Paulius Posted January 16, 2021 Report Posted January 16, 2021 1. General Rules Non-Gov Factions have a faction member limit of 30 people. Members of a government agencies and companies faction's high command team are expected to maintain a minimum of 5 hours of in-game activity per week. If a high command member is unable to meet this requirement due to real life circumstances, they should communicate this to their faction leadership, where temporary exceptions may be granted on a case by case basis. Persistent failure to meet this expectation without communication may result in removal from their position. If you obtain official status as a legal faction you cannot switch to being a criminal faction without approval from Faction Management. You must roleplay within your faction lore. Tazers should not be used on players that are moving in a vehicle (e.g. motorcycle) or from a moving vehicle (e.g. police car). Players that are tazed off an e.g. motorcycle at the same point where they begin accelerating away does not apply to this. 2. Backup Rules Factions may not seek assistance/backup from other factions or individuals outside of a pre-established and organized activity. With proper IC reasoning, individual(s) who naturally stumble upon a situation may interject but cannot call their own faction for additional backup. Players are expected to consider the risk vs reward in relation to their interjection. The use of joint frequencies is prohibited outside of a coordinated activity taking place. Activities are intended to be majority stationary and do not include travel from location to location. They must have a specific accomplishable purpose and may not include hunting other factions (ie: ‘rolling labs’ is not an activity). In the event of chain activities (ie: robbing stores) the activity is considered a specific robbery. All parties on a joint frequency must be in the same location (surrounding areas apply should the activity require it ie: scouting). Engagements that take place while enroute to an activity location are permitted to be responded to only by the singular associated faction. Calling and texting others with information about an active situation needing backup will be considered an attempt to bypass the rule. Having members of different factions in a vehicle for the purpose of being able to utilize both factions during a need for backup is prohibited. Punishment: Anything from a warning, admin jail, to an indefinite ban, punished under Non-Roleplay (NRP). 3. Drug Labs Response by Law Enforcement Law enforcement should not patrol areas containing lab locations with the intention of finding an active lab or criminals present. This also includes conducting surveillance in these areas specifically to identify criminals using the lab. (This does not prohibit conducting surveillance on a player who is in a lab or leads you to one). Note: A lot of lab locations are around public areas and could naturally lead to regular civilian traffic/police patrols. Law Enforcement should not bait players or criminals into entering a lab and then take action unless there are operational reasons for the delay. For example, they should not delay pulling over a speeding vehicle until it enters a lab and then use that as a pretext to gain entry. Only enter drug labs if a valid situation leads you inside (e.g. pursuit), if you hear or see firearms, if you're conducting surveillance on a person of interest in the lab, or if another RP scenario prompts you to investigate/enter. For the sake of balance, and respect of drug lab locations being static once known, cops should forget the IC knowledge of an area being a drug lab after the situation is concluded. Law Enforcement should not respond to calls or information from criminals about activities at scripted static criminal locations (e.g. drug labs). If they are aware it's from an active criminal player it should be disregarded and reported to staff. Punishment: Anything from a warning, admin jail, to an indefinite ban, punished under Non-Roleplay (NRP). 19 1