Justified DarkRP Server Rules
- You are responsible for keeping updated on our rules upon joining our server.
- Please read the rules thoroughly and completely.
- If there are any problems regarding these rules, please make a thread in the Suggestions tab.
Table of Contents
General RulesCommunication Rules
Prop Rules
Entity Rules
Basing Rules
Rule Specific Rules
Government Rules
Definitions
- RDM (Random Death Match): Killing players without a valid in-game reason is strictly prohibited. All combat must have a legitimate purpose for roleplay.
- RDA (Random Arrest): Law enforcement characters must have a valid reason to arrest other players. Arbitrary arrests are not allowed.
- NLR (New Life Rule): After your character dies, you must forget all information related to that life. Do not seek revenge or return to the scene of your death for at least 10 minutes.
- FailRP (Failed Roleplaying): Players must act consistently with their chosen role and the game's setting. Unrealistic or out-of-character behaviour that breaks immersion is not permitted.
- FearRP: Players must react realistically to threatening situations. For example, if someone points a gun at you, you should comply or seek cover rather than attacking or ignoring the threat.
- Metagaming: Using out-of-character knowledge to gain an in-game advantage is forbidden. This includes sharing information your character wouldn't realistically know, such as keypad codes or base layouts.
- Roleplay Integrity
- There is no random death match (RDM) or random arrest (RDA).
- Adhere to the New Life Rule (NLR): Forget previous life details after death.
- Avoid FailRP: Always act according to your chosen role.
- Respectful Conduct
- Treat all players with respect, regardless of their role or status.
- No discrimination, harassment, or excessive profanity
- Resolve conflicts maturely; seek staff assistance if needed.
- Server Loyalty
- No advertising on other servers or communities
- Please report bugs and exploits to staff instead of abusing them.
- Provide constructive feedback to improve the server.
- Fair Play
- No cheating, hacking, or using exploits
- We prohibit AFK farming or occupying job slots while inactive.
- Do not encourage or bait others into breaking rules.
- Immersive Gameplay
- Use realistic and appropriate roleplay names (minimum 3 English characters).
- Maintain character during interactions; avoid breaking immersion.
- Participate in and respect ongoing roleplay scenarios.
- Economic Integrity
- No scamming other players
- You cannot exchange in-game currency and items for real-world value.
- Avoid excessive wealth hoarding that disrupts the server economy.
- Job Responsibilities
- Fulfill the responsibilities of your chosen job.
- There should be no instances of false demotions or abuse of job-specific powers.
- Respect the hierarchy and chain of command within factions.
- Environmental Respect
- Once you've finished using props and entities, clean them up.
- Avoid unnecessary prop spam or entity creation.
- Respect designated building areas and others' properties.
- Discrimination can occur due to factors such as but not limited to race, ethnicity, nationality, religion, gender, sexual orientation, age, or disability. The use of objectionable language, derogatory terms, or slurs directed at protected groups
Endorsing or promoting discriminatory ideologies
Harassment or abuse based on personal characteristics- Enforcement:
Violations will result in immediate action, which could include warnings or permanent suspensions.
We will consider context, but intent does not excuse harmful behavior.
The staff is responsible for the final interpretation and enforcement of this rule. - Conduct during gameplay:
Refrain from engaging in contentious religious or political discussions.
Concentrate on positive community interactions and gameplay. - Reporting:
Staff members encourage players to report incidents. They may either use the specified reporting system or contact a staff member directly.
False reports submitted in bad faith may result in penalties. - Community Responsibility:
We anticipate that players will contribute to a welcoming environment.
When you observe discriminatory behavior, speak out.
Assist your fellow participants, who may be victims of harassment.
- Enforcement:
- We will not accept any form of sexual harassment or misbehaviour. This includes unsolicited sexual approaches, obscene language, jokes, and other behaviour that creates a threatening or hostile atmosphere.
- Avoid jokes or comments about rape, incest, or other sensitive topics.
- Report any incidences of sexual harassment to the management team right away. Making allegations public might jeopardise the inquiry process.
- Justified uses English as its primary language for advertisements. You can use any language in other contexts, as long as it follows all other communication standards.
- We strictly prohibit the use of spam in OOCs, ads, @chat, local chat, and voice chat.
