MRP Rules:

Sticked
Locked
523 views
Rules are often changed, be sure to read the !MOTD every so often so you’re aware of rule changes!
Last updated 12/2/19


(Content Pack Link)


Section 1 - General Rules
Section 2 - RU Rules
Section 3 - US Rules
Section 5 - Raid Rules
Section 6 - Occupation Rules
Section 7 - Hostage/Prisoner Rules
Section 8 - VIP Job Rules



General Rules :


  1. Don’t RDM; Randomly kill people without proper cause.
  2. Don’t CDM; Run people over in vehicles (Ramming vehicles is allowed).
  3. Don’t Minge.
  4. Don’t Micspam.
  5. Don’t Metagame.
  6. Don’t FailRP.
  7. - Defecting/brainwashing is considered FailRP.
    - Jumping into Helicopter propellers will be considered FailRP.
    - Wall Banging through hard materials will be considered FailRP.
    - Bhopping during combat or while getting shot is considered FailRP.
    - Capturing, arresting, or killing recruits will be considered FailRP, unless they wander out of the boundaries labeled 'Recruits past this point are KOS'.
    - Civilians should not have weapons, if found to be the case it will be considered FailRP.

  8. Don’t RDA (Randomly Arrest), this can be classified as Minging, and FailRP.
  9. If you arrest/kidnap someone, to get rid of their weapons, comms, and radio you must “/me Strips weapons and comms”.
  10. - When this happens the prisoner/hostage may not speak with anyone over radio, comms, or use any weapons that they’ve not been given. Otherwise it would be considered FailRP.
  11. Breaking out of handcuffs is allowed.
  12. - However breaking out while under surveillance of a hostile will be considered FailRP.
    - If you do break out of handcuffs, and your captive has stripped weapons and comms, you must return to your respective base to use use them again.

  13. Don’t break NLR (New Life Rule); When you die you have NO recollection of your past life.
  14. Don’t break FearRP; You must comply if there you are being held at gunpoint by 3 or more people.
  15. Committing suicide is allowed, however if FearRP is in play it is not allowed that point forward.
  16. You can play on both RU and US, however you are restricted to only ONE character on EACH side (for example, one can have both an Alpha Group character on the Russian side, and a Delta Force character on the American side), however you may only be a CO on one side or the other.
  17. Anywhere 100 yards or more past either base is considered no man's land (Labeled by sandbags).
  18. - In no man's land you may open fire on hostiles without warning.
    - Civilians and mercenaries are in no mans land, and are not KOS.
    - Mercenaries are allowed to have their weapons out, on safety, in no man's land, however if they are asked to put their weapons away they have 15 seconds to do so.

  19. If caught on a Capture Point during an occupation, you're always KOS.
  20. - Civilians are arrestable, but not KOS.
  21. Ramming either the RU or US gate makes you KOS.
  22. You may NOT enter nor shoot into the opposing faction base without calling a Raid.
  23. No solo RPG; There must be 2 or more ground troops to fire an RPG/AT4 at ground forces.
  24. - The only exception to this rule is if they are in a vehicle, which only need one person driving to be shot at.
  25. Do not abuse the sitting feature.
  26. If a Helicopter crashes, gets shot down, or blows up, the pilot MUST follow Helicopter cooldown times.
  27. - There’s a 5 minute Helicopter cooldown for unarmed helicopters.
    - There’s an 8 minute Helicopter cooldown for armed helicopters.
    - If a helicopter is blown up before it can take off, the cooldown is voided. 

  28. Advert is only to be used for in-character purposes; Announcements (for example, raids, occupations/insurgencies, training, tryouts, ect.).
  29. Going AFK on a paying job will get you kicked.
  30. If there are 3 or less players on, the server is considered to be in downtime.
  31. - Downtime simply means rp is not in play. 
    - Rules are not enforced during downtime unless the need is there (for example, there are only 2 players on and one player is constantly RDMing the other player without their consent).

  32. Respect everyone, there is a zero-tolerance policy against toxicity.
  33. Any use of racial slurs, heavy profanity, etc. will get you gagged, warned, kicked, then possibly banned.
  34. All threats will be taken seriously, and proper action will be taken.




RU Rules:

  1. The RU Army GM commands the entirety of the RU Forces.
  2. If you are in base, you may not fire upon personnel unless they are proven hostile (pulling a weapon out, shooting a weapon, etc.).
  3. If a hostile is arrested, and after 10 minutes it was determined they have no valuable information, they must be released.
  4. All aircraft must RTB for a refuel every so often (every 4-5 minutes).
  5. If you are below NCO rank, you must receive PTL (Permission to Leave) to leave base from a CO.
  6. You may only leave base if you are accompanied by at least one other person, a battle-buddy. Exceptions can be made by approval of COs.




