• Currently 'ts3.civilgamers.com' is not working for everyone. If this is the case, you can try using 'ts3.civilgames.com' or '167.114.60.251:9194' until it is updated correctly.

MilitaryRP Rules

Status
Not open for further replies.
Civil Gamers World War 3 Rules

Discord Link: https://discord.gg/XGuuHrc
Teamspeak Address: ts3.civilgamers.com

All decisions made by staff are to be respected. If you feel that your punishment was unjust then speak to an admin+ in game or make a forum complaint. Do not argue back.

Section 1: Basic Rules


  • 1.1 - Don't RDM - You need a valid RP reason to kill someone. Not following the RoE is considered RDM.
  • 1.2 - Don't FailRP - You must RP in a manner that is realistic. Act in a way that the role you are playing as currently would. You can not commit suicide unless you use Cyanide Pills to prevent yourself from being captured or interrogated by the enemy team.
  • 1.3 - Don’t VDM - Running people over with your vehicle without an RP reason.
  • 1.4 - Don't break NLR - New life rule means that you can not remember or use any information from a previous life in RP. MP/KGB can ignore their own NLR in regards to an AOS on a person of their own team, they may also ignore the NLR of the person the AOS is ordered on but only in regards to arresting them.
  • 1.5 - Don't Job/character Abuse - Do not switch jobs or characters whilst in RP or to gain an unfair advantage. The only exception to this is if you have been arrested you may switch character; you will still have to serve your jail time when you switch back.
  • 1.6 - Don’t RDA - You must have a valid RP reason in order to arrest someone.
  • 1.7 - Don't Metagame - Using information gained from an out of character source in RP.
  • 1.8 - Don’t Powergame - Using “/me” to gain an advantage. Players may choose to engage in the use of /roll 100 (whoever role higher wins) to decide the outcome of an RP event, however, these events can not be used to gain an advantage (e.g. break out of jail or kill someone). The only exceptions are interrogations (see rule 2.17) and stripping weapons and comms so long as the player being stripped is under control. When stripped players can not use/equip weapons, use comms or use food items with the exception of cyanide pills.
  • 1.9 - Don’t be a bully - We have a zero tolerance policy on this. Going out of your way to harass other players is unacceptable and will be met with serious consequences.
  • 1.10 - Don’t hitbox abuse - Spamming crouch, jump or crouch jump. You must act realistically during combat.
  • 1.11 - Fear RP - If you are outnumbered 2:1 then you must comply with their orders or if you have been cuffed or have had your weapons stripped. Cuffed/stripped players do not count towards the ratio numbers. You can Fear RP groups up to a size of 3 players. In order for Fear RP to be active at least 1 person must be threatening the life of the victims directly and all aggressors must be armed. You can KOS them if they failed to comply, you must give reasonable time to react. If you have a hostage (are looking directly at them with a gun) you can not be put under Fear RP by the team that you take a member of hostage. You can not use FearRP to steal a vehicle from the enemy base.
  • 1.12 - Farming kills for money - Farming kills off another player for money will get you money and attachments reset. Doing it a second time will result in a permanent ban.
  • 1.13 - Loyalty to your team - You can't divulge information (unless you get interrogated) or assist the enemy team.
  • 1.14 - Spawn Camping - You can not kill someone spawning at their home base or as they leave the base, you must give people a chance to get out into the battlefield. This includes the supermarket in the case of civilian jobs.
  • 1.15 - Holster Abuse - Don't holster in the field (outside of NATO or USSR base) during wartime.
  • 1.16 - Obvious Extras - Don't hack, script, or abuse glitches. Don’t do anything that can be seen as giving you an unfair advantage over other players.
Section 2: Role Play Rules