- Advertising of any kind is strictly prohibited within our community. This includes promoting other platforms, products, or services without permission.
- Voice Chat Etiquette
- To reduce background noise, use push-to-talk whenever possible.
- Keep your voice at a suitable volume.
- You should not use voice changers and soundboards without specific consent.
- Roleplay Communication
- When using in-character (IC) chat and voice, keep your character consistent.
- As per the server rules, use /advert for significant roleplay announcements.
- Staff Respect
- Respect staff choices and communicate courteously with them. If you disagree with a judgement, appeal through the appropriate means.
- Personal information protection:
Do not share personal information about yourself or others through any public communication channels on the server. This includes, but is not limited to:- Full names
- Addresses
- Phone numbers
- Email addresses
- Social security numbers
- IP addresses
- Financial information
- social media accounts
- Details about a school or workplace
- Any violation of this policy will result in immediate disciplinary action, up to and including permanent removal from the server. It is important to prioritise the safety and privacy of all individuals in our community.
- If you believe someone is sharing personal information in violation of this policy, please report it to a moderator or administrator immediately.
- We take the protection of personal information seriously and appreciate your cooperation in maintaining a safe and respectful environment for all users.
- Doxxing is strictly prohibited.
We have a zero-tolerance policy for doxxing. Doxxing is the act of revealing or threatening to reveal private or sensitive information about an individual without their consent. We strictly prohibit this, and we will face immediate and severe consequences. - Protecting yourself:
Be cautious about the information you share, even in private messages.
Do not click on unknown links or download files from untrusted sources.
Use strong, unique passwords for your accounts. Regularly update your passwords and enable two-factor authentication for added security.
- No Prop Spamming: Avoid rapidly spawning multiple props or an excessive number of props that could cause server instability or lag.
- No Prop Blocking: You cannot use props to block or obstruct critical areas like spawn points, entrances, exits, or NPCs. All entrances and pathways must remain accessible to all players.
- We strictly prohibit using props to climb walls or structures, access otherwise inaccessible areas, or surf.
- No Prop Killing: Do not use props to intentionally harm or kill other players. This includes launching props at high speeds or dropping them from heights.
- No Prop Minging: Do not use props to disrupt, antagonise, or annoy other players' roleplay experiences. This includes placing props in front of cameras, using props with inappropriate textures or models, or repeatedly using props that create disruptive sounds.
- No Floating Bases or Structures: All props used in building must have realistic support and cannot float without visible support. We do not allow structures that defy the laws of gravity or appear unrealistic.
- Limit Prop Size: Avoid spawning excessively large props, which can cause lag or obstruction. Use props that are appropriately sized for their intended purpose.
- Clear Unused Props: Remove any props that you have spawned but are no longer using to keep the server clean and reduce lag.
- No Prop Usage in Combat: During active combat or raids, do not use props as weapons, shields, or barricades. Props should not provide an unfair advantage in combat.
- Admin Discretion: All prop usage is subject to administrative discretion. Admins may remove or ask players to remove any props deemed harmful, inappropriate, or causing lag.
- No Entity Spamming: Do not spawn multiple entities rapidly or create an excessive number of entities that may cause server lag or instability.
- No entity blocking: entities must not be placed to block or obstruct key areas, such as spawn points, entrances, exits, or NPCs. Keep all pathways and important locations accessible.
- No Dangerous Entities Near Spawn: Do not place explosive or dangerous entities, such as C4, mines, or gas canisters, near spawn points, public areas, or other players' bases.
- No Entity Abuse: Do not use entities to gain unfair advantages, such as hiding printers in walls, glitching entities into inaccessible areas, or exploiting bugs to duplicate entities.
- No Interference with Other Players' Entities: Do not steal, destroy, or tamper with entities owned by other players unless your role (e.g., thief, raider) explicitly allows it, and only in the context of roleplay.
- Remove Unused Entities: Clear up any entities you have spawned that are no longer in use to help maintain server performance and prevent clutter.
- Limit Use of Dangerous Entities: Keep the use of explosive or otherwise dangerous entities reasonable. Do not place multiple explosive items in one area, as it can create unnecessary risks or cause lag.
