V9.2.0 - Recognized Unofficial Factions
Posted: January 6th, 2025, 10:47 pm
Hello,
With all the launcher and script updates that have happened, we realized that unofficial factions were somewhat left in the dark. With the launcher whitelisted mods and server-sided alliance skins and arrows, we realized that we were making things harder especially for unofficial factions to recognize their allies. Whilst we could've done something that would allow e.g. teams to be connected to alliances, we've opted for something different...
Recognized Unofficials.
Having an unofficial faction on IM-RP can be a long grind, and we know it can be demotivating that you're putting in effort without getting direct feedback for a long time. That's why, along with the aforementioned reasons, we've decided to create a system to enhance the lives of unofficial factions. Not only to aid you and your allies to better identify one another during gameplay, but also to reward unofficial factions for the effort they've put in so far.
The updated /factions command, including an example unofficial called "Banfield Syndicate"
Upon becoming a recognized unofficial faction, you will be a faction. However, there are some big differences. Unofficial factions won't be given a HQ or Warehouse, nor will their t0's or t1's be given snipers. They won't have access to runs and will only have 1 reserved faction skin. They won't gain f-points and can't take turfs either. They will have the ability to join alliances, /fbk, have their own f-bank and set/change their radio frequency. They will also be given 10 vehicle slots.
Upon becoming a recognized unofficial, the illegal faction management will also start enforcing faction standards on your unofficial. You'll have to abide the same rules as official factions, and will be given access to the faction leader section to keep yourselves up to date.
With all the launcher and script updates that have happened, we realized that unofficial factions were somewhat left in the dark. With the launcher whitelisted mods and server-sided alliance skins and arrows, we realized that we were making things harder especially for unofficial factions to recognize their allies. Whilst we could've done something that would allow e.g. teams to be connected to alliances, we've opted for something different...
Recognized Unofficials.
Having an unofficial faction on IM-RP can be a long grind, and we know it can be demotivating that you're putting in effort without getting direct feedback for a long time. That's why, along with the aforementioned reasons, we've decided to create a system to enhance the lives of unofficial factions. Not only to aid you and your allies to better identify one another during gameplay, but also to reward unofficial factions for the effort they've put in so far.
The updated /factions command, including an example unofficial called "Banfield Syndicate"
Upon becoming a recognized unofficial faction, you will be a faction. However, there are some big differences. Unofficial factions won't be given a HQ or Warehouse, nor will their t0's or t1's be given snipers. They won't have access to runs and will only have 1 reserved faction skin. They won't gain f-points and can't take turfs either. They will have the ability to join alliances, /fbk, have their own f-bank and set/change their radio frequency. They will also be given 10 vehicle slots.
Upon becoming a recognized unofficial, the illegal faction management will also start enforcing faction standards on your unofficial. You'll have to abide the same rules as official factions, and will be given access to the faction leader section to keep yourselves up to date.