[MRP] Staff Rulings

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MRP Staff Rulings

This thread gives detail of staff rulings on various rules across MRP.

Anything listed on this page has been confirmed to be against the rules by two or more Super Admins, or a member of the Network Leadership team. It is not an exhaustive list of what is against the rules, but serves as a way for common misconceptions to be cleared up by the staff team.


Use your common sense - just because this page doesn't say "it is FailRP to run around with the name 'Donald Trump' and shout about US politics" doesn't mean that it is suddenly allowed - it is clearly a violation of the FailRP rule, which you must follow as normal.
FailRP Clarifications


1.01 Semi-SeriousRP - MilitaryRP targets a good balance between a serious regimental structure, combined with having fun with your team and squadmates. This doesn't mean "no fun allowed", but people are expected to roleplay seriously when asked to by their COs or High Command. Semi-SeriousRP means you are expected to act in a way that reflects a real soldier, only breaking character in limited scenarios and never in a serious situation like a team debrief. Claims of "others don't take it serously" or "I don't care enough" are not valid reasons to break this rule.

1.02 Realistic Driving - The server contains a wide variety of vehicles that have unique capabilities, but players should use common sense when operating vehicles. For example; the AA-Arti has an exceptional ability to drive up near verticle inclines, in real life this could never be done and players should not do this. If it doesn't make sense in real life, don't do it on here.

1.03 Suiciding to save time - This is clear FailRP. Common occurences are when your heli crashes but it does not kill you, and instead of walking to base you kill yourself with a grenade. This is obvious FailRP and is not realistic. Also killing yourself to avoid punishment from police regiments is not allowed. In general, use your common sense.

1.04 Recognising a Spy - You need to use valid RP to identify a spy. Using a glitched playermodel to identify a spy is against the rules, it's not realistic. Recognising a spy by asking to see their weapon, again, is against the rules. You should check their ID card and see if there are flaws.

1.05 Machinery Underwater - Wouldn't work in real life. You can't drive vehicles through extended bodies of water and you can't shoot any mounted weapon that is submerged. Similarly FOB structures, tactical insertions and rally markers shouldn't be placed underwater - how would the electronics work?

1.06 Playing AFK when in RP - If you are active in RP, then you "go AFK" to avoid the RP (e.g. to avoid a kidnap), it's FailRP.

1.07 Shouting "FearRP!" when FearRPing - You would not realistically say this, say something like "Stop and put your hands up".

1.08 Unrealistic Use of Equipment - Using equipment in a way that is unrealistic is against the rules. Common ones are; throwing a grenade at a heli rotor to destroy it, same with grappling hooks on vehicles, or using gravgun on stingers. Use common sense.

1.09 FearRP & Voice Ranges - In a 2:1 situation, even if one player is trying to put someone under FearRP and is out of voice range, if they are clearly visible alongside the other person then this is fine.

1.10 Helicopter Stockpiles - For stockpiling helicopters, you may only have one heli per pad. If there is more than one helicopter on a helipad, then staff will remove one of them to correct this. It's the responsibility of the person stockpiling to ensure this is followed as it may result in the loss of that stockpile. (Example: 3x Helipads = 3x Stockpiled Helis)

1.11 Shooting Whilst Parachuting - Shooting whilst parachuting is considered FailRP and is against the rules. People caught doing this are liable for punishment.

1.12 - Actions Whilst Under FearRP - As an important aspect of gameplay, FearRP can be challenging or overwhelming for some. In such cases, players should remember to be lenient towards each other's mistakes. FearRP involves simulating fear for one's life, and it should be enacted realistically in the game. Here are some common errors to avoid, although this list is not comprehensive and should serve only as a reference:

- Saying "Oh I've lost my keys" when you clearly have left a vehicle.
- Jumping out of a vehicle whilst under FearRP because "I'm not tied to a seat".
- Stalling by wasting time to give the rescue a better chance of succession.
- Friendlies can put you under FearRP too, keep this in mind.

1.13 - Base Raid Clarifications - When a base raid is active, many things are going on, which can cause confusion and mistakes. All rules must be followed by everyone and this is noted in the Rules section. Common mistakes are:

- Friendly and Enemy Helis cannot use their cannon on anything in the base.
- Mortaring the base is allowed, but you cannot actively target spawn areas (e.g Bunks).
- Using Tac/Rallys is allowed but intentionally placing them near a wall to "glitch into buildings" is not and will be removed by staff.
- Intentionally targeting spawn areas is not allowed and is blatantly not fun for the victim.

