Automatically considered an attack when you kill or put another member into death mode.
Automatically considered an attack if you:
• As a faction or member, commit a hostile act in another faction's turf against their member(s) that creates a overall hostile environment between both factions or leads to death/death mode.
• Tagging, vandalizing & breaking into cars (unless that was the sole reason for entering the turf) won't be considered a faction attack unless it creates a overall hostile environment between both factions or leads to death/death mode.
• Should any member in their turf be put into death mode as a result of any of this, it will constitute a faction attack on the initiating faction's behalf.
• Factions are not to provoke or cause any issues to rival factions that were attacked in the rival's turf once they are on the initial twelve ([b]12[/b]) hour cooldown. Defense is allowed.
• Factions initiating fistfights with more than two members will be considered an attack if it happens on the rival faction's turf and creates a overall hostile environment or leads to death/death mode.
• If a faction initiates a brawl in their own turf within reason, it won't be considered a faction attack from the rival faction unless a defending faction member ends up in death/knockout mode, creating an overall hostile environment entirely.
• Fair fights between rival factions does not constitute as a faction attack.
[b]What constitutes a faction attack?[/b]
• You, as a faction or member of a faction, go into another faction's turf and indulge in one of the aforementioned conditions or create an overall hostile environment between both factions.
• Attacks conducted outside of a faction's turf is only considered an attack if somebody is killed or shot at during said attack or consequently put into death mode as a result of the conflict.
• If you are shot or put into death mode in another faction's turf, it also constitutes a faction attack on their behalf if you were not the initiator.
• If you are shot or put into death mode in another faction's turf.
• Upon initiating a faction attack, you should not linger in said faction's turf for an excess amount of time, with the sole intent of hunting people down to death-mode them.
[b]MISCELLANEOUS FACTION RULES[/b]
• Factions may not ally with another faction unless the faction has been up for two ([b]2[/b]) weeks or longer. Factions are NOT to beef with another faction unless your thread has been up for two ([b]2[/b]) or more weeks. This is to improve roleplay within the faction. If you are to ally with another faction, please do your research and history before planning an alliance.
• Block wiping rival factions without engaging into a Player-Controlled War ran by Faction Management will result in a faction strike or faction termination depending on severity.
• Factions are not allowed to shoot, beef or cause drama at public events such as parties or get-togethers that were promoted via Twitter (or any media) in-game or under the In Character section on the YBN Los Scandalous Discord. The drama or back and forth needs to be taken to an alternate location.
• You are allowed to be in two illegal factions and this rule doesn’t apply to legal factions. If the two factions you’re in have beef or hostility to each other in any shape or form, you must choose one to prevent metagaming.
• If you’re a member of the Police Department and a detective, you may not join any illegal factions at all. This is to prevent metagaming with case-files.
• Police officers ranked I - III are able to commit legal corruption by accepting non-violent bribes only. Please visit the server rules for more information.
• You may not stockpile any drugs or firearms. You must sell the drugs to non-player characters or to actual players OR use them to prevent ruining the illegal economy. Factions are allowed to sell firearms to allies or trustworthy individuals outside of the faction. Excessive stockpiling of either drugs or weapons could lead to a complete inventory wipe by Faction Management.
• Factions are NOT allowed to transfer weapons from a previous faction after closing. This is to prevent stockpiling, constant shooting, faction bullying and to have everyone start off on a clean platform. Any faction that's caught transferring said firearms to a new faction without posting an asset transfer request or getting approval by Management will result in faction termination and/or ban(s) depending on severity.
• All faction leaders and members are required to read the Rules of Engagement. As well, when you create a faction, you’re not allowed to have any hostile interactions with any other factions until two weeks has passed.
• Community roleplay is a must, consistent lurking in rival turf and provoking of other factions will result in a faction strike. Members of factions shouldn’t be seeking issues with other factions constantly. Staying on rival faction turf with zero intention of doing a faction attack will fall under provoking.
[b]PLAYER-CONTROLLED WARS[/b]
[b]What's a Player-Controlled War?[/b]
• War intended as a result of continuous conflict
• War commencing 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 put in death mode or killed are to adhere to cooldown conditions
• Rosters must be exchanged and a mutual agreement must be made to enforce a Character Kill War
• Modified conditions can be approved if forwarded to members of FM, i.e cooldowns and weapon restrictions, attack limit (within reason)
• Supposed to be long-lasting or until opposing faction surrenders
• Faction Management may force a war or put a stop to the war at their discretion
• Leadership may mutually agree that kills are considered Player Kills in this war. (must be clarified when handing over roster)
• Factions are only allowed to engage in activities such as block wiping if both factions has come to a mutual agreement to engage into a long term war, if both factions have built up beef overtime with evidence to support and if Faction Management approves and initiates said war.[b]Terminology[/b]
[b]Long Term Wars (LTW)[/b] are defined as a deadly war carried out between two rival factions. These wars are typically issued due to the longevity of beef built up between two rival factions. During the LTW, the guidelines of the Rules of Engagement MUST be followed. If you would like to see if you qualify for a LTW, please fill out a war application containing evidence and solid effort.
