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15) Scrolling Weapons



It is allowed to scroll weapons without roleplay for the following weapons:

 

  • Small melee weapons. (Knife, Hammer, Bottle, Dagger, KnuckleDuster, SwitchBlade, Flashlight)
  • Small handguns. (Pistol, CombatPistol, Pistol50, SNSPistol, HeavyPistol, VintagePistol, Revolver, APPistol, StunGun, FlareGun, Glock, Sig Sauer, M&P 9 Pistols.)
  • Small thrown weapons. (Grenade, SmokeGrenade, BZGas, Molotov, Flare)
  • Other small guns that can be concealed easier on your body. (MachinePistol, MiniSMG, MicroSMG)
  • If you're actively being the target of shots in a firefight, pursuit, driveby, or the like, you may directly scroll your weapon without writing out the required /me roleplay line.

 

It is not allowed to scroll weapons without roleplay for the following weapons and situations:

 

  • Larger melee weapons that would be harder to conceal on your body. (Machete, Fire Axe, Crowbar, Battle Axe, Hatchet, Golf Club)
  • Scrolling a gun in a vehicle will require roleplay regardless of the weapon, this due to the lack of animations in these situations.
    • This also goes for immediately scrolling your weapon after exiting a vehicle, effectively avoiding the animation in the same way. This will require roleplay in the same way as it would within the vehicle.
      • CLARIFICATION: This means when you scroll the gun either within the vehicle, or when doing the exiting animation of the vehicle. As this means the animations overlap and you skip the animation of drawing a gun, it also at times bypasses the /ame that comes up. You're free to scroll it once the animation has played out.
  • Larger caliber and sized weapons such as rifles and shotguns will require roleplay before being scrolled. (PumpShotgun, SawnOffShotgun, DoubleBarrelShotgun, Musket/HuntingRifle, CompactRifle, Assault-/CarbineRifle, SMG, SMGMk2, CarbineRifleMk2 etc.)

E.G.

  • Player scrolls a Compact Rifle without roleplay in any situation.
  • Player scrolls a Pistol50 while in a vehicle as either the driver or passenger.

Trying to clarify the vehicle weapon scrolling rule a little better.

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4) Deathmatching


 

Killing another player without or with poor reason to do so. This also includes you provoking others, followed by performing aggressive actions such as shooting or killing and (or) the provoked party ending up dead. 

  • A character may only run over (ram) another player over if a character's life is at risk. This should not be done excessively
  • A character may only murder a member of law enforcement when there is an active existing threat to life, or there is indisputable evidence that the stop will lead to life or serious extended imprisonment. 

Examples of this rule being broken:

  • Shooting at a player because he is black and your character hates people from Afro American backgrounds.
  • Calling a player names for them to come after you so you can shoot them.
  • Shooting at a player because they called the cops on you over a petty crime.
  • Shooting a member of law enforcement over a traffic stop because you assume there is a warrant on you.
  • Shooting at a player during a fist fight to win the fight.

 

4.1) Rules of Engagement

Rules of Engagement must be abided at all times by members of factions and are considered an extension of deathmatching rules, they must be read here: LINK

 

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10) Robbing and Scamming


Classifications:

  1. Mugging - taking or attempting to take anything of value by force, threat of force, or by putting the victim in fear. This is done on foot, no usage of vehicles. For example, people shouldn't be rolling up in a car/cars for a basic mugging. This also includes using a vehicle to travel to a new location in order to mug someone there. (/rob) & (/mug)
  2. Robbery - holding up a 24/7, a store, something that involves 'both' of the above. (/report)
  3. Burglary - breaking and entering and sometimes housebreaking, is illegally entering a building or other areas to commit a crime. (/breakins) (/arson)
  4. Scams - any form of deceitful roleplay, or fraud, in order to obtain something from another player.

10.1) Mugging

It is only permitted to /rob or /mug another player for the items they have on themselves at the current time, this does not require admin permission unless within a Restricted Crime Zone. Players may not rob/force other players to withdraw money from the bank or an ATM. Debit cards/credit cards also fall into this subject.

 

Perpetrators of a robbery are expected to do thorough /me's of where exactly you are searching on the body of the person. You cannot make one long /me to search everywhere, it needs to be broken up and then asked in a /do if any items could be found. 