- Entity Placement in Bases: Entities such as printers or other valuable items must be placed in a way that makes them reasonably accessible during raids. Do not hide entities in walls, ceilings, or use glitchy spots to prevent other players from finding them.
- Staff Discretion: All entity usage is subject to staff discretion. Staff members may remove or ask players to remove any entities deemed harmful, inappropriate, or causing lag.
- Design Rules
- (Disallowed) Crouch bases: bases that require players to crouch or crawl through entryways or paths to progress or raid. This includes any part of a base where crouching is mandatory to pass or reach valuables.
- (Disallowed) Jump Bases: bases that require players to jump or perform any jumping actions to enter or navigate. This includes designs where jumping is necessary to pass over obstacles, reach certain areas, or progress further into the base.
- (Disallowed) Timed bases arebases designed to intentionally delay raiders by requiring excessive time to navigate, even without keypad doors or obstacles. This includes any base layout that forces raiders to spend an unreasonable amount of time walking, moving through excessively long corridors, or performing repetitive actions solely to waste time or create an unfair advantage.
A base must take less than 15 seconds to navigate, excluding keypads.
- (Disallowed) Movement Restriction Bases: Bases that force players to perform specific, non-standard movements (e.g., crouching, jumping, sliding, or dodging) to enter or raid. Any base requiring unconventional movement that restricts raiders' ability to proceed normally falls under this category.
- (Disallowed) Unfair Visibility Bases: Bases designed in a way that prevents either the raider or defender from clearly seeing each other during combat. This includes any use of props, textures, lighting, or designs that create unfair visibility, such as one-way windows, hidden shooting spots, tinted or obstructed viewports, and any setups that obscure one party's view while leaving the other party fully visible. Both the raider and defender must have an equal opportunity to see and engage each other during raids.
- (Disallowed) Maze Bases: bases with overly complex or confusing layouts, featuring more than six 90-degree turns or intricate pathways designed to delay or confuse raiders. This includes any layout that forces raiders to navigate a maze-like structure to reach valuables.
- (Disallowed) Blackout bases: bases using dark textures, props, or lighting setups that make it extremely difficult or impossible for raiders to see. This includes any base design that intentionally reduces visibility for raiders, such as completely blacked-out corridors or rooms.
- (Disallowed) Invisible bases: bases that use invisible props or textures to obstruct or deceive raiders. This includes walls, barriers, or pathways that are made invisible, making it unclear where raiders can or cannot go.
- (Disallowed) Water bases: bases that include water elements or segments to create an advantage against raiders. This includes designs where water is used to slow raider movement, impair vision, or hide entities.
- (Disallowed) Pixel-Perfect Bases: Bases that require raiders to perform precise and exact movements, such as specific jumps or squeezing through tight spaces. Any design demanding a high level of accuracy to navigate or proceed is considered a pixel-perfect base.
- (Disallowed) Trap bases: bases designed to trap or kill players without providing a fair chance to escape or engage in combat. This includes pits, hidden traps, or areas with one-way entry that leads to automatic death or damage.
- (Disallowed) Kill box bases: bases where raiders are funnelled into a confined space where they can be easily killed without a fair chance to fight back. Typically, these bases have only one way in and out, limiting the raider's ability to maneuver.
- (Disallowed) Angled Shooting Blinds: Bases that use angled props or designs to give defenders an unfair advantage in shooting while limiting the visibility or aim of raiders. This includes setups where defenders can see and shoot raiders without being seen themselves.
- (Disallowed) No-Collided Props in Bases: bases that use props set to "no-collide" to create unfair advantages. This includes using props that raiders can walk through but cannot see through or props that block movement or vision without appearing solid.
- (Disallowed) Invisible Shooting Spots: bases with shooting windows or positions that are invisible or very hard to spot, making it difficult for raiders to see where shots are coming from. This includes using invisible or translucent props in shooting areas.
- (Disallowed) Fall Damage Bases: Bases designed in a way that forces raiders to take fall damage while attempting to enter or navigate the base. Any design that intentionally incorporates vertical drops or jumps that cause harm is considered a fall damage base.
- (Disallowed) Prop Climbing Bases: Bases that require raiders to stack or use props to climb over barriers or reach certain areas. This includes any base where accessing valuables necessitates climbing via props or unconventional means.