During a Long Term 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 the proximity of your attack should only be killed if they pull their weapon, shoot back, or spectating a shootout.
• Both leaders must complete a war application to engage in a LTW.
• No weapon restrictions.
• Normal timers.
• Aimed for longevity.
[b]Character Kill War (CK War) [/b]is defined as a conflict between two rival factions leading to hostile interaction. Since there is a one life rule in effect, Player-KIll (PK) Wars will be terminated and are no longer in affect. If a player dies while in this war, whether it's from Police or not, they will be scratched off of the roster list. During these wars, modified conditions can be approved if forwarded to members of Faction Management. To engage in a CK war with another faction, both factions must have built up hostility with each other with supporting evidence for at least two-three weeks (excluding ally & beef timer), both factions have been following the rules accordingly with no recent reports or punishments regarding breaking the Rules of Engagement (ROE). Once a CK war initiates, the restrictions agreed upon can not be altered.
• Both faction leaders can agree and choose the attack timers, attack limits & cooldown timers provided by Faction Management.
• Weapon restrictions can be added if both parties agree and Faction Management gives final approval.
• All war applications are forwarded to the Head of Faction Management.
• Additional information could be found at the bottom of the page in War End Conditions.
[b]Explanation of Attacks[/b]
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. Attacks conducted outside of a faction's turf are only considered an attack if somebody is killed during said attack or consequently put into death mode as a result of the conflict. If you are shot or put into death mode in another faction's turf, it also constitutes as a faction attack on their behalf if you were not the initiator.
[b]Deaths, Participation, & Cooldowns[/b]
Killed members may be brought back into this war after a [b]48[/b]-hour cooldown, 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 twelve ([b]12[/b]) hours unless a mutual agreement is made by both individual leaderships during a Player Kill War. 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 the form of a screenshot. It is vital that everything is documented.
The maximum amount of people you're allowed to bring on an attack is [b]4[/b] people.
The maximum amount of people you're allowed to bring on a brawl is [b]7[/b] people per faction. (This includes allies)
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.
[b]War End Conditions[/b]
• Mutual Agreement by both factions must be negotiated and finalized by Faction Management before war initiates
• May mutually agree that killing two ([b]2[/b]) members of leadership ends the war. (at the leadership's discretion, leadership defined by those listed in the finalized roster)
• Faction management intervention
• One faction closes during the war
• 60-75% of either faction's roster is killed - Notify Faction Management
Automatically considered an attack when you kill or put another member into death mode.
Automatically considered an attack if you:
• As a faction or member, commit a hostile act in another faction's turf against their member(s) that creates a overall hostile environment between both factions or leads to death/death mode.
• Tagging, vandalizing & breaking into cars (unless that was the sole reason for entering the turf) won't be considered a faction attack unless it creates a overall hostile environment between both factions or leads to death/death mode.
• Should any member in their turf be put into death mode as a result of any of this, it will constitute a faction attack on the initiating faction's behalf.
• Factions are not to provoke or cause any issues to rival factions that were attacked in the rival's turf once they are on the initial twelve (12) hour cooldown. Defense is allowed.
• Factions initiating fistfights with more than two members will be considered an attack if it happens on the rival faction's turf and creates a overall hostile environment or leads to death/death mode.
• If a faction initiates a brawl in their own turf within reason, it won't be considered a faction attack from the rival faction unless a defending faction member ends up in death/knockout mode, creating an overall hostile environment entirely.
• Fair fights between rival factions does not constitute as a faction attack.
What constitutes a faction attack?
• You, as a faction or member of a faction, go into another faction's turf and indulge in one of the aforementioned conditions or create an overall hostile environment between both factions.
• Attacks conducted outside of a faction's turf is only considered an attack if somebody is killed or shot at during said attack or consequently put into death mode as a result of the conflict.
• If you are shot or put into death mode in another faction's turf, it also constitutes a faction attack on their behalf if you were not the initiator.
• If you are shot or put into death mode in another faction's turf.
• Upon initiating a faction attack, you should not linger in said faction's turf for an excess amount of time, with the sole intent of hunting people down to death-mode them.
MISCELLANEOUS FACTION RULES
• Factions may not ally with another faction unless the faction has been up for two (2) weeks or longer. Factions are NOT to beef with another faction unless your thread has been up for two (2) or more weeks. This is to improve roleplay within the faction. If you are to ally with another faction, please do your research and history before planning an alliance.
• Block wiping rival factions without engaging into a Player-Controlled War ran by Faction Management will result in a faction strike or faction termination depending on severity.
• Factions are not allowed to shoot, beef or cause drama at public events such as parties or get-togethers that were promoted via Twitter (or any media) in-game or under the In Character section on the YBN Los Scandalous Discord. The drama or back and forth needs to be taken to an alternate location.