 

Victims of a robbery are expected to roleplay what their robber would find based on the descriptions of the search performed on them accordingly. Only at the end of the roleplay surrounding the robbery, once the robber is done with roleplaying taking what they can take and finished with the presented search, is when the victim must /arob upon request of the robber. These following rules go forth for Law Enforcement as-well. Those being frisked by Law Enforcement, may only ask and present the command of /frisk after the RP is said and done. 

 

It is forbidden to mug anyone when:

  • you're using a motorcycle / quad / ATV, these vehicles are fully forbidden for such roleplay unless previously approved by an administrator using /report;
  • you're using a rented vehicle;
  • you're using a vehicle in an unplanned petty mugging for quick cash, unless admin approved;
  • you've travelled miles away from your characters' residential anchor to mug someone;
    • you park up with said vehicle some blocks away and run over to a location in order to mug someone.
  • you've baited the victim using the taxi script

  • you've baited the victim using the advertisement script as either the buyer or seller

  • you're not using /rob to force the other party to show their items;
  • they're using a boat to perform an activity;
  • you may /report to perform robberies on situations involving the previous bullet points.

Changed in order to clarify how muggings should be done, as it seems the rules have been stretched a little and bent in order to perform muggings by driving elsewhere and using the vehicle after the mugging.

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9) Offensive Roleplay


 

The purpose of this rule is to find a balance between allowing players to be comfortable when playing while still allowing some freedom during roleplay. The roleplay that is restricted under this rule falls under the broad term of "Offensive Roleplay", but it does not mean that any roleplay that offends a player is not allowed. 

 

 Offensive Roleplay includes the following; 

  • torture;
  • dismemberment;
  • other roleplay that may disgust another player, for example a graphic description of an injury.

 

To do any of the roleplay listed above, it must be done with the OOC consent of all players involved prior to the roleplay being started.

Offensive roleplay must be conducted away from other players and areas where players are likely to stumble across it. If an admin deems a location too public, it can be considered a breach of the rule. It is the responsibility of the players participating in the offensive roleplay to try to keep it away from players that may be uncomfortable with witnessing it. Players knowingly entering an area where offensive roleplay is occurring are assumed to have consented for the purposes of this rule. An example would be entering a strip club or a location where they know a character is being tortured.

If a player is uncomfortable with the roleplay and they are a participant, they may request that it stops at any time.

If a player witnesses offensive roleplay and they do not wish to see it, they may remove themselves from the scene.

 

Examples:

  • torturing a player without making sure they are fine with participating in that kind of roleplay;
  • describing a gruesome injury in detail when someone arrives at a scene.

 

 

The following types of roleplay are not allowed to happen on the server at all:

  • incest;
  • cannibalism;
  • bestiality;
  • necrophilia;
  • paedophilia.
  • Rape roleplay is fully forbidden.
    • This also includes complaints, allegations, and any of the like when it comes to rape roleplay. This is to avoid possible scenes where this actually will be claimed to have had happened.

 

Sexual roleplay is covered in Rule 19.

Creation of notes are under your responsability : if sexual or offensive notes that you created are found by other players, this will be considered as offensive roleplay without permission given.

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15) Scrolling Weapons



It is allowed to scroll weapons without roleplay for the following weapons:

 

  • Small melee weapons. (Knife, Hammer, Bottle, Dagger, KnuckleDuster, SwitchBlade, Flashlight)
  • Small handguns. (Pistol, CombatPistol, Pistol50, SNSPistol, HeavyPistol, VintagePistol, Revolver, APPistol, StunGun, FlareGun, Glock, Sig Sauer, M&P 9 Pistols.)
  • Small thrown weapons. (Grenade, SmokeGrenade, BZGas, Molotov, Flare)
  • Other small guns that can be concealed easier on your body. (MachinePistol, MiniSMG, MicroSMG)
  • If you're actively being the target of shots in a firefight, pursuit, driveby, or the like, you may directly scroll your weapon without writing out the required /me roleplay line.

