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Aldari_Tagril

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  1. Q & A Below is a list of commonly asked questions and their answers. Q) Do I have to wait for Faction Management to declare a winner? A) No. Faction Management will only involve themselves if we believe the war has gone on for an unrealistic period of time, one side is continuously breaking rules and or if the war begins to disrupt the server in a negative way. Faction Management may also declare a winner if we believe one side in the war has outright lost, and is continuing the war beyond its natural end point or to an unrealistic degree. Q) Does being punished for a rulebreak instantly result in a WK? A) No. Breaking rules can lead to you being war killed, but it is ultimately up to faction management to decide. Q) How do I go about negotiating peace and am I bound to my war goals? A) Any side in a war can to begin to negotiate peace. Allies can negotiate peace for themselves and exit the war, while war leaders can negotiate peace for their gang and their allies, if a war leader negotiates for peace successfully the war is over, whereas if an ally negotiates peace successfully then their participation in the war is over, but the war may still continue without them. We expect gangs to reach peace terms themselves and gangs are free to begin negotiations at any point. The attackers are free to demand peace terms outside of their war goal and the defending side is free to ask for a change of terms or offer up different terms. We expect gangs to have a bit of back and forth and be willing to reach compromises with each other and we expect terms to be realistic and mindful of the context of RP that has happened during the war. Q) Will losing a war mean my faction loses official status or my HQ? A) Only in exceptional circumstances will losing official status happen, this will not be a common thing at all and other factions cannot demand that you disband your faction to end the war. HQs may be negotiated or abandoned as part of peace terms or given up, gangs are free to demand another gang leaves a particular area. New HQs can always be re-established with the right RP development for your faction. Q) Will losing a war mean my faction cannot get official status? A) No. Losing a war will have no impact on whether you gain official status or not. We are more concerned with your RP, the RP you provide and your quality as a faction, not whether you win or lose IC'ly. Q) Does being arrested mean I am war killed? Can the police ask to WK me? A) Being arrested does not mean you are war killed. Faction management may decide to WK you if you was arrested as a result of long term investigation by the Investigations Bureau resulting in your arrest or if there is a large scale raid/rp scenario on your faction and its assets. Q) Someone claimed to be WK'd, but I don't believe them, what should I do? A) If anybody you interact with claims to be WKd and you don't believe them you should take their word for it and then reach out to your handlers to get a confirmation. If anybody is caught lying about being WKd they may face punishments. Q) I believe someone should be WKd, how do I go about that? A) If you believe someone should be WKd as a result of an RP scenario you may reach out to your faction management handlers with evidence of the RP scenario and a explanation. Having screenshots, video footage and making faction thread posts about the RP scenario will help. Q) How are WKs decided and who are they decided by? A.1) The Assistant Head of Faction Management & Head of Faction Management may confirm/deny a WK at any point. This is one way a WK may be confirmed. A.2) Your handler may bring your evidence to Faction Management and request a vote on whether or not a person should be WKd. We will try to make these votes as quick as we can. Once the vote is concluded the handler will reach out to you with the result. This is the second way a Wk may be confirmed. A.3) WKs can be decided by the Assistant Head of Faction Management & Head of Faction Management at any time. In the case of Faction Management themselves voting on the WK then only neutral Faction Management members not involved in the war IC'ly will vote and give their input on the WK request, this is to prevent any biases. Q) Are the rules subject to change? A) Yes. After every war we will always get the input of all the gangs involved and consider their suggestions on what can be improved, added, amended, removed or changed.
  2. Quickly turned into empty accusations of 'sinister operations' and conspiracies. Archived.
  3. Unarchived per request.
  4. @Durand The Philosopher Impressive conclusion, given that it hasn't been used in practice yet.