- (Disallowed) One-Way Viewing Windows: Bases with windows or openings that allow defenders to see and shoot raiders without being visible themselves. This includes designs that use props or positioning to create one-way visibility.
- (Disallowed) Randomized Pathway Bases: bases that have multiple paths, with only one leading to the valuables, forcing raiders to guess or use trial and error. This includes setups with false doors, misleading signs, or complex branching paths.
- (Disallowed) False/Decoy Room Bases: bases with rooms that appear to contain valuables or objectives but are actually empty or serve no purpose other than to mislead raiders. This includes fake vaults or rooms with decoy entities.
- (Disallowed) floating bases: bases that float in mid-air or are supported by props that defy gravity. Any base without realistic structural support that seems to hover or float is considered a floating base.
- (Disallowed) Blocked Viewport Bases: Bases that use props to block viewports or create artificial obstructions, like fog, to impair raiders' visibility. This includes designs that intentionally block lines of sight to create an advantage.
- (Disallowed) Overlapping Prop Bases: Bases using overlapping or stacked props to make walls or surfaces impenetrable or extremely difficult to shoot through. This includes exploiting prop placement to create unfair defences.
- (Disallowed) Fake Keypad or Button Bases: Bases that include fake keypads, buttons, or switches meant to mislead or confuse raiders. This includes setups where raiders are tricked into interacting with decoys that serve no functional purpose.
- (Disallowed) Drop-Box Bases: Bases that force players to drop down into confined or hard-to-escape areas, limiting their mobility or creating a one-way path. This includes designs with drops that leave raiders vulnerable.
- (Disallowed) Slide Bases: Bases that force players to slide down slopes or ramps, restricting movement or forcing them into disadvantageous positions. This includes any use of physics to funnel raiders into specific areas.
- (Disallowed) Dark Room Bases: Bases with rooms intentionally kept in darkness or low visibility, preventing raiders from seeing properly or navigating effectively. This includes any area where lighting is manipulated to impair vision.
- (Disallowed) One-Way Prop Bases: bases that use props, allowing defenders to see or shoot through them, but raiders cannot see or shoot back. This includes props that are transparent on one side but opaque on the other.
- (Disallowed) Peekaboo Bases: Bases where defenders can quickly hide and reappear to shoot at raiders without giving them a fair chance to retaliate. This includes designs with rapid cover elements or hiding spots.
- (Disallowed) Render Distance Exploit Bases: Bases that take advantage of map render distances, making it hard or impossible for raiders to see defenders from specific positions or ranges.
- (Disallowed) Head Glitch Bases: Bases where only a small part of the defender's head is visible, giving them an unfair advantage by making it extremely hard for raiders to hit. This includes props positioned to cover most of the defender's body.
- (Disallowed) Prop Tunnel Bases: Bases with narrow tunnels or tight spaces designed to limit raider movement severely. This includes setups where raiders are forced into narrow passages, making them easy targets.
- (Disallowed) Hide and Shoot Bases: Bases designed so that defenders can hide entirely while still having the ability to shoot raiders. This includes designs that allow defenders to shoot from positions raiders cannot see or access.
- (Disallowed) Zigzag Bases: Bases with excessive zigzag pathways designed to slow raiders down or confuse them. This includes paths with constant direction changes that create unnecessary delays.
- (Disallowed) Rapid Door Close Bases: Bases with fading doors that close too quickly, preventing fair access for raiders. This includes any door setup where the raider has minimal time to proceed.
- (Disallowed) Double Door Bases: Bases that use multiple layers of closely spaced doors to make raiding unnecessarily challenging. This includes doors that serve no purpose other than to delay raiders.
- (Disallowed) Prop Block Bases: Bases that use props to intentionally block access to certain areas or routes, making them difficult or impossible to raid. This includes props placed in a way that hinders movement or progress.
- (Disallowed) Elevated Platform Bases: Bases that require raiders to climb elevated platforms or props, giving defenders a height advantage or making raiders easy targets.
- (Disallowed) Toggle-Only Access Bases: Bases that rely exclusively on toggle buttons or other mechanisms raiders cannot reasonably counter. This includes bases where raiders have no choice but to guess or trial-and-error to proceed.
