM; IFM will only mandate interactions be cut between factions if a war sees a trend of rulebreaks, ROE violations, or poor conduct between opposing faction members. 

 

  • "What is considered out of your/their turfs? How far away do you have to be?"
    • If you're just a block away from your own turf or the opposing party is, this is not considered far enough away. The out of both your own turfs rule applies to distances that are reasonably far away from either sides turf and can very easily be considered a neutral zone.

 

  • "Can I /report to know the names of the masked people who participated in an attack? I feel as if they might be PKed players."
    • You can report and give the admin a list of PKed players. The admin will simply confirm or deny if the attacking players were a part of that list. Staff will not hand out names of existing players who are still alive. 
      • This point also applies to when you attack and kill masked individuals. You may /report and staff will give you only the names of those who died. 

 

  • "I was on my IFM approved alt when we got attacked by another faction. Can I continue to participate on my main?"
    • As long as your alt did not die in the initial attack, you are expected to spend the remainder of the faction war on your main character. Your alt character should not be used to defend your area or anything of the sorts.

 

  • "What is considered turf camping?"
    • Anything that basically involves the spawn camping of players is considered turf camping. Unrealistic actions such as waiting on rooftops for someone to exit, sitting in a tree, hiding in a bush, etc are all against the rules. A van that is parked across the road with a scout inside is not something that would be considered as turf camping. However, someone doing this type of action is liable for a CK due to the added risk. 

 

NOTE: This post will be updated as questions arise. 

Edited by Naeno
  • Upvote 23
  • Applaud 1
Link to comment
  • slothy changed the title to Rules of Engagement [12/NOV/2023]
  • Naeno changed the title to Rules of Engagement
  • Naeno pinned this topic
Guest
This topic is now closed to further replies.
×
×
  • Create New...