  • 2.1 - High Command Authority - High Command have authority over any roleplay exclusively effecting their team unless it is deemed by senior staff to be inappropriate or breaking the server rules, chain of command still applies.
  • 2.2 - Use equipment realistically - Rocket launchers, flak cannons, 50 KwK and the AA vehicles can’t be used against infantry. Militia may use the RPG-7 on infantry groups of 3+. If you do not damage 3+ people you will be warned unless you have video evidence showing you clearly attempting to hit 3+ people. Don't use a knife to kill people in cars.
  • 2.3 - Respect the chain of Command - Unless a high rank is giving you a command that would break the server rules you must follow the order. They can not order you to kill yourself ect.
  • 2.4 - Do not shoot at people inside of the enemy base unless they have engaged you or you are attacking the base with all other territories captured during war time.
  • 2.5 - FOB's must be realistic - They can't have objects placed inside one another. The building/housing in which the FOB radio is held must be accessible via a minimum of 2 unobstructed entrances, if a larger FOB perimeter is built (e.g. a large concrete wall) then the perimeter must have a single unobstructed entrance. You can not set up an FOB in an enemy territory or within your own base, Militia may set up FOBs within the town regardless of its capture status. Territory Capture Radios must be accessible by at least 2 unobstructed entrances unless this is not possible then at least one e.g. Outpost. An attempt must be made for an FOB to be built up, for an FOB to be classed as built up it must have 5 structures excluding barbwire and the radio. If a staff member deems an FOB unrealistic they can edit them.
  • 2.6 - You can only be a Commissioned Officer+ on one character.
  • 2.7 - Contesting enemy territory - You may not make any attempts to contest an enemy territory unless war is active. This includes attacking enemy's FOB's, if they have a left over FOB in a territory they do not own you can destroy it.
  • 2.8 - Armoured Vehicles - Unless war is active you can not drive an armoured vehicle into enemy territory.
  • 2.9 - Helicopters - Can not engage infantry targets using explosives unless war is active or an attempt to shoot the helicopter down with an explosive is made. They also can never shoot into the enemy base. If a helicopter actively is taking off or lading you can not shot them down.
  • 2.10 - Combat Taseing/Cuffing - Do not tase, cuff or strip a player from a different team when in combat.
  • 2.11 - Spies - You can not force a spy to revel their cover by making them speak on comms, pull out a weapon their job would have, recognize them by their voice or making them do anything else they would be unable to do because of their job. You may take them to be questioned by MP/KGB if you have a valid RP reason to suspect them. Disguised spies cannot fly helicopters or drive tanks unless they are stealing them.
  • 2.12 - Hiring - Private contractor can be hired by a LTCOL+ of either side or a Militia Leader, they must announce that they have be hired and by who in open comms (/oc). A monetary transaction must occur before the hiring is considered completed. They can be hired for a maximum of 1 hour after which they can either be hired by a different team or wait 30 mins before being rehired by the same team. When hired their ROE is the same as the team they are hired by they can also be treated as you would the team that hired them.
  • 2.13 - Allying - Militia are allowed to ally with one of the 2 teams for the course of the war. They have to negotiate the terms of their alliance with a LTCOL+ before the war begins and come to an agreement. A militia leader has to announce which team they ally with during pre-war /oc. All militia must abide by the alliance. If no alliance is made Militia must be act as an independent force. The first alliance made is the one that must be abided by.
  • 2.14 - Deploying Vehicles - A Maximum of 4 Armoured Vehicles can be deployed by either 17thAR or 10thSD. All other regiments may have a max 2 armoured vehicle. A maximum of 2 armed helicopters can be in the sky per-team at one time, if the team owns 2 or less territories they can have 3. JAF & ABT may have at most 4 helicopters deployed at once.
  • 2.15 - Kidnapping - You can keep someone prisoner for 20 minutes maximum. The same team must wait 20 minutes before attempting to kidnap the same person. You can not enter the enemy base in an attempt to kidnap someone. To kidnap someone you must have a valid RP reason:
  • NATO/USSR Only You plan to interrogate them for information.
  • NATO/USSR Only You plan to disguise as them.
  • Any Team Ransom them back to their team or sell them to the enemy team. If they fail to pay the the hostage can be executed.
  • 2.16 - Rescue Missions - If the enemy team have someone kidnapped a maximum of 2 regiments or in militia's case any militia may make one attempt to rescue them once they have be taken to the enemy base. The regiments must be decided on before the attack begins by the highest rank online. Once that attempt is over (all member of the attack are dead or have retreated) negotiations is the only way to retrieve the kidnaped individual. All on the team are free to try rescue them as many times as you wish before they are inside of the enemy base. Behind High Command, SAS or AG hold authority over rescue missions.
  • 2.17 - Interrogations - KGB or MP may carry out an interrogation on an enemy prisoner to gain information about the enemy team. When interrogating KGB/MP have 3 attempts to gain information each question must be for a single specific piece of information and you can not attempt to ask for the same piece of information twice. After asking each question KGB/MP must perform a /me followed by an interrogation method (e.g. /me smashes Ventz's hand with a hammer) then both parties must do /roll 100, if KGB/MP roll higher then the prisoner must divulge the information if KGB/MP roll lower they resist and do not have to divulge the information.
  • 2.18 - Executions - High Command may order the execution of a prisoner so long as they have a valid reason. The only time they can authorise the execution is for High Treason or if someone has been kidnapped and are inside the enemy base High Command may authorise killing the individual to prevent the leaking of information but only as a last resort.
  • 2.19 - Negotiations - If a hostage has been taken and a LTCOL+ of their side is online & active, they must engage in negotiation as according to the Hostage Negotiation documents: https://drive.google.com/file/d/1FjHuiPrfoQT5lkpBjXAL8gPdonqxpzX4/view
Section 3.1: NATO Rules of Engagement