- (Disallowed) Wall Bang Bases: Bases that use thin props or materials to allow defenders to shoot through walls or barriers without exposing themselves. This includes props that appear solid but allow shots to pass through.
- (Disallowed) Deceptive Entryway Bases: bases with multiple fake entrances or misleading signs designed to confuse raiders about the correct entry point. This includes any design that misleads raiders about how to access the base.
- (Disallowed) Timed Trap Bases: Bases that have timed traps or mechanisms meant to close off pathways, cause damage, or trap raiders without giving them a fair chance to proceed.
- (Disallowed) Obstruction Prop Bases: bases that use props to create artificial obstacles, such as debris or fake barriers, that block raiders' vision or movement unfairly.
- (Disallowed) Backdoor bases: bases with hidden or unintended entry points that are difficult or impossible for raiders to find. This includes exploiting map features or unintended access points.
- (Disallowed) Forced Drop Bases: bases that force raiders to drop into confined spaces without a way to escape or defend themselves effectively. This includes designs that trap raiders upon entry.
- (Disallowed) Window Peek Bases: Bases with windows designed for defenders to peek and shoot without being visible or targetable by raiders. This includes designs that use narrow slits or hidden viewports.
- (Disallowed) Juke Door Bases: Bases that include false doors or paths solely to waste time or mislead raiders. This includes designs where doors lead to dead ends or irrelevant areas.
- (Disallowed) Forced Damage Bases: Bases designed in a way that forces raiders to take damage without any reasonable means of avoiding it. This includes traps, fall damage zones, or environmental hazards intentionally placed in the base's path.
- (Disallowed) No-Retreat Bases: bases that prevent raiders from retreating or leaving once they enter. This includes designs with one-way paths that trap raiders inside.
- Location Rules
- Bases must not block or restrict access to any unique NPCs or entities that are important for gameplay or specific jobs.
- Bases should not prevent players from traveling freely around the map, including designs that force a player into entrapment.
- A base location is only allowed to occupy one part of the map, which is defined as one building or one rooftop area.
- Building in or above restricted zones, such as the fountain area or on sidewalks, is not permitted.
- To claim ownership of a base location, you must own all doors that encompass the building. If there are no doors, it is first-come, first-served; a "Building" sign is recommended to indicate the area is claimed.
- Jobs with specific door ownership (like government jobs, bank jobs, or sewer dwellers) must be based in their designated areas as specified in their job descriptions.
- Only one base is allowed per party or group.
- Using props or entities in tunnels or other narrow pathways is not allowed.
- Entryway Rules
- A base can have a maximum of four keypad-controlled doors in the entry path, and each door must open once for entry and exit.
- Keypad doors must have a minimum hold time of five seconds with no initial delay.
- There must be a reasonable space between keypad doors, and the distance should not exceed the size of specific props, ensuring raiders have a fair chance.
- Using keyboards, buttons, or lights to confuse or mislead raiders is not allowed.
- Maze(zig-zag)-like base designs with more than six 90-degree turns are prohibited.
- Base designs should not require raiders to crouch, crawl, or otherwise exit the standing state to enter.
- Blacked-out, heavily texturized, or invisible base designs that hinder a raider's ability to navigate are not allowed.
- Bases that use water segments to gain an advantage against raiders are prohibited.
- Designs that require raiders to slide, drop, or perform pixel-perfect movements are not allowed.
- Keeping doors locked in the open/closed state to obstruct raiders is not permitted.
- Shooting Window Rules
- Bases must allow both parties (defenders and raiders) to see and shoot at each other during a raid; using props that obstruct visibility or create unfair advantages is not allowed.
- Tinted shooting blinds or any method that obscures a raider's aim is prohibited.
- Props used for shooting blinds must meet minimum size requirements, and all buttons used for shooting blinds must be bound to a single key and set to toggle mode.
- Bases should not use angled shooting blinds or exploit no-collided props.
- Buttons used for opening shooting blinds or fading doors should be bound to a single key and configured to toggle mode.
- Keypad Rules
- All keypads must be placed in visible and accessible locations and within a reasonable distance from their corresponding prop.
- Keypads should have a minimum hold time of five seconds with no initial delay to ensure fair raiding opportunities.
