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 Post subject: War Rules
PostPosted: May 28th, 2012, 2:06 pm 
Community Owner
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Posts: 9146
Game name: Adam_Cooper
Starting a war

All factions have heat levels between each other.
When a heat level of 10000 or higher is reached between two factions, they are allowed to request a war against each other.
A heat level of 10000 generally means the faction is required to war after the request has been made and reviewed by head of illegals.

Every single heat level increase is logged (including robberies) and will be thoroughly inspected by the
head of illegals before starting a war between factions. This is made to make sure both factions have attacked each other and not just one faction that wants to force a war for no proper reason.

Heat levels between are increased automatically by attacking other factions:
Business robbery
Tier 0 owner: 30 points
Tier 1 owner: 20 points
Tier 2 owner: 10 points
Tier 3 owner: 5 points
Turf takeover
20 points
Warehouse robbery
50 points

A failed business robbery increases the heat by 15.

Please note that the required heat level may be increased anytime by a head administrator, in a
case-by-case review. Senior administrators and higher may manually add heat points between factions. This is used for situations
that are not detected by the script, e.g. kidnapping an opposing faction member. Senior administrators
may add up to 1500 heat per incident, any amount higher than that has to be approved by a lead administrator.
Senior administrators will add an adequate amount of points depending on the situation. These cannot be
reversed under any circumstance.

The minimum prize for every war is $300 million. If a faction leader is unable to get ahold of $300 million,
his faction is declared bankrupt and will be wiped.

Loser must pay war fee and enemy faction medical bills

Faction leaders can request 1v1, 2v2 or 2v1. Note that any request for 2v1 can easily result in 2v2. There can only be one war at a time, rest will have to wait their turn.



Flow

There must be a minimum of 25 hours total playtime per day per faction. On the 3rd offense, the faction
will lose the war forcefully due to inactivity. Players are automatically kicked from the server if
they are paused for more than 5 minutes. This will prevent players farming playtime while being unable
to die.

The winner of a war will be declared by a point difference. Example: If faction X has 1500 more points than Y,
faction X will be declared winner of the war. This required point difference is to be defined by the
warring factions and the involved head of illegals administrator.

Point values: Tier 3 => 2 points, Tier 2 => 2 points, Tier 1 => 3 point, Tier 0 => 4 points.
If you suicide during war, the opposing faction will get 4 points.


There are increased death fees during wars. Tier 3 pays $70k per death, Tier 2 pays $100k per death,
Tier 1 pays $120k per death, and Tier 0 pays $150k per death. If you suicide during war, you will lose
*2 the death fee.



Declaring a winner / ending war

The war winner is declared if the required point difference has been reached by a faction. Max war point difference is 5000, minimum 1500.

A war win is also declared in the following situations, even if the required point difference was not met:
- Inactivity of the opposing faction (see 25-hour rule)
- If a total of 7000 kills were accumulated and your faction has a KDR of over 1.5
- Uninviting 20 of your members during a war.

Once the war is over, the heat level will be reset to 0.

Factions must stay in war for at least 3 days, after that they may surrender at any time during the war. However, If you surrender, the heat level between the warring factions will not be completely reset, but set back to 2500.



WAR RULES


W1) Do not use alt accounts in wars

It is strictly forbidden to use an alternate account of yours during a war. If you are caught playing for a faction while it is warring, you will be punished. An "alt" account is any account below the level of your highest-level account; You cannot declare a random account as your "main" account.

Punishments:
IP ban until the war is over



W2) Do not mass-invite for wars.

Do not go around recruiting a bunch of new members right before your faction goes to war. You may NOT leave your current faction to help another faction with war then join back after the war is over.

After the war request has been sent, you are NOT allowed to invite anyone.

Punishments:
Admin uninvite of all mass-invited members




W3) Use reserved faction skins at all times

When in war, you must use the reserved faction skin(s) at all times.
Using skins with altered hitboxes are disallowed. E.g. hobo skins.

Punishments:
Verbal warning or 24-72 hrs account suspension




W4) Civilians / alliances during wars

Other factions are allowed to help ; for example they can give dupes of bizs / houses / vehicles or mats / drugs, but anything else is strictly forbidden. Interfering in gunfights / getaways is NOT allowed under any circumstances. (exceptions to the rule are if non-warring factions turftakeover / robbiz / robwh warring factions) CIVILIANS are NOT allowed to involve themselves in any cases.

If you see warring factions fighting eachother and you're not a part of LEO's, you must leave as soon as you can. Do NOT follow / stop stand next to them just to "spectate war".

Punishments:
240 Minutes adminjail
or 48-72 hour account ban




W5) Just Spawned tag

You are not allowed to attack, block or follow JS players. This goes both ways - JS players are not allowed to attack, block or follow their enemies. Any abuse of JS tag will result in a war violation punishment.

Punishments:
120-240 Minutes adminjail




W6) Healing/re-armoring in wars

Official server rules apply for /healing in gunfights. However you are NOT allowed to /heal at enemies HQ under any circumstances, that includes all houses near by.

Punishments:
120-240 minutes adminjail




W7) Farming kills / points

You are not under any circumstances allowed to farm points / kills in wars. All kind of deals which includes "farming" points / kills will result in suspension for both parties.

