Faction Rules : WKRP

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fellex76
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Joined: Thu Feb 06, 2025 6:28 am

Faction Rules



1. General Rules
  • Non-Government factions are limited to a maximum of 30 members.
  • If a legal faction attains official status, switching to a criminal faction is only allowed with prior approval from Faction Management.
  • All roleplay must align with your faction's lore.
  • Tazers must not be used on players moving in or from moving vehicles (e.g., a motorcycle or a police car).
  • However, tazing a player at the moment they begin accelerating away (e.g., on a motorcycle) is permitted.


2. Backup Rules
  • Factions are not allowed to seek assistance or backup from other factions unless it’s part of a pre-arranged, coordinated activity.
  • Individuals with valid in-character (IC) reasoning may intervene in a situation they stumble upon but cannot call their faction for additional backup.
  • Risk vs. reward considerations must be taken into account before interjecting.
  • Joint frequencies may only be used for coordinated activities and are otherwise prohibited.
  • Activities must primarily occur at a stationary location with a specific, achievable purpose.
  • Activities involving travel between locations (e.g., "rolling labs") or faction hunting are not allowed.
  • Chain activities (e.g., consecutive robberies) are considered a single activity with specific objectives.
  • Everyone on a joint frequency must remain in the same area (including nearby surroundings, if required by the activity, such as scouting).
  • Engagements en route to an activity location can only involve the associated faction.
  • Sharing information about an active situation via calls or texts to request backup is considered an attempt to bypass these rules.
  • Transporting members of multiple factions in the same vehicle for the purpose of utilizing both factions during backup situations is prohibited.
Punishment: Ranges from a warning or admin jail to an indefinite ban, classified as Non-Roleplay (NRP).



3. Drug Labs: Law Enforcement Response Rules
  • Law enforcement must not patrol areas containing lab locations with the specific intent of locating an active lab or identifying criminals present.
  • Surveillance in these areas for the sole purpose of spotting criminal activity is also prohibited.
  • Exceptions apply when following or investigating a suspect who leads them to a lab.
  • Officers must not bait players into entering a lab and then take action unless operational reasons justify the delay.
  • For instance, delaying a traffic stop until the vehicle enters a lab is prohibited.
  • Entry into drug labs is only permitted if a valid situation arises (e.g., pursuit, hearing/seeing firearms, surveillance on a person of interest, or another RP scenario that necessitates investigation).
  • To maintain balance and fairness, law enforcement officers must forget IC knowledge of a lab location after a situation concludes.
  • Law enforcement must disregard and report to staff any information from criminals regarding scripted static criminal locations (e.g., drug labs) if they recognize it originates from an active criminal player.
Punishment: Ranges from a warning or admin jail to an indefinite ban, classified as Non-Roleplay (NRP).
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