 

It is not allowed to scroll weapons without roleplay for the following weapons and situations:

 

  • Larger melee weapons that would be harder to conceal on your body. (Machete, Fire Axe, Crowbar, Battle Axe, Hatchet, Golf Club)
  • Scrolling a gun in a vehicle will require roleplay regardless of the weapon, this due to the lack of animations in these situations.
    • This also goes for immediately scrolling your weapon after exiting a vehicle, effectively avoiding the animation in the same way. This will require roleplay in the same way as it would within the vehicle.
      • CLARIFICATION: This means when you scroll the gun either within the vehicle, or when doing the exiting animation of the vehicle. As this means the animations overlap and you skip the animation of drawing a gun, it also at times bypasses the /ame that comes up. You're free to scroll it once the animation has played out.
      • Roleplay is required to describe shooting from the vehicle, the roleplay cannot only be a gun present on a lap before a shootout. This means that when engaging in a hit or an attack of any kind, the roleplay should be done just before opening fire on each character's actions. The only time this does not apply is when the occupants of the vehicle take fire against them BEFORE opening fire or aiming themselves.
  • Larger caliber and sized weapons such as rifles and shotguns will require roleplay before being scrolled. (PumpShotgun, SawnOffShotgun, DoubleBarrelShotgun, Musket/HuntingRifle, CompactRifle, Assault-/CarbineRifle, SMG, SMGMk2, CarbineRifleMk2 etc.)

E.G.

  • Player scrolls a Compact Rifle without roleplay in any situation.
  • Player scrolls a Pistol50 while in a vehicle as either the driver or passenger.

Addition made regarding roleplay around shootouts from vehicles - marked in green.

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2. CONFLICT PARTICIPATION

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

 

For players to participate in lethal conflict/gunplay:

  • 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. 

 

  

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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. These are required to be logged in the following format within 24 hours of the attack/defense. 

 

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. 
  • Once a faction attacks another faction, they are unable to attack again unless attacked back. 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, nor does it have to abide by the attack/defend pattern unless more than one individual is targeted. 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.

 

 

Edited by Naeno
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2) Powergaming


 

It is not allowed to perform actions which would not be possible in real life either, this is not limited to roleplay through /me. It is not allowed to force actions upon another player. You are not allowed to roleplay a non-player character. 

 

E.G.

 

  • Roleplay through a /me to lift up a truck.
  • Jumping from height and not roleplaying the consequences from your fall.
  • Roleplay through a /me to shoot a player with the result of the player ending up dead in the process.
  • Looting a stash without properly roleplaying its description (nor knowing about it)
  • Initiating a script action without any roleplay against another player (e.g stealing a vehicle without roleplaying it first, initiating a fight/brawl without roleplaying the initiation), once the action has been roleplayed it may continue scriptly by the initiating player.
    • For example, if you wish to attack another character, you would need to roleplay your attempt at the attack and then you may continue through the script.
    • Script actions that automatically print a roleplay line through /ame do not need to be re-roleplayed unless otherwise stated in the rules (e.g. rule 15, scrolling weapons).

 

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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.

 

 

Reasoning: New factions are expected to use their first 14 days of existing to naturally develop into what their concept actually is instead of immediately trying to start problems with other larger and/or long-standing factions right off the rip. Vast majority of factions that participate in this behavior last just around a single month and are almost always problematic to deal with. If a new faction within their 14 days finds themselves having some sort of conflict pushed onto them though, then it is fair game.

 

 

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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. These are required to be logged in the faction discord within 24 hours of the attack/defense. 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 here). 

 

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. 
  • Once a faction attacks another faction, they are unable to attack again unless attacked back. 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, nor does it have to abide by the attack/defend pattern unless more than one individual is attacked. 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.

 

 

Reasoning: The tested method of attack/defend/attack ended up adding extra barriers to roleplay and faction conflicts that were unnecessary and required more enforcement. We'll be retaining the addition of faction leaders having to communicate with each other and set terms on how long a war lasts but reverting back to simply a six hour cooldown between attacks. 

 

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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 X 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.

 

 

Reasoning: If a faction was to provoke 2 factions, it would be in the benefit of the provoking faction for the 2 factions to ally as then they would only ever have to worry about a single entity attacking every 6 hours instead of 2 different entities attacking every 6 hours. This is being changed to give the upper hand to alliances with a dynamic timer that is determined by IFM once an alliance is actually approved through the faction's IFM Discord channel.

 

Edited by Naeno
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12) Anti-Crime Zones


In order to promote a more realistic environment, several parts of the map will have the level of crime in them restricted. These areas would realistically have a high police or security presence (eg. active patrol stations, airports, the subway system), heavily populated and covered by CCTV (the downtown area and tourist areas) and high levels of traffic (major intersections and highways). 