- You may only have a maximum of 4 Keypad Doors
- Fading Door & Button Rules
- Fading doors must be linked to a button and may not be controlled by a key bind.
- Fading doors must not be stacked closely together in a way that makes it difficult or impossible for raiders to breach.
- Fading doors may not be used as a hidden way out of your base or into the base.
- Sign Rules
- Only three types of signs are allowed: KOS/AOS Signs (indicating kill/arrest on sight zones), Building Signs (indicating that the base is still under construction), and RP Build Signs (indicating that the base is for roleplay purposes only and contains no raidables).
- Signs must be easily visible, placed at the front entrance of the base, and be of a sufficient size (e.g., size 40 or above).
- KOS/AOS and other signs must be specific in their wording and not use vague or banned phrases (e.g., "Once KOS Always KOS" or "KOS If Annoying").
- Signs must not blend into the background and should be clearly readable to avoid confusion.
- If using an RP Build sign, the base must not contain any raidable entities, and the players must adhere to the specific rules for RP builds.
- You cannot stack different types of signs on the same base; only one type of sign is allowed.
Raiding Rules
- Raids must be declared clearly in the chat or using the integrated G menu before commencing. Failure to announce a raid is considered RDM.
- You may raid the same base only once every 20 minutes
- You must leave the base immediately after completing the raid. Remaining inside a raided base for longer than necessary is considered camping.
- Only jobs designated for raiding (e.g., thieves, gangsters) are allowed to conduct raids.
- During a raid, do not use exploits, glitches, or prop abuse to gain entry or an advantage.
- You must not raid bases with "RP Build" signs, as they are designated for roleplay purposes only.
- You cannot raid the same base multiple times in a row with different groups or teams; alternating raids with different groups is considered raiding abuse.
- Raiders are allowed to use explosives, such as grenades or breaching charges, but their use is limited to a maximum of 8 rounds per raid.
- This restriction pertains to the entire team that is conducting the raid on the base.
- Raiders must ensure that the use of explosives does not cause excessive damage to the environment or disrupt gameplay for other players outside the raided base.
- Defenders must stay within their base or immediate vicinity while defending from a raid. Chasing raiders beyond reasonable distance is not allowed.
- Defenders may not rebuild, modify, or add new props to their base during an active raid. All defences must remain static.
- Defenders may only shoot raiders once they have entered the base or its immediate surroundings. Shooting raiders outside this area is considered RDM.
- Defenders may not use any third-party tools, exploits, or cheats to gain an unfair advantage during defence.
- Defenders must adhere to visibility rules, ensuring both raiders and defenders can see each other clearly during a raid.
- Defenders are not allowed to use any explosives, including grenades, C4, or any other explosive devices, during a raid. This restriction is in place to ensure that raiders have a fair chance to breach and engage in combat without being overwhelmed by explosives.
- The New Life Rule (NLR) applies whenever you die. You must wait 5 minutes before returning to the location of your death.
- During the NLR cooldown, you must forget all information about your previous life, including who killed you, what happened, or any actions taken by others.
- NLR applies to all deaths, whether during raids, combat, or accidents. Breaking NLR by returning early or acting on knowledge from a past life is prohibited.
- Raiding or attacking the same location immediately after dying and respawning is not allowed; you must wait for the NLR cooldown.
- You may only counter actions (like raids or muggings) if your role or job specifically allows it (e.g., police, vigilante, security jobs).
- Countering must be announced in the chat to avoid confusion and accidental RDM.
- Countering must be limited to actions in your immediate vicinity. You cannot travel across the map to counter an action unless it involves your base or an allied base.
- Using countering as an excuse for random killing or engaging in combat without a legitimate reason is disallowed.
- All warnings must be issued using the integrated G menu to ensure clear communication.
- You must give at least three verbal or text warnings before taking any lethal action against a player. All warnings should be reasonable and allow the player time to comply.
- Warnings cannot be used in spawn areas, public spaces, or near NPCs unless there is a legitimate roleplay reason.
- You cannot use warnings as a reason to kill players repeatedly or without justification. Abuse of warnings for random killing or harassment is prohibited.
- Players must be given a reasonable amount of time to respond to a warning. Immediate action following a warning is considered RDM.
- All mugging must be initiated using the integrated G menu. You must declare your intent to mug someone clearly.