  5. War Status Rules & Guidelines The following rules and guidelines will layout how a faction goes about applying for War Status, what rules a faction operates under while under War Status and how they go about concluding a war. Initiating An Official War If you wish to apply for War Status with another faction you must meet the following criteria: You must be an official faction. Unofficial factions may be called into official wars by official factions, but cannot start official wars or apply for War Status themselves Gangs that do not have handlers cannot participate in an official war, period. The faction you're applying for war status against must either be an official faction or a non-official faction that currently has faction management handlers. An official faction is a faction that has gone through the process of reaching official status and has a good standing in the community, which gives them access to an F4 menu An unofficial faction with handlers is a faction that is interested in becoming official and is actively working on becoming official. Their handlers are staff that are a part of Faction Management tasked with assisting the faction in reaching official status. Once you have applied for War Status you are no longer allowed to recruit members into your faction so long as your application is pending a response. While operating under an active War Status you are not permitted to recruit new members into your faction directly or indirectly by employing the help of civilians (this is why it is vital that the roster you submit is up to date). The only exception to the above is recruiting members of the faction(s) you are at war with, also known as defectors. Defectors may switch sides for a number of reasons including, but not limited to: Switching loyalties as they believe they may lose For character development purposes (so long as it is supported by IC events) To act as moles/spies You may call any number of allies into the war, so long as they meet the following: They are official or non-official, but have handlers. They are formally your ally - you may not call neutral parties into the war. Official factions are limited to being formally allied with one other official faction only. Exceptions can be made. Once you believe you've fulfilled the above criteria you may apply for War Status: click here. During A War Once a war has been initiated all participants and factions operate under the same War Status rules. Kidnapping Rules While under War Status there are slight changes to kidnapping and the expectations surrounding the RP. Once you have kidnapped a person they are considered to be your hostage. Kidnapping a member of a gang you are at war with is allowed so long as you have a good IC reason to. Poor Reasons to kidnap someone include, but are not limited to: Kidnapping a low ranking member that will result in little IC gain Kidnapping someone based on their clothes or vehicle. You must positively identify someone as being a member of a gang you are at war with. You cannot kill your hostages unless the following criteria is met: They repeatedly ignore your demands or try to escape The hostage fails to offer up information or meet your demands after lengthy interrogation. What constitutes a length interrogation is proportional to the demand or information trying to be extracted. The gang the hostage is from refuses to negotiate, fails to meet your demands or attempts to free the hostages by force or deception. Kidnappers must value the lives of their hostages so long as they have not met the criteria to kill them: You must care for your hostage with food and water You may torture your hostage (in compliance with graphic RP rules), but may not kill the hostage if the condition to kill the hostage is not met. A gang may hold another member of a gang they're at war with hostage for as long they are at war with the hostage's gang. Gangs may build outdoor cells using furniture items to imprison their hostages. The use of an interior will require alternative RP approval, as there is currently no way for a gang to break into interiors. Though hostages can be temporarily moved into an interior if you intend to RP with them, but not kept there indefinitely. Your cells must be realistic and accessible. Your cells must be secured with a door that can be broken into with a bolt cutter. Hostages must act in good faith and play fair, failing to do so may result in punishments and your exclusion from the war. As a hostage you should never abuse bugs or try to clip yourself out of your cell. If the server restarts or crashes you should never abuse the teleport feature to escape your cell. You should never leave your cell if it is clear a bug is the cause of your escape, for example a door being open that you know should be locked. If at any point you accidentally 'escape' you should make a report to request a staff member return you to where you should be. Gangs may attempt to release their allies by force or negotiation. You must not purposely alert PD attention to the kidnap victims or their location in an attempt to have PD release your faction members on your behalf. Kidnappers must release their hostages if the hostage meets the demands of their kidnappers or their gang meets the demands for their release: A hostage must be released with a reasonable chance of survival. This means they must be released with enough food, water and a realistic amount of clothing to successfully return to safety (such as the city if they were released in the desert). Gangs may not use releasing hostages as an opportunity to capture or retake hostages if demands have successful been met Such as releasing a hostage to form an ambush so that you may take a higher ranking member. Former hostages may be re-kidnapped again in the future. Any demands made for the release of a hostage or demands made of a hostage must be realistically achievable and reasonable This means not making excessively unreasonable demands that cannot be achieved or are disproportionate to the ransom. This means not making purposely unachievable demands or demands you know the other gang cannot fulfil in order to achieve an ulterior motive, such as WK'ing the hostage. Properties may not be exchanged in return for a hostage, this would be considered an end of war goal. War Kill System The War Kill (referred to as WK from here on out) system