A faction attack is automatically considered when you directly fire upon or attack a faction with firearms or melee weapons, no matter whether they are death-moded or brutally wounded.
Brawls have their own cooldown and may only be initiated every three hours. A cooldown will trigger no matter where the brawl is initiated. A faction brawl will trigger the cooldown when more than three opposing members participate/mob down. The cooldown applies to both parties, attacking and defending. If melee weapons are used in the brawl from any party, it is considered a faction attack on their side and this triggers the 6 hours cooldown for the faction who first utilised a weapon.
An attack is only considered a “faction attack” when the attacking party enters the defending party’s turf in order to initiate the attack. Factions who perceive a threat of being attacked may initiate an attack in defense, but must be able to provide timestamped evidence of the opposing faction lingering in their turf for an extended period of time if requested.
Example: Faction A circles Faction B’s turf several times, or loiters in the area for a considerable time and can be identified visually. If Faction B chooses to initiate hostilities with Faction A first, it is still considered an attack from Faction A, due to their excessive scoping and being caught doing it.
Faction B must be able to provide documentation that they have been able to see and identify the opposing faction, and that they've entered the turf 3 or more times in quick succession OR stayed for longer than 5 minutes if challenged/reported. If Faction A cannot provide evidence of this, it may result in punishment.
Spraying over tags, brawling and general behaviour that is interpreted as hostile that does not include the usage of firearms or melee weapons are not considered faction attacks.
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 block wiping and 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.
Faction attacks are permitted only when there is an in-character (IC) justification for the death of each individual, excluding players returning fire. All actions must comply with the server’s deathmatch (DM) rules.
6 hour cooldown between each faction attack involving melee weapons or firearms.
Only four participants can be involved in any faction attack, this includes allies. As an attacking faction, you are restricted to two (2) assault rifles (M4/AK). Your choice of weaponry must reflect the severity of your faction war, and faction development.There are no participation limits in regards to brawls. 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.
Allies: Only one allied faction may be invoked per attack, and there must be two weeks of evidence to back your allegiance. Factions are limited to (2) two 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.
Factions that initiate brawls are allowed to go past the 4 man limit, but may not use firearms unless the opposing party engages first using a gun/any melee weapon. However, factions are discouraged to do so.
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. This would void said faction’s 1 week restriction on conducting a faction attack. If one or both factions who are in conflict with each other do not have marked turf on the turf map, attacks will be defined based on which faction is initiating hostilities with the other. Apply common sense in these scenarios.
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, brawls, and tagging are not considered attacks. The faction/party victim of a robbery may retaliate against those who robbed them, but this will be considered an attack if firearms or lethal melee weapons are used. If a faction enters rival turf to tag over their rivals wall and caught doing so, then shot at by their rival faction, both factions will be forced into a 6-hour cooldown.
You are only permitted to shoot at those spraying over tags at the time of the immediate situation and not after.
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 attacks Faction B, Faction B have several members and non-members/associates stood on a corner. Faction A attacks, kills everyone including the unknown associates who have began running away and have not engaged in hostilities. Faction A has breached ROE. Faction A should've targeted the individuals known to them, returned fire or those who identify themselves visually as belonging to Faction B.
Faction A circles Faction B’s turf several times, or loiters in the area for a considerable time and can be identified visually. If Faction B chooses to initiate hostilities with Faction A first, it is still considered an attack from Faction A, due to their excessive scoping and being caught doing it. Faction B must be able to provide documentation that they have been able to see and identify the opposing faction, and that they've entered the turf 3 or more times in quick succession OR stayed for longer than 5 minutes if challenged/reported. If Faction A cannot provide evidence of this, it may result in punishment.
Faction A and Faction B are contesting for the same area which is not yet marked on the turf map. If Faction A approaches Faction B while they are roleplaying in this neutral turf to initiate hostilities which escalate to a faction attack, it is an attack on behalf of Faction A, and vice versa.
Faction A goes into Faction B’s turf that is marked on the turf map. Faction A sprays over Faction B’s graffiti at which point faction B immediately shoots in retaliation. Faction A and B are forced into an attack cooldown.
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.
Faction A attacks Faction B in their area of roleplay, however it is not yet marked on the turf map. This is still an attack from Faction A.
Faction A mobs down with three or more members to Faction B’s turf. A brawl ensues and people are put into brutally wounded/death mode without the use of edged weapons/firearms. This triggers a 3 hour cooldown for Faction A and Faction B.
Only four participants can be involved in any faction attack, this includes allies. As an attacking faction, you are restricted to two (2) assault rifles (M4/AK).