US Rules:

  1. The US Army BG commands the entirety of the US Forces.
  2. If you are in base, you may not fire upon personnel unless they are proven hostile (pulling a weapon out, shooting a weapon, etc.).
  3. If a hostile is arrested, and after 10 minutes it was determined they have no valuable information, they must be released.
  4. All aircraft must RTB for a refuel every so often (every 4-5 minutes).
  5. If you are below NCO rank, you must receive PTL (Permission to Leave) to leave base from a CO.
  6. You may only leave base if you are accompanied by at least one other person, a battle-buddy. Exceptions can be made by approval of COs.




Raid Rules:

  1. You may NOT enter the opposing faction base without calling a Raid.
  2. Only COs can call raids, unless permission was given by a CO to let an NCO host it.
  3. - In the case there are no COs on, the next highest rank would have permission to call a debrief and carry the raid out.
  4. Solo raids are not allowed, however regiment raids are allowed but count as a regular raid as far as rules and cooldown times are concerned.
  5. A debrief must be called and carried out at base before a raid can start.
  6. - That debrief must also be called over when it is finished.
  7. You may raid during the opposing faction’s debrief.
  8. You may NOT raid the opposing faction if an occupation is going on.
  9. To start a raid “/advert US RAIDS RU” or “/advert RU RAIDS US” respectively.
  10. Raids can last 5 minutes, and have a 20 minute cooldown.
  11. If a raid has maxed out at 5 minutes, the raiding faction must pull out with an “/advert [RU/US] RTB” and has 3 minutes to return to base.
  12. After that 3 minutes, a “/advert RAID OVER” must be called.
  13. While raiding, attackers only have one life. Attackers cannot return after they’ve died.
  14. Defenders have unlimited lives.
  15. Spawn killing is considered RDM; Neither Headquarters nor Barracks can be labeled capture points for raids.
  16. If there are less than half of the people on the opposing faction, for a Raid to be called the CO who wants to Raid must ask the next highest ranking soldier on the other faction for permission.
  17. - For example, if there are 10 US on and only 4 RU, the US CO who wants to Raid must ask AND receive permission from the next highest ranking RU soldier to start a Raid.




Occupation Rules:

  1. Only COs can call OCCs.
  2. - In the case there are none on, the next highest rank would have permission to call a debrief and carry an OCC out.
  3. A debrief must be called and carried out at base for one to start an OCC.
  4. - That debrief must also be called over when it is finished.
  5. Only one OCC can take place at a time.
  6. Civilians are not to be killed during OCCs.
  7. Mercenaries aren't labeled civilian nor hostile, because of this they aren't KOS during OCCs UNLESS they have a weapon out.
  8. NLR is enabled for both sides, once you die you have no recollection of your previous life.
  9. - This is the only case where NLR is disabled for mercenaries. If hired to partake in an OCC, when killed, mercenaries may return to the capture point and fulfill their contract for the duration of the OCC.
  10. After being killed, players may keep returning to the capture point being targeted during the OCC until it is fully captured by one side or the other.
  11. The capture rate of OCCs are 10% every minute.
  12. - Whichever side that is currently occupying must “/advert OCC AT [LOCATION] % by [RU/US]”.
    - The goal of the attacking team would be to reach 100%, defenders goals are to organize, and defuse the capture point effectively bringing it back to 0%.

  13. If captors change from one side to the other, the current percentage goes back down, effectively defusing the OCC at 0%.
  14. - For example, RU Forces have the capture point at 80%, and the US Forces wipe them out. US Forces would start defusing the area after 1 minute passed by saying “/advert OCC AT [LOCATION] 70% by RU” when another minute passes it would go down to 60% and so on. The OCC would continue until ultimately reaching 0%, if we assume the US Forces never lost control the capture point.
  15. If instead the defending team would like to START CAPTURING instead of defusing the point, the CO of the defending team, at 10% of defusing, would now become the attacking team by saying "/advert OCC AT [LOCATION] 10% by [Team that started the original OCC] SWITCHING TO [Original defending team]".
  16. - For example, US Forces have the capture point at 30%, and RU Forces wipe them out. RU Forces would start defusing the area after 1 minute passed by saying “/advert OCC AT [LOCATION] 20% by US”, but when another minute passes, instead of continuing to defuse the area, the CO in charge of  RU would say "/advert OCC AT [LOCATION] 10% by US | SWITCHING TO RU', and when another minute passes RU would continue capturing the point 10% every minute.
  17. If there are less than half of the people on the opposing faction, for an OCC to be called the CO who wants to start it must ask the next highest ranking soldier on the other faction for permission.
  18. - For example, if there are 20 US and only 9 RU, the US CO who wants to start an OCC must ask AND receive permission from the next highest ranking RU soldier to start.
  19. Occupations have a 30 minute cooldown.