• You are allowed to be in two illegal factions and this rule doesn’t apply to legal factions. If the two factions you’re in have beef or hostility to each other in any shape or form, you must choose one to prevent metagaming.
• If you’re a member of the Police Department and a detective, you may not join any illegal factions at all. This is to prevent metagaming with case-files.
• Police officers ranked I - III are able to commit legal corruption by accepting non-violent bribes only. Please visit the server rules for more information.
• You may not stockpile any drugs or firearms. You must sell the drugs to non-player characters or to actual players OR use them to prevent ruining the illegal economy. Factions are allowed to sell firearms to allies or trustworthy individuals outside of the faction. Excessive stockpiling of either drugs or weapons could lead to a complete inventory wipe by Faction Management.
• Factions are NOT allowed to transfer weapons from a previous faction after closing. This is to prevent stockpiling, constant shooting, faction bullying and to have everyone start off on a clean platform. Any faction that's caught transferring said firearms to a new faction without posting an asset transfer request or getting approval by Management will result in faction termination and/or ban(s) depending on severity.
• All faction leaders and members are required to read the Rules of Engagement. As well, when you create a faction, you’re not allowed to have any hostile interactions with any other factions until two weeks has passed.
• Community roleplay is a must, consistent lurking in rival turf and provoking of other factions will result in a faction strike. Members of factions shouldn’t be seeking issues with other factions constantly. Staying on rival faction turf with zero intention of doing a faction attack will fall under provoking.
PLAYER-CONTROLLED WARS
What's a Player-Controlled War?
• War intended as a result of continuous conflict
• War commencing 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 put in death mode or killed are to adhere to cooldown conditions
• Rosters must be exchanged and a mutual agreement must be made to enforce a Character Kill War
• Modified conditions can be approved if forwarded to members of FM, i.e cooldowns and weapon restrictions, attack limit (within reason)
• Supposed to be long-lasting or until opposing faction surrenders
• Faction Management may force a war or put a stop to the war at their discretion
• Leadership may mutually agree that kills are considered Player Kills in this war. (must be clarified when handing over roster)
• Factions are only allowed to engage in activities such as block wiping if both factions has come to a mutual agreement to engage into a long term war, if both factions have built up beef overtime with evidence to support and if Faction Management approves and initiates said war.Terminology
Long Term Wars (LTW) are defined as a deadly war carried out between two rival factions. These wars are typically issued due to the longevity of beef built up between two rival factions. During the LTW, the guidelines of the Rules of Engagement MUST be followed. If you would like to see if you qualify for a LTW, please fill out a war application containing evidence and solid effort.
During a Long Term 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 the proximity of your attack should only be killed if they pull their weapon, shoot back, or spectating a shootout.
• Both leaders must complete a war application to engage in a LTW.
• No weapon restrictions.
• Normal timers.
• Aimed for longevity.
Character Kill War (CK War) is defined as a conflict between two rival factions leading to hostile interaction. Since there is a one life rule in effect, Player-KIll (PK) Wars will be terminated and are no longer in affect. If a player dies while in this war, whether it's from Police or not, they will be scratched off of the roster list. During these wars, modified conditions can be approved if forwarded to members of Faction Management. To engage in a CK war with another faction, both factions must have built up hostility with each other with supporting evidence for at least two-three weeks (excluding ally & beef timer), both factions have been following the rules accordingly with no recent reports or punishments regarding breaking the Rules of Engagement (ROE). Once a CK war initiates, the restrictions agreed upon can not be altered.
• Both faction leaders can agree and choose the attack timers, attack limits & cooldown timers provided by Faction Management.
• Weapon restrictions can be added if both parties agree and Faction Management gives final approval.
• All war applications are forwarded to the Head of Faction Management.
• Additional information could be found at the bottom of the page in War End Conditions.
Explanation of Attacks
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. Attacks conducted outside of a faction's turf are only considered an attack if somebody is killed during said attack or consequently put into death mode as a result of the conflict. If you are shot or put into death mode in another faction's turf, it also constitutes as a faction attack on their behalf if you were not the initiator.
Deaths, Participation, & Cooldowns
Killed members may be brought back into this war after a 48-hour cooldown, 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 twelve (12) hours unless a mutual agreement is made by both individual leaderships during a Player Kill War. 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 the form of a screenshot. It is vital that everything is documented.
The maximum amount of people you're allowed to bring on an attack is 4 people.
The maximum amount of people you're allowed to bring on a brawl is 7 people per faction. (This includes allies)
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.
War End Conditions
• Mutual Agreement by both factions must be negotiated and finalized by Faction Management before war initiates
• May mutually agree that killing two (2) members of leadership ends the war. (at the leadership's discretion, leadership defined by those listed in the finalized roster)
• Faction management intervention
• One faction closes during the war
• 60-75% of either faction's roster is killed - Notify Faction Management