is a system for promoting in-depth RP, risk and increasing the value of certain faction members compared to others. It is also a way in which factions can affect the balance of power or issue permanent damage to a faction for the duration of the war. When someone is removed from the war under the WK system they are considered to be 'War Killed' (WK'd) and can no longer participate. For the duration of the war all participants operated under the WK system. This means a player may be permanently removed from a war as a consequence of IC events that take place To WK another player it must be approved by Faction Management. This means that just because you kill another player during the war does not automatically mean that player is considered WK'd and can no longer participate in the war. For someone to be considered WK'd they must participate in a noteworthy RP scenario, such as: The individual was killed because their gang failed to meet the demands of their release while imprisoned by another gang. The individual died while being tortured or while under interrogation because they failed to supply your with information or meet your demands. The individual died as a consequence of an in-depth RP scenario witnessed by a significant number of people. Ultimately Faction Management will decide if someone is considered to be WK'd. Faction Management may declare someone WK'd at any time if it is deemed necessary. If you repeatedly break rules or RP outside of good faith you may be declared WK'd You may be declared WK'd if Faction Management considers it to make sense given the RP scenario, even if a WK was not requested If we believe you are ruleplaying. Such as, but not limited to, making sure your characters dies to avoid capture during a shootout. If you are WK'd you are then considered RP'ly too injured to continue participating in the war. Characters that are WK'd should: Not in anyway assist their faction or hinder opposing factions. Drop the colours of your faction Dress like a civilian Avoid using vehicles recognised as being part of your gang Avoid areas frequented by your faction, such as HQs are regular hang out spots Avoid contact and not in anyway communicate with members of your faction who are not themselves considered WK'd. This means you may not contact or communicate with them in person, via text, radio or any other means where possible You may not be on the frequency of your faction while they remain at war. Not passively help their faction or any of its non WK'd members, such as by (but not limited to): Giving members money, weapons or any other resources. Lending vehicles to members Offering information or intelligence that may assist your faction or hinder the opposing factions Ending A War A war may be ended in two ways. Either the gangs reach terms themselves and agree to end the war or Faction Management declares a winner. Resolved By Negotiation The two parties involved in a war (Attacking and defending) may independently decide to resolve a war and put forth their own demands and negotiations. These negotiations may resolve the war or fall through and fail to conclude the war. Once a resolution is agreed you must send evidence of this resolution to Faction Management. Faction Management will then inform the factions when their war is officially over. One side may pull out of the agreement at any point before Faction Management declare the war officially over. If one side fails to meet the demands of their negotiation during peacetime the gang may re-apply for War Status against the faction that failed to meet the demands at any point (Regardless of the 4 week War Status cool down). Demands during negotiation must be reasonable, proportional and achievable. This means not making demands that, if fulfilled, would mean the faction would be disbanded or dismantled. This means not making demands that you know the other faction cannot full fill so that you can continue the war indefinitely. This means not making draconian demands that are far in excess of the severity of the war What is considered excessive will vary from war to war depending on the length of the war, how damaged each faction is, what the reasons for the war are and IC situations that developed during the war. Resolved By Faction Management A war may be resolved by Faction Management for a number of reasons at any point, for both IC and OOC purposes. If you believe you've done significant enough damage to another faction you may request. Faction Management may get involved IC'ly in the form of The Cartel where possible. Faction Management MAY decide to conclude a war for reasons such as: All high ranking members of a gang have been WK'd A faction leader is kidnapped and imprisoned for 24hrs without their gang able to break them out. A faction being unable to maintain a hold on their HQ for a period of over 24hrs The losing side of a war resolved by Faction Management may suffer consequences/losses, such as (but not limited to): Financial losses Loss of HQ/Property Resource restrictions Loss of Official Status entirely. The winning side of a war resolved by Faction management may be subject to gain the losses of the losing gang. The winning side will acquire winnings in accordance with their stated war goal that declared in their war status application. Faction Management may declare a war over or voided if any of the factions persist in displaying poor RP or breaking rules, for which a faction may suffer losses or consequences as a result. Allies The allies of both the attacker and defender may decide to independently exit the war or seek peace with the opposing sides. Allies are participating factions in the war that are not the war leaders (i.e. the main factions attacking/defending). Allies may not switch sides during the war Allies may independently seek peace or negotiate for themselves during the war without ending the war (only the war leaders of the attacking/defending side can end the war). Faction Management may decide to force allies to resolve the war and exit the war for the same reasons outlined above. Allies may themselves be subject to losses/consequences. This means that just because you're on the winning side of a war does not mean you may come out of the war positively and may still take loses or be damaged as a consequence. The Wider Server It is important as both official factions and as