Hostage/Prisoner Rules:

  1. To kidnap a hostage, you must handcuff them in no man’s land or while raiding, the only exception to this is the mercenary, who can handcuff anywhere but must also be hired to do so.
  2. If you arrest/kidnap someone, to get rid of their weapons, comms, and radio you must “/me Strips weapons and comms”.
  3. - When this happens the prisoner/hostage may not speak with anyone over radio, comms, or use any weapons that they’ve not been given. Otherwise it would be considered FailRP.
  4. Breaking out of handcuffs is allowed.
  5. - However breaking out while under surveillance of a hostile will be considered FailRP.
    - If you do break out of handcuffs, and your captive has stripped weapons and comms, you must return to your respective base to use use them again.

  6. Fair trials may be commenced by COs of both sides.
  7. The information hostages/prisoners turn over must actually warrant the punishment they recieve (for example you can’t give a hostage/prisoner the death penalty for trying to break into your base if they were unarmed).
  8. Hostage/Prisoners must be identified in RP, not through metagaming.
  9. During hostage negotiations, you must advert to discuss terms of release.
  10. The negotiator may NOT be captured or killed.
  11. The maximum amount of time someone can spend in jail is 10 minutes (must release the hostage, or kill them with either a fair trial, or good reason).
  12. Punishments do not add to the 10 minute jail timer. 
  13. If a hostage is killed you must notify everyone in /advert.
  14. Raids are allowed to save hostages/prisoners, but must follow all the regular raid rules.




VIP Job Rules:

  1. We have the right to revoke any and all donator items, with plausible reason, at any time without the consent of the donator. ​​​​​​

Builder:

  1. No prop surfing.
  2. Builders may only build inside of no man's land (defined by the sandbag border around the perimeter of each base).
  3. It is allowed for builders to build in the confines of the RU or US base if they are paid by a CO to do so.
  4. Builders cannot create any sort of weapons.

Goat/Chicken:

  1. Goats nor chickens may talk.
  2. Goats nor chickens may use weapons or vehicles of any kind. Otherwise, it will be considered FailRP.
  3. Civilians and mercenaries may ride goats, but not chickens.
  4. Goats and chickens can Bhop while getting shot at.
  5. If goats or chickens are found in any base, they are KOS.
  6. Goats and chickens can be kept as pets by COs.

Mercenary: 

  1. For mercenaries to be hired, another player must pay them. After being paid, that mercenary must “/advert JOB ACCEPTED” and when the job is complete, or failed, the mercenary must “/advert JOB COMPLETE", or "/advert JOB FAILED" respectively.
  2. Contracts cannot be fulfilled if the target is in debrief, nor can mercenaries enter bases during debrief.
  3. Mercenaries must also follow NLR,
  4. - If mercenaries are hired to partake in an OCC, when killed, they may return to the capture point and carry out the contract for the duration of the OCC.
  5. Mercenaries CAN be hired by other mercenaries, as well as hired to take out other mercenaries.
  6. Mercenaries are allowed to enter bases without permission to take out targets, however they ARE KOS.
  7. Mercenaries must identify their target(s) before assassinating them.
  8. If a Mercenary accidentally kills someone that isn't their target it is punishable with jail time (in roleplay).
  9. Mercenaries are allowed to have weapons out during peace time, as long as they are on safety.
  10. If asked to put their weapons away, mercenaries have 15 seconds to put them away before they are arrestable, or KOS (if there are no COs on).
  11. If a mercenary has their weapon out during an OCC they will be KOS, no matter where they are.
  12.  If mercenaries take their weapons off of safety at any point in no man's land they are KOS.

Musician:

  1. Musicians can get paid to play music, or play music for free.
  2. Musicians can be paid by anyone to play music in no man's land.
  3. Musicians can play music in the RU or US base respectively if hired to do so by a CO.
  4. If hired, musicians must return to no man's land if asked to do so by  either a CO, or 3 or more NCOs ask them to leave.


Owner of Fallen Servers
Reply