The Golden Rule of Engagement:
  • Never attack an ally/teammate.
Peacetime:
  • Non-NATO are KOS if they fire upon, attack or threaten to kill a NATO infantry, vehicle or structure.
  • Non-NATO are AOS if they are spying into the base, on the walls, pressing the gate button or within the NATO Base. KOS if they are armed.
  • Non-NATO can be warned to walk away from the base wall, and are AOS if ignoring the demand.
  • You may arrest civilians if they are armed, KOS them if they are a threat e.g. Pointing a gun at you. KOS if they have an RPG out.
  • You may KOS any non-NATO Helicopter flying over the NATO base.

Pre-War:
  • During Pre-War if you warn Non-NATO to leave a controlled territory they have 10 seconds to begin to comply with your demands before they are KOS.
  • Non-NATO helicopters are KOS if flying over a controlled territory.

War:
  • You may KOS all USSR.
  • You may KOS civilians if they are armed. If militia engage friendly forces they are KOS for the rest of the war.

Section 3.2: USSR Rules of Engagement


The Golden Rule of Engagement:
  • Never attack an ally/teammate.

Peacetime:
  • Non-USSR are KOS if they fire upon, attack or threaten to kill a USSR infantry, vehicle or structure.
  • Non-USSR are AOS if they are spying into the base, on the walls, pressing the gate button or within the USSR Base. KOS if they are armed.
  • Non-USSR can be warned to walk away from the base wall, and are AOS if ignoring the demand.
  • You may arrest civilians if they are armed, KOS them if they are a threat e.g. Pointing a gun at you. KOS if they have an RPG out.
  • You may KOS any non-USSR Helicopter flying over the USSR base.

Pre-War:
  • During Pre-War if you warn Non-USSR to leave a controlled territory they have 10 seconds to begin to comply with your demands before they are KOS.
  • Non-USSR helicopters are KOS if flying over a controlled territory.

War:
  • You may KOS all NATO.
  • You may KOS civilians if they are armed. If militia engage friendly forces they are KOS for the rest of the war.

Section 3.3: Civilian and Militia Rules of Engagement


The Golden Rule of Engagement:
  • Never attack an ally/teammate.

Peacetime:
  • Non-Civilians are KOS if they fire upon, attack or threaten to kill a civilian infantry or vehicle.
  • Militia at any point may lay claim to the town in Open comms (/oc) you may KOS any USSR, NATO or both that are with the town after giving them 5 minutes to leave the town. You must specify what teams you are hostile to in /oc. You may claim the town for a maximum of 20 minutes after which you can no longer KOS any armed USSR/NATO. You must wait 30 minutes before you lay claim to the town again.

Pre-War:
  • Same as in Peacetime.

War:
  • Militia automatically have claim to the town you may KOS any non-civilians within the town.
  • If allied Militia may KOS all members of the opposing team to which they have allied with.
 
Last edited by a moderator:
Status
Not open for further replies.