Punishments:
IP ban of both parties until the war is over
+ Admin uninvite





Other war rules / clarifications

  • Double heat (x2) for non-warring factions who /robbiz or /turftakeover warring factions.
  • HQ's must stay open at all times
  • All warring participants must spawn at their HQ
  • No JS tag = killable
  • Tier changes are not allowed once the request is up. If a T1/T0 gets uninvited or banned, that tier will not be changed until after the war
  • You are NOT allowed to use vehicles to block roads/entrances/other vehicles at enemies HQ
  • Your faction stock is your own responsibility, if one of your members betrays you and drains it out completely, you won't be refunded. Limit of one person to take is 1000 fguns per an hour
  • Non-warring factions are not allowed to use the same burrito colors as warring factions to do runs.
  • You are not allowed to /close yourself in personal owned houses/businesses.
  • You are not allowed to /q for at least 60 seconds after participating in a gunfight situation, doing so will count as /q to avoid death (exception is /q after dying)
  • If a player is continuously breaking terms/rules, head of illegals/assistant is allowed to suspend his account (without a warning) until the war is over
  • Participants of a war may only return to a fight they previously died in if their opposition is present. (see example below for more info)
    [+] Example
    e.g. There is a war related fight happening at Rodeo involving all warring participant factions.
    In the event of an external faction not participating in the war (e.g. SASF or PD) being present and actively fighting at that location, the possibility of them being caught in the crossfire and being revenge killed is high which is why this exception is in place and external factions must accept this when partaking in fights involving warring participants.

    This does not grant immunity for warring participants in regards to the revenge killing rule. Warring participants who deliberately seek out to revenge kill non-warring participants while there are no active battles between the warring faction participants will be punished accordingly.

If you're unclear about anything, PM head of illegals immediately.


More clarifications / rules will be added if necessary.




During the war, a page will be visible on the Italy Mafia website including many live statistics. This is
mainly to prevent point farming, account mixing, and just to check out the current stats.

The following will be visible to everyone:
- Current kills, deaths & KDR for both factions
- Today's total playtime for both factions (counting from midnight onwards)
- Kill / death logs


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 Post subject: Re: War Rules
PostPosted: September 13th, 2015, 2:29 pm 
Lead Administrator
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Posts: 11615
Game name: Gordon_Marshall, Carlito_Tattaglia
War rules completely revised.


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 Post subject: Re: War Rules
PostPosted: October 20th, 2015, 5:19 pm 
Lead Administrator
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Posts: 11615
Game name: Gordon_Marshall, Carlito_Tattaglia
Updated:
Increased visible distance of JS tag - doubled from 80 to 160
Max war point difference is 5000, minimum 1500
Raised war minimum daily playtime to 20 hours (was 10 previously)
Houses removed from fheat

+ other small tweaks regarding heat, your faction leaders can update you.


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 Post subject: Re: War Rules
PostPosted: December 21st, 2015, 5:40 pm 
Lead Administrator
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Posts: 11615
Game name: Gordon_Marshall, Carlito_Tattaglia
Added under 'Other war rules / clarifications':
You are not allowed to /close yourself in personal owned houses/businesses.


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 Post subject: Re: War Rules
PostPosted: April 1st, 2016, 10:40 pm 
Head Admin, Head of Illegal Factions
User avatar

Posts: 13399
Location: Finland
Game name: Makke_Benton
Removed/Changed rule(s):

  • Faction playtime hours raised from 20 to 25
  • The prize will be increased by $50 million every week. - Removed
  • Loser must pay war fee and enemy faction medical bills
  • Choosing location of HQ - Removed.
  • W8) Leaving warring city - Removed.
  • Wars are allowed in LS / whole San Andreas area.
  • W4) Civilians / alliances during wars - Changed
  • Allied factions are allowed to help ; for example they can give dupes of bizs / houses and mats / drugs, but anything else forbidden strictly. Interfering in gunfights / getaways is NOT allowed under any circumstances. CIVILIANS are NOT allowed to help in any cases. (exceptions are if non-warring factions turf / robbiz / robwh warring factions
  • Double heat (x2) for non-warring factions who /robbiz or /turftakeover warring factions.


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 Post subject: Re: War Rules
PostPosted: April 20th, 2016, 6:51 pm 
Lead Administrator
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Posts: 11615
Game name: Gordon_Marshall, Carlito_Tattaglia
Minimum war prize decreased to $300M.


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 Post subject: Re: War Rules
PostPosted: May 7th, 2016, 3:49 pm 
Lead Administrator
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Posts: 11615
Game name: Gordon_Marshall, Carlito_Tattaglia
Added in rule 4:
If you see warring factions fighting eachother and you're not a part of LEO's, you must leave as soon as you can. Do NOT follow / stop next to them just to "spectate war".


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 Post subject: Re: War Rules
PostPosted: November 14th, 2016, 2:49 am 
Lead Admin, Asst. Head of Illegal Factions
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Posts: 8447
Game name: Andre_Badal
The following has been added to Other war rules / clarifications:

  • Participants of a war may only return to a fight they previously died in if their opposition is present. (see example below for more info)
    [+] Example
    e.g. There is a war related fight happening at Rodeo involving all warring participant factions.
    In the event of an external faction not participating in the war (e.g. SASF or PD) being present and actively fighting at that location, the possibility of them being caught in the crossfire and being revenge killed is high which is why this exception is in place and external factions must accept this when partaking in fights involving warring participants.

    This does not grant immunity for warring participants in regards to the revenge killing rule. Warring participants who deliberately seek out to revenge kill non-warring participants while there are no active battles between the warring faction participants will be punished accordingly.


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