Out of character masks (/mask) are not allowed during faction attacks. You can wear a clothing item to cover your face to protect your IC identity, as long as you do not use /mask.
Grenades and Molotovs may not be used in attacks. In the event that they are used against a rival faction property, you must obtain property destruction permission from Illegal Faction Council/Lead 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 Illegal Faction Council/Lead Admin+ permission.
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.
Previously killed members of either faction may defend their turf or their faction members from any attack, or form of active aggression, but may not be involved in any retaliations/future attacks. 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.
If you are killed in a faction attack without being involved in a Player Controlled War, you are considered Player Killed (PKed) and cannot participate in any form of attack for the next week (7 days).
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.
You are not allowed to cut interactions as you see fit, interactions will only be forcefully cut by IFC by way of Faction Report.
A faction war is an active conflict between two or more factions. A faction war can be uncontrolled, a controlled faction war or a prison war.
Until both factions enter into a ‘Player Controlled War’, they are considered as participating in an ‘Uncontrolled Faction War’ is an active conflict between two or more factions that has to follow all the mentioned rules within the rules of engagement and all its conditions be altered in any way, regardless of agreement between the factions involved. All 'set' conditions regarding this type of war may be found in the faction attacks section.
The ways in which an ‘Uncontrolled Faction War' (Once Known as STW/Short Term War) ends is by either agreeing to war terms and entering into a ‘Player Controlled War’ or alternatively, Mutual Agreement (In-Character) or via. Faction Management intervention.
Faction must be open for at least one week (7 days) before conducting or organizing a Player Controlled War (Both factions can agree to set rules to bypass the week wait, if both parties agree to it).
War intended as a result of continuous conflict.
Once conflict has escalated to a Player Controlled (Long Term War), you are required to continue the conflict. You are not allowed to cut interactions as you see fit, without FTC approval. Ignoring a faction will not restrict them from continuing to attack you.If you wish to stop a player controlled/long term war outside of the agreed terms, reach out to FTC with your reasoning.
War rivaled for monetary gain i.e turf disputes/conflictions (one or the other, intentional for long term conflict or for win/lose conditions, completely player/faction leadership orchestrated).
Players brutally wounded or killed are to adhere to cooldown conditions.
Rosters must be exchanged and a mutual agreement must be made to enforce a Player Controlled War.
Modified conditions can be approved if forwarded to members of FMC, i.e cooldowns and weapon restrictions, attack limit (within reason).
Faction Team Council may force a war or put a stop to a war at their discretion.
During a Player Controlled War, tensions have already risen and the rivalry has heightened, attacks must be thoroughly roleplayed and not fall under deathmatching circumstances. The methodology behind a Player Controlled War is to be long-drawn and as realistic as possible or for monetary gain, unnecessarily killing blocks should be off the table. Players in proximity of your attack should only be killed if they pull their weapon or shoot back.
Attacks are instantly considered when you, as a faction or member of a faction, go into another faction's turf and indulge in one of the aforementioned conditions. (See; 01.Faction Attacks)
Attacks conducted outside of a faction's turf is only considered an attack if somebody is killed during said attack or consequently put into brutally wounded mode as a result of the conflict. If you are shot or put into brutally wounded mode in another faction's turf, it also constitutes as a faction attack on their behalf if you were not the initiator, unless it's found that you were excessively scoping in their identified turf.
Killed members may be brought back into this war after a 48 hour cooldown (unless custom terms are set for longer PK cooldowns), members jailed or killed by law enforcement as a result of the conflict are also to adhere to the cooldown. The cooldown for any attack is 24 hours, unless a mutual agreement is made by both individual leaderships. The intent behind a Long Term War is to make it relatively player/faction controlled, Faction Management intervention should be last resort, we log it for moderation purposes. Any mutual agreements made, including changes to the roster(deaths), must be forwarded to a Faction Management Council member to keep on top of things. Evidence and agreements should also be kept by yourself, in form of an LS:RP screenshot. It is vital that everything is documented.
A faction that just had a player controlled war with another faction, may not have another/any war or faction attacks with that same faction for one (1) MONTH. That counts for both and all factions (including allies) that were involved regardless of who was victorious.
All conditions are agreed and finalized with Faction Team Council. Those conditions are usually character kills for all faction members involved, modified faction attack conditions (e.g lesser / higher cooldowns, weapons restrictions etcetera). OOC Masks are not allowed regardless of agreement.
Valid until Faction Team Council declares the end of the war or mutual agreement, which is done when 75% of either faction's roster is killed, faction forfeit, mutual agreement or due to unrealistic escalation.