factions wishing to become official that you understand the effect your wars may have on both your own factions, government factions and the wider server as a whole and the potential IC and OOC consequences that may come about due to your actions. Law Enforcement Being at war does not mean the server becomes a stateless society with no law enforcement. Your actions during the war will be expected to be realistic as to avoid Law Enforcement attention where possible. Law enforcement attention may bring about severe consequences. Having a high ratio of your gang or many of its high ranking members arrested and imprisoned may bring about consequences that effect the war It may put your enemy in a better position to end the war or outright win. Bringing about the attention of Law Enforcement may result in raids that effect the war It may put your enemy in a better position to end the war or outright win. It may result in a shutdown or outright loss of resources & properties. If Law Enforcement damage your faction significantly enough, the war may be declared over and your faction may suffer consequences. Law Enforcement significantly damaging your faction include, but are not limited to: Raiding and holding your HQ Arresting and imprisoning the leader for a substantial amount of time or charges Arresting and imprisoning a significant proportion of your gang. Shutting down businesses Infiltrating a large portion of your gang via informants Faction Management may declare your war over if we feel you have developed an unrealistic attitude to Law Enforcement, such as, but not including: Randomly and without merit kidnapping and killing officers for trivial reasons like a traffic stop Disregarding the server as attempting to simulate a state within a first world nation by overtly displaying your hostility, such as, but not limited to: Recklessly driving around in large convoys with no regards to traffic laws Openly and publicly displaying illegal weaponry in public locations Disregarding locations of law enforcement such as government buildings or police stations. Civilians & Government Factions During any war we expect your actions to effect government factions and civilians as little as possible. This means making sure civilians and the operations of other government factions do not needlessly get caught up in your battles or negotiations or that civilians and other factions indirectly become a part of your war. If your war begins to effect too much of the server we may call it off, which may effect your faction. We expect your war to have little effect on civilians and players not involved in the war as little as possible. This means not: Taking civilians as hostages Using civilians to benefit yourself in the war Recruiting civilians and non-participating members to help you in anyway We expect your war to have a little effect on other non-law enforcement government factions as little as possible. This means not: Holding employees hostage Getting involved in skirmishes, battles or doing dealings on or near other factions HQs Taking pursuits or chases to other faction HQs Joining other factions to use their resources to benefit your war Using the resources of other factions to benefit your war The only exception to this is getting medical treatment for your allies.
  6. WAR STATUS APPLICATION * This application will be viewable to yourself and staff. Nobody else will see this application. If you'd like to apply for war status on behalf of your faction then please use the template below. Before you apply make sure you have fulfilled the following: You're the leader of an official faction You have not applied for war status or been involved in an official war for at least four weeks. You have read over the Faction War Status Guidelines & Rules (to be posted). If an official war is declared against your faction you do not need to post an application. Once you have posted your application it will be moved to hidden section of the forum and managed by Faction Management. Once your application is accepted or denied your handlers will reach out to you and inform you, depending on the reason it was denied you may or may not be able to re-apply. APPLICATION TEMPLATE * Make sure you post your application in the War Status Applications subforum (click here), otherwise your post may be viewable to others. If you are at any point unsure or have questions then feel free to reach out to your handlers. * Once a war is concluded you will be expected to provide a new copy of your roster and the roster of those still remaining in the war. Your Faction Name: ... All Factions That Will be Assisting You: ... Faction You Will be Attacking: ... Your Faction Roster: Your Ally Faction Roster(s): Reasoning Behind Declaring War: events leading up to the war/IC motivation/backstory/link relevant faction thread posts etc etc War Goal: i.e. what is you hope to gain from the war.
  7. What Should be Included in a Faction Thread? Anything marked with a ( * ) is essential and must be included in all threads. Pre-Requisites Before you go about making your faction thread make sure you have fulfilled the following: Your thread is unique and offers something original Your thread is wholly of your own design and no decals or graphics have been plagiarised from other faction threads without the owners permission. The leader of your faction is the one posting the forum thread. Backstory/Lore* This is where you get to create the foundation for your faction, lay out its origins and how it came to be in existence and what events led up to where your faction is today. Your lore will be the foundation from which your faction is built on and it is important that it is detailed, original and interesting. Going forward your faction will be expected to RP in such a way that makes sense within the context of your factions lore and backstory. For example if your lore states and shows you to be a mafia we would expect you to behave and RP like a mafia and not like a street gang or an MC. As you RP on the server and develop your faction your lore and backstory can be added to and develop further, enabling your faction to evolve with the RP it participates in. Rank Structure* Key to the identity of any faction is how the faction is structure. The structure of your faction should include the ranks, the hierarchy of these ranks and the role of each rank. Factions