- The maximum amount you can demand during a mugging is £50,000. Any demands exceeding this limit are disallowed.
- Players being mugged must be given at least 10 seconds to comply with your demands. Killing a player before this time frame is considered RDM (Random Death Match).
- You may not mug the same player within a 15-minute time frame. Doing so is considered harassment.
- Hitmen must follow the rules of engagement and not kill anyone other than the assigned target. Killing others without reason is considered RDM.
- A hitman cannot accept multiple hits on the same person consecutively.
- Hitmen are not allowed to accept hits on players currently in spawn or designated safe zones.
- Hitmen must use reasonable tactics to approach targets. Using props, glitches, or exploits to gain an advantage is not allowed.
- Hitmen may not collaborate with other players or use other players to achieve a hit. Hits must be completed solo.
- All kidnappings must be initiated using the integrated G menu, with clear communication of your intent to kidnap.
- Kidnapping must involve a clear demand or ransom, not exceeding £50,000. (Government = £100,000)
- You may not kidnap the same player within 30 minutes.
- Kidnapping must not be conducted in high-traffic public areas, such as spawn points or in front of NPCs.
- The maximum duration for holding a kidnapped player is 5 minutes. Holding players longer is disallowed.
- You must provide the kidnapped player with an opportunity to comply with your demands; immediate harm or killing is disallowed without giving them a chance.
- Releasing the kidnapped player is mandatory once the kidnapping is over; you may not kill this player as a way to let them go.
Government Rules
- All government roles must adhere strictly to their job descriptions and avoid actions that do not fit their role (e.g., random killing, random arrests, non-roleplay behavior).
- Corruption, including accepting bribes or collaborating with criminals, is strictly prohibited.
- Government officials may only use authorized and government-issued weapons, tools, and equipment.
- Basing is restricted to designated government areas (e.g., police department, bank).
- Public safety and security must always take precedence over personal interests or gains.
- All official actions, including arrests, raids, and law enforcement, must be justified
- Effective coordination is required during emergencies (e.g., bank raids, kidnappings, major threats) to ensure a unified response.
- All government employees must adhere to server rules at all times and respect staff authority.
- Officers must protect citizens, enforce laws, and maintain order without engaging in Random Death Match (RDM) or conducting False Arrests.
- The use of non-lethal force (e.g., batons, tasers) is prioritized; lethal force is reserved only for situations where it is justified (e.g., self-defense, armed threats).
- Arrests require valid reasons (such as visible crimes or KOS warrants) and must be conducted using the integrated warrant system.
- Property raids require a valid search warrant approved by the Mayor and should be executed professionally.
- The Mayor must act in the city's best interest, creating laws that are fair and promote public safety.
- Direct participation in combat or raids is prohibited; the mayor should remain in designated safe areas, such as the Police Department.
- All laws must be reasonable, not conflict with server rules, and respect player rights.
- The Mayor cannot create laws that personally benefit themselves or unfairly target specific players or groups.
- Kill on Sight (KOS) or Arrest on Sight (AOS) orders must be justified, fair, and communicated clearly to the police force and citizens.
- The mayor is responsible for approving police raids and warrants and must have valid reasons for doing so.
- The Bank Manager is responsible for overseeing bank security and the protection of assets.
- The bank manager must collaborate with the police to establish defences for the bank.
- Any hired security personnel must fully comply with server rules and the Bank Manager's directives.
- Blanket bans on all weapons, including self-defence tools like pistols.
- Laws that only allow certain players or groups to carry weapons.
- Laws that directly benefit the Mayor or their friends.
- Laws that unfairly target specific players or groups.
- Laws that allow KOS or AOS without valid reasons or broad categories.
- Laws that make all crimes punishable by death without due process.
- Excessively high taxes or fines that unfairly burden players.
- Fines or taxes that are arbitrary or lack clear justification.
- Laws targeting specific groups or roles unfairly.
- Laws that promote discrimination based on player choices.
- Laws that conflict with existing server rules or are too vague to be enforced fairly.
- Laws that contradict the server's core gameplay mechanics or established player freedoms.
- Laws that punish legal roleplay actions.
- Laws that ban basic player interactions like trading, communication, or forming groups.
- Bit miners cannot be illegal
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