A prison war is considered when a single faction attacks a rival faction with six or more members. Members who are killed can reinvolve themselves in this war in the next fight. There are no player kills in this 48 hour conflict, although it's optional to CK to permanently remove yourself from the conflict.
Ends when 75% of either faction's roster is killed, faction forfeit, mutual agreement or due to unrealistic escalation.
Turf rules are designed to regulate the claims and usage of turf in order to minimize OOC conflicts. Claimed turf is marked and updated on the UCP. Faction must be active/exists for 2 weeks before submitting a turf claim to the faction management. Faction must be active in the area it wishes to claim. The member count must justify the size of the claim.
Claimed turf must continue to be actively used
New faction may not be established in a claimed turf, except for members of other factions who owns property within turf that is not their own, are allowed to only use their properties. Not as a gathering spot or grouping point for their faction.
Entering another faction's turf for the sole reason of provocation is not allowed, and is a punishable offense.
If a faction wishes to expand or changes their turf, they must complete the application again. You will need to thoroughly explain the reason for the new turf, what in-character development lead to this expansion, and what goals/uses they will have for this new turf/expansion.
A character kill application may be submitted by any faction member against a specific player that belongs to another illegal faction. A player cannot submit a character kill application against someone who is in the same faction (refer to coup rules or coordinate with your faction leadership). It is strongly encouraged that you communicate this decision with your faction leadership prior to submitting any character kill applications. Those applications are reviewed by Faction Team Council and approved or Rejected. Keep in mind that character kills on specific players need valid reasoning, which is usually due to a well developed role-play scenario, where a player-kill would not suffice.
A player-specific character kill is still considered a faction attack and follows the same set of rules outlined above.
Any member in the faction may carry out the character kill as long as the person who filed the character-kill application has agreed to it and there is proper role-play and character development behind the scenario.
If the player attempting to carry out the Character Kill dies by anyone during the attempt, or while fleeing, they are to CK. There will be no exceptions to this.
Character kill applications can only be submitted within illegal factions, regardless of official status or not.
Faction members, official or unofficial, may carry out on a paid hit at their leadership's discretion, should their reasoning be just (must be an internal issue, not external. i.e a problem directly related to your faction members/leaders.
Any member of an official faction may request for hit to be made on their behalf, by a party/participant of their choice (must be approved by their faction's leadership) Any member of an official faction may carry out a contract hit.
Contract kills are anything Player-Kill related or Character Kill War related (in coordination with FTC), Player-Specific Character Kills from applications can only be delegated to other faction members that are in the same faction of the person who received the CK permission approval from FTC.
Players are subjected to CK/immediately give out their CK rights after either participating within the faction actively for a period of 2 weeks or upon posting on the factions thread while their character is affiliated with the faction. Affiliation can be defined as someone who is role-playing in an associate capacity or has obtained membership within the faction. Faction leaders or high ranking members are obligated to provide a players time period via screen shot (of at least 2 weeks at any given moment of them roleplaying as a member within the faction) and have this forwarded to the faction team to validate the CK being performed, should there be any disagreement over the validity of a CK. Note: Any attempt to forge/fabricate CK claims will result in severe repercussions.
CKs may only be done for IC reasons. OOC based CKs are forbidden. Additionally, if there are role-play quality concerns which results in a faction member having to be OOC removed, Faction Team Council is to be consulted.
CK agreements are only valid while the faction exists (in the faction forum). All CK rights over any characters are expired upon the closure/termination of a faction - in the event a faction re-opens then all CK permissions have to be re-obtained. Players character killed from a faction are prohibited (unless agreed with leadership) from interacting with the faction itself until a month has passed.
All groups that do not have a faction thread or consider themselves a faction are also to follow the rules of engagement. Players are considered to be a group when they are an organized entity of three players and above acting together. The nature of their role-play does not matter, as long as there's three or more players actively involved in role-playing together.
In order for a faction member to request approval for a Faction Leadership Overthrow (coup d'état), they must be a high ranking member of the faction. Faction Team Council must be contacted before any in-game or out-of-character action is taken. You must have the support of the majority of the faction members (75 percent) which should be confirmed over a LS-RP forum PM. On top of the aforementioned, there needs to be exceptional reasoning in-character or out-of-character in order to receive approval by Faction Team to begin a Faction Leadership Overthrow.
Any situation where a (co-)leader is forcefully removed from the faction is considered to be a Faction Leadership Overthrow. When in doubt, contact Faction Team Council.
NOTE: Bare in mind this should come as a last resort, always do your best to work out the issues you may have with the leader/leadership, Faction Team will be judging off of a strict basis when it comes to these scenarios.