are at liberty to make up their own unique rank structures and manage how decisions are made within their faction. For example a Cartel might have a very top-down structure in which responsibility is delegated from top to bottom, but a Motorcycle Club or Mafia might have a more communal method of making decisions which may be made by an inner circle or majority vote. Regardless of how you structure your gang it is expected that your structure make sense within the context of your lore and the identity of your gang. It is also vital that your gang has a single named character as the leader. Roster* Your faction thread must include a roster of all your current members. If you're an official faction this means everybody who is currently in your F4 menu and any prospects you're currently scouting as potential full members. As non-official factions this means anybody you consider to be a member of your faction. You may also put your roster onto a google doc and pin it in your respective high command channels on your faction discord. It is important that you keep this roster updated and remove members as they leave your faction as faction management will consider them members of your faction so long as they remain on the faction thread roster. Going Forward. Once your faction thread is made it then becomes a sort of hub for your faction and for others to offer feedback on your faction thread. It is important you keep your faction thread updated as your faction develops, which can be done by editing the main posts or by having other faction members make their own additions to the thread, this allows your members to get involved in the creative process. Common Questions. Q: Are faction threads IC or OOC? A: OOC. Nothing you read or see in a faction thread can be used IC'ly Q: Do I need to have a faction thread to become an official faction? A: Yes. Q: Does my faction thread need to have fancy decals and graphics? A: No, but you should make an effort to make your thread look nice. If you want custom decals you can either ask any of your faction members if they're able to make them or ask around on the forum and discord. Please don't use any real life copyrighted logos of real businesses or organisations. Q: How do I get handlers? A: Reach out to the Assistant Head or Head of Faction Management on either the forum or discord. Notable Faction Threads. Below are some faction threads that Faction Management consider noteworthy or particularly good faction threads. You can use these for inspiration or to get a gist of what a good faction thread should be. Note anybody stealing from these threads without permission for their own faction thread will have their thread removed. Los Zetas Los Santos Triads
  8. The rule is vague by design, to avoid ruleplay. We don't want to outline exact places people can rob others or create borders and by virtue 'robbery zones'. The purpose of the rule is to make robberies more engaging and more realistic and like all rules precedents will arise and staff will have discussions on what is acceptable and what is not. Creating examples or creating specific locations in which robbery can occur will result in ruleplay, where people just drive around a certain area or wait for somebody to cross an imaginary border and then instantly pounce on them. Peoples mentality to a robbery should be "Do my actions seem realistic? Does the location make sense? Would someone really get robbed here? Am I getting something I actually need or am I just robbing them for whatever loot they might have?". We don't want peoples mentalities to be "That person crossed the border, so I can just rob them now", people should be focused on their characters and their character motivations, not rulebook definitions. We also want peoples mentalities to robbery RP to be "I'm going to give this player a memorable experience" and we want robbery victims to leave thinking "that was fun". We don't want people to have the mentality of "quickly rob this person, so we can get to the next" and we don't want victims to think "oh, this again. Hurry up so I can go do something more fun". Robbery RP should take time, it shouldn't be some routine thing you're doing very often and players should leave the RP feeling like they just did something fun, not feeling like it was a speed bump on their way to better RP opportunities.
  9. Archived, contact faction management if you ever wish to have this thread unarchived. Regards, ~Aldari
  10. PLAYER REPORT DENIED After collaboration with staff we have decided this is not an OOC scam. Simply exchanging keys is not equivalent to exchanging ownership, and as all that happened here was you exchanged keys it does not mean you now own the vehicle. Especially as there is ways for players to share keys to vehicles with necessarily exchanging ownership. This is something you should attempt to resolve IC'ly. On a different note, @Povas please do not use 'u' in IC chat in the future. IC chat must be proper and grammatically correct. Regards, Aldari.
  11. One the houses in Paleto is now up for sale.
  12. I don't think we'll ever be introducing rules that dictate the relationships gangs can make. Ultimately gang RP is an RP based on relationships and artificially limiting that restricts criminal RP in a way that is not necessary. The Zetas remain 'on top' (though I am not sure what that means, precisely) and have done for a long time, because they've managed to position themselves regularly into advantageous relationships with other gangs. There is no reason other gangs cannot do this and they themselves would be able to 'topple' the Zeta position. In short, the Zeta dominance is an IC dominance and I don't think it's fair to impose restrictions on them for being IC'ly too good at what they do, especially when other gangs are perfectly capable of becoming the dominant gang. in fact, because criminal RP is ultimately about relationships I think imposing such restrictions would make it far harder for any other gangs to possible form a large enough alliance to ever fight off larger and more powerful gangs, so I think it'd have the opposite effect of what is intended.
  13. PENDING RESPONSE This report is pending a response from the following: Martin_Deluca After 24hrs this report may be concluded based on the evidence provided. Regards, Aldari
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