 

Note: For the purposes of this rule, role-play is considered as "initiated" when the victim could reasonably be aware of the attacker's presence or starts reacting to it. Once this occurs, the victim cannot intentionally go to a No Crime Zone and expect protection via the rules.

 

Definition of Zones

  • No Crime Zone — any area in which crime is forbidden no matter what.
  • Restricted Crime Zone — any area where mugging or asportation (transporting a person from a location to mug them) cannot occur without clear permission being given by an admin beforehand. Other crimes in these areas, particularly crime that grabs attention such as shooting, are held to a higher standard. e.g; the burden is on the person deciding to shoot to prove that the situation could not have been done in a more secure location, or that the situation was pressing enough that it demanded immediate action. No other crimes are limited within this zone.
    • Restricted Crime Zones do not apply to scripted illegal factions with a historical claim to an area, such as a gang operating within their own neighborhood or neighborhoods they would realistically operate in based on their real life equivalent and in-character development. This should not be done excessively, however.
  • Neutral Zone — any area not covered by an anti-crime zone definition.

No Crime Zones are as follows:

  • All airports and airfields;
  • government buildings, such as the State Capitol, city halls and hospitals (medical centers not included);
  • banks, ATMs not included;
  • buildings belonging to law enforcement agencies, such as their headquarters, patrol stations, jails (see jail rules), Bolingbroke Prison (which is considered active IC) and training facilities; 
  • Los Santos Fire Department buildings, such as their fire stations, headquarters, lifeguard tower and training facilities;
  • NPC dealerships that are scripted in where you can buy cars brand new (player owned dealerships require admin permission to commit crime at);
  • customization areas, such as clothing stores and barber shops;
  • gun stores.

Note: In instances where there is a secluded area close to a No Crime Zone, e.g. an alleyway next to a bank, this is not covered by a No Crime Zone.

 

Restricted Crime Zones are as follows:

  • tourist areas which include Vinewood Boulevard, Galileo Observatory (including the parking area), the Vespucci Beach promenade (the paved area with storefronts that run the length of the beach) and the Kortz Center;
  • the University of San Andreas, Los Santos (ULSA) & Richman Hotel;
  • Downtown Los Santos (Pillbox Hill and Legion Square), with the border defined as east of the La Puerta Freeway, south of the Del Perro Freeway, north of Adams Apple Boulevard and west of Strawberry Avenue (alleyways and other discreet locations are not counted); 
  • all freeways and highways, including the on-ramps and off-ramps, not including under them;
  • the immediate area and parking lots of gun stores, regardless of them being open or not;
  • Portola Drive and Little Portola (the pedestrianized zone where the single-player jewel heist occurs);
  • the entire dock/port area (Elysian Island/Terminal);
  • beaches connected to populated areas as well as their piers, parking areas and recreational areas (tennis courts, workout areas and skateboarding areas). This rule includes Vespucci Beach, Del Perro Beach, Chumash, Paleto Bay Beach (the border is in line with the town itself at the western-most point and ends where the beach ends on the east side). Other beaches are considered too remote and crime may freely occur there;
  • Palmer-Taylor Power Station. 

Note: These areas only restrict muggings or kidnappings without prior admin approval via /report, IC justification is required and will be asked for. Some areas require a lot more justification than others. Players who are discreet and creative are a lot more likely to be able to do more crime in Restricted Crime Zones. The intent of the rule is to prevent blatantly obvious crime from occurring on a regular basis. Players are also more likely to receive permission if they are open to facing additional consequences such as allowing investigators to have CCTV footage of the incident occurring despite no cameras being scripted.

 

Examples:

  • Initiating any situation within a neutral zone and attempting to flee into an anti-crime zone and expect protection or for the situation to cease, anti-crime zones do not protect on-going scenarios;
  • parking outside an ammunation and waiting for people to purchase PF guns to mug them;
  • attempting to hijack a vehicle in front of a police station without admin approval;
  • attempting to mug someone at the Los Santos International Airport or Elysian Island ports;
  • attempting to kidnap someone within a subway station;
  • attempting to mug someone at any beach within city limits.

 

Added Palmer-Taylor Power Station to the restricted crime zones list. 

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