1. Faction Attacks
Faction Attacks Defined
A faction attack is automatically considered when you directly fire upon or attack a faction with firearms or bladed weapons, no matter whether they are dead or brutally wounded. Brawls are also considered faction attacks if a faction stomps their rivals out in an attempt to kill them.
Spraying over tags (unless caught and it realistically escalates to usage of firearms or bladed weapons), brawling and general behaviour that is interpreted as hostile that do not include the usage of firearms or bladed weapons are not considered a faction attack, unless it meets the criteria of the faction attack definition.
Upon initiating a faction attack, you should not linger in or around said faction's turf, with the sole intent of hunting people down to kill them. This includes chasing individuals around the area just to kill them.
Faction attacks should be performed in a sensible manner, including sufficient reasoning for the choice of weapons used.
For example; attacks performed for minor acts don't warrant the usage of an assault rifle.
You are encouraged to enter faction controlled wars (e.g character-kill wars) to promote role-play.
6 hour cooldown between each faction attack.
Only six participants can be involved in any faction attack, this includes allies. As an attacking faction, you are to choose your weapons realistically based on the severity of the war.
There are no participation limits in regards to brawls.
Previously killed members of either faction may defend their faction members from any attack, or form of active aggression, but may not be involved in any future attacks / retaliations. Alternate characters may not be used directly relating to a situation if your main character was killed and vice versa this includes the transmission of information pertaining to the opposing faction.
Robberies and brawls are not considered attacks unless it escalates to a hostile situation (see faction attack definition) with firearms or bladed weapons being used. The faction that shoots or attempts to stab first is considered the one initiating the faction attack, unless they are defending their faction members from an active robbery. Factions are allowed to breach the 6-hour cooldown if their faction members are being robbed, in the heat of the moment and at the time of the immediate situation, not after. After, both factions that were involved in the robbery (victims, robbers) are forced into a 6-hour cooldown. It is important to remember that realistic escalation needs to be taken into consideration, unrealistically provoking a faction to be attacked is not allowed, and vice versa.
Faction A heads into Faction B's area and tags it up. Faction B finds them and a brawl happens. Faction B pulls out guns and starts shooting. Faction B in this scenario are the ones initiating the faction attack regardless if it is in their area.
Faction A encounters Faction B and decides to rob them, however, Faction B has attacked them 3 hours ago. Faction B is allowed to immediately shoot them upon the attempted robbery and by-pass the 6-hour cooldown.
New factions are prohibited from provoking other factions and must be open for a minimum of 1 week before conducting an attack on any faction. If the newly formed faction is attacked first by an opposing faction, they may actively retaliate against them in a realistic manner that accommodates their faction's current development. It is worth to mention that newer factions shall not attempt to loophole around this clause by performing robberies or brawls with the intention of getting attacked by another faction and entering a faction war.
Any sort of explosive weapons may be used in attacks, as long as there's realistic escalation and realistic role-play. In the event that they are used against a rival faction property, you must obtain property destruction permission from an admin.
Sniper rifles and long range single-shot rifles can only be used against a single target and require an FM Admin's permission.
For explosive weapons to be used on a rival faction's business, you must get FM Admin's permission about your plans.
Allies and their Participation
Before introducing an ally into an attack, you must be clearly related to the faction and have a standing relationship. Sufficient evidence must be present for both the standing relationship as well as including sensible motivation to be assisting said faction.
Only one allied faction may be invoked per attack, and there must be one month of evidence to back your allegiance. Factions are limited to (3) three allies aiding per attack and are obligated to have (1) member of their own participating. Allies will also be put on a six (6) hour attack cooldown. Remember as an ally, you are also opening yourself up to a potential war with your allies' rival.
Death and Cooldowns
Players put into death mode during an attack of any faction are automatically considered dead and have no recollection of the attack or events leading up to it until the Uncontrolled Faction War concludes or a Controlled Faction War is organized.
The faction under attack may retaliate at their own discretion. Any kills made by law enforcement, the opposing faction's members, imprisonments over 6 (six) hours (360 minutes) or admin jails, directly relating to the attack, automatically remove you from the situation.
A faction that just had a (controlled) faction war with a faction, may not have another/any war or faction attacks with that same faction for TWO (2) weeks unless instructed otherwise by Faction Team. That counts for both factions (including allies) that were involved regardless of who was victorious.