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Legacy.mp Faction Rules of Engagement
Applies to all faction members. These rules define how inter‑faction conflict is started, escalated, and resolved on Legacy.mp. They complement the In‑Game Rules and prioritize believable escalation, fair play, and server immersion. If edge cases arise, Faction Management (FM) will interpret them with common sense.
0. Scope & Principles
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Escalation must be earned. Words → insults → minor assaults → serious violence → lethal force. Skip steps only with strong, documented IC cause.
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Conflict ≠ DM license. RP comes first; provoke less, portray more.
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Agreements allowed. Factions may privately agree to extra limits (e.g., "melee only"). These are gentleman’s agreements; FM enforces only when server realism is at risk.
1. When are factions “in conflict”?
A conflict exists once one faction takes hostile IC action against another (e.g., tagging over murals, targeted assaults, vandalism, robberies). Levels of conflict range from low (graffiti, brawls) to lethal. Reaching lethal conflict requires organic, traceable escalation.
2. Who can participate?
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Character eligibility (for lethal stages):
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Character has ≥ 5 level and is on the faction roster.
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No “fresh alts” spawned for war; doing so risks an immediate shutdown.
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If war is forced upon a brand‑new approved faction, characters listed on the original roster may defend even if < 5 level.
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Use your primary/highest‑ranking character for war participation; alternate characters are disallowed unless official multi‑char use has explicit FM approval.
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Characters must meet the server’s active play threshold (staff may verify).
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3. Conflict Player Kills (PK)
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A conflict PK occurs when a participating member is killed by the enemy because of the conflict (including being killed by police while en route to or fleeing an attack).
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A player conflict‑PK’d is out of the conflict on all characters for its duration. No re‑involving alts, scouting, or entering enemy turf/businesses to influence outcomes.
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PK’d members may acknowledge that “a war is happening” but cannot strategize, punish non‑involvement, share spoils, or act as lookouts.
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Mutual voids of death are not allowed unless staff void the scene for rulebreaks.
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If a PK’d player is physically present when their turf is attacked, they may defend themselves/others as a matter of self‑preservation.
4. Faction Wars (lethal stage)
A war exists once credible escalation leads to loss of life or equivalent lethal stakes. Leaders must attempt to communicate ceasefire/end terms with each other (use the FM channels where applicable).
4.1 Attacks
An attack is any offensive action that places enemy members at credible risk of death (kidnaps, armed ambushes, drive‑ups, etc.). Brawls/beat‑downs are not attacks unless they realistically risk death.
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Cooldown: After each attack, a IRL 12‑hour cooldown applies; no hostile actions on that opponent during this window. Factions may agree to longer gaps.
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Incidental encounters (street gangs only): If rivals meet away from both turfs and neither side is PK’d, a limited hostile action may occur once without resetting or bypassing the main cooldown, provided it’s truly off‑turf and proportionate. Log it.
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Internal wars: Cooldowns don’t apply to intra‑faction schisms, but keep actions realistic and logged.
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Scale & scouting: Keep strike teams small (2–4 players). Using >10 attackers or >5 vehicle requires strong IC reasoning. Max 5 vehicles total.
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Vehicles: Use believable transport for your group and area. Bikes/motorcycles are discouraged for gun runs without reason. No boats/exotics for hits.
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No block‑wipes: Mass‑casualty tactics are forbidden. Signs you’re block‑wiping include:
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Multi‑angle encirclement that cuts off all escape for a residential block.
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Pursuing and executing non‑threatening fleeing players.
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Heavy weapons against small numbers.
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Spraying crowds, causing civilian casualties.
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Firing at a target in a crowd then indiscriminately continuing at unidentified bystanders.
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No turf camping: Lingering in enemy turf unrealistically to fish for targets is powergaming/fear RP breach and may justify CK.
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No looting: Do not loot bodies during faction wars.
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Timeline: After an initial attack and a retaliation, leaders should agree on basic war terms within 48 hours; otherwise, default RoE remain in force.
4.2 Defense
Defense is any protective action by the faction being attacked.
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You may open fire once attackers are identified (vehicle, clothing, prior scouting) and enter/approach your turf. Keep brief evidence of identification.
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Prohibited defenses:
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Rooftop camping and sniper‑perching as a default stance.
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Ad‑hoc barricades/roadblocks and other guerilla traps.
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Foot patrols with visible long guns as routine posture.
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5. Allies & “Mercenaries”
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Allies in wars: Mere friendship/supply deals do not justify joining a war. Provide direct IC reasons before acting as a combined force.
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Approved allied collectives share attack cooldowns and PK lists.
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Mercenaries: Paid hitters (money/guns/drugs) are allowed in faction wars. Outside of wars, single‑target contracts may exist also, but normal DM/escalation rules apply.
6. Administration & Logging
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Factions must log attacks/retaliations/defenses with date/time, participants, and short RP notes (screens preferred). Keep it concise and organized.
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FM may request logs at any time, extend cooldowns, suspend participants, or end wars that harm server health/immersion.
7. Quick Checklist (Leads)
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Do we have escalation screenshots/notes?
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Are participants eligible and on‑roster?
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Is the team size 4–10 and vehicles ≤ 5 with reason?
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Is the location plausible (not an RCZ/NCZ trap, not a block‑wipe setup)?
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Are we ready to log and to pause if staff intervene?
Questions or edge cases? Contact Faction Management or email [email protected].
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