1.14 - Pilots changing job to save time - If a helicopter were to despawn for any reason, the pilot (and co-pilot if applicable) are not allowed to change job to save time. They must attempt to make a return to their base before doing so. This ruling does not extend to trainings.

Roleplay Clarifications


2.01 Execution of Goats - Sadly our beloved goats must meet their end at some point! You must have a valid reason to kill goats. Goat curry is tasty!

2.02 Arrests while AFK - An AOS cannot be carried out when a player is AFK, as arrests are in character it doesn't make sense to be arrested while away.

2.03 Roleplay Authority - Event Team Staff, Game Masters & High Command have ultimate authority over RP. They are entrusted to uphold RP; they can stop peacetime missions, and halt base assaults and pieces of training that may interfere with planned RP. This list is not exhaustive. Only senior staff may overrule if deemed necessary.

2.04 - Roleplay Realism - When you're on the server, it's important to remember that you're expected to embody the role of a soldier. Avoid discussing out-of-character topics through comms and voice, and focus on maintaining your character persona. Keep in mind that if your actions negatively impact the roleplay experience of others, it may be considered FailRP and result in consequences. Use your character to contribute to the immersive roleplay environment.

2.05 - Rule-Bending in Favour of RP - Although we always enforce the rules, we may occasionally make minor exceptions with the approval of Server Leadership to improve players' experience and overall roleplay. However, please be aware that intentionally breaking rules is not acceptable and will result in punishment. The approval granted can be revoked at any time. All roleplay approvals will be announced in-game to ensure everyone is informed, usually through an announcement on the screen or via voice.

[NEW] 2.06 OC threats - If your side makes a threat within open comms towards the other side. The side being threated is allowed to kill all members of that side within the territory. EG NWO tell NATO to get off Church or they are KOS in 10 secs NATO may attack all NWO forces within the Church territory area marked on the map.


Equipment Clarifications


3.01 Use of Rocket Launchers - Only militia may use RPGs against infantry against a group of 3 or more. You should be taking care using explosives if there is even a small chance of killing infantry. Use your best judgment and have evidence at the ready if you appear to break this rule in any capacity.

3.02 FOB Emplacements - Use common sense with any emplacement weapons and be careful when using them.

3.03 Realistic Placement of Equipment - You can't place tactical inserts or rally markers in places not reachable by foot. You can't use deployable shields in doorways to block objectives, e.g. blocking a cap radio.

FOB Clarifications


4.01 Number of KWKs - You may only place a MAX of 3 KWKs (In total) on a FOB.

4.02 Realism of Emplacements - You may only place emplacements realistically, this means they may not clip through surroundings and structures. They must be placed on an even, flat surface.

4.03 FOB Assaults - Using the emplacements on an Enemy FOB for the purpose to waste the ammo falls under the umbrella of a FOB assault and shall be treated as one. If you are defending against a FOB assault, it is job abuse if you knowingly change jobs for the purpose of intending to kill the aggressors on said FOB.

Heli Restock Clarifications


5.01 Takeoff Error - If you've had an "oopsie" while taking off, then the helicopter may be restocked.

5.02 Own-Team Kami - Friendly kamikazes are not restockable as it is a communication error between the two and is at the fault of both pilots. This includes taking off whilst a friendly helicopter is above you resupplying rockets.

5.03 Enemy-Team Kami - Enemy kamikazes are restockable so long as there is a definite clip that precisely shows the opposing pilot making no attempt to avoid the collision.

5.04 Heli Trainings - Planned trainings are restockable, however prior to taking up the heli, there should be some sort of log of it whether it be contacting staff using @. Before taking up a heli for training, please make a sit to inform staff.

5.05 Self-Damage - Shooting yourself with rockets is not restockable.

5.06 Leaving the server with active heli spawns - If you disconnect with helicopters spawned, you must have evidence that shows the staff that they definitely weren't lost.

5.07 WAC Glitches - WAC Glitches are restockable. This is when your helicopter becomes 'dead' and you can not actually fly anymore and it's stuck in motion. A clip is helpful to show staff members.
 
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