Rules Update: KOS, Gang HQs, and Illegal Group Regulations, & Temp Rules

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Date Released: 10/06/2022

Hello everyone,


We've added a rule in our Quality of Individual section!

Added::
Temporary Rules
Temporary Rules may be enacted onto the server for anything that needs a quick rule inplace to ensure stability within the server. These rules are in effect only for ONE Week from their announcement, if it’s been past a week and it DOES NOT appear here in the official rules, then it is no longer an active or valid rule. (The proper staff with the proper authority may make announcement about temporary rules, ie. GM, Audit, SA+, etc.)


We've added a rule in our KOS section!

Added::
3. You cannot KOS an LEO unless one of your gang’s top three highest ranking members in command is threatened with arrest, OR unless officers have fired upon you or any member of your gang.


We've amended a rule in our Gangs & Gang HQ's section!

From:
5. Attacking gang HQ's will only be permitted if you witness illegal activities within a gang's HQ and you have not entered the premises of the HQ. You must have POV with a timestamp of witnessing the illegal activities and only have a permitted time of 30 minutes within witnessing it to raid the HQ.

To:
5. Hitting gang headquarters will only be permitted if you witness illegal activities within the perimeter of a gang's HQ and have not entered the premises of the HQ. You must have POV with a timestamp of witnessing the illegal activities and only have a permitted time of 30 minutes within witnessing it to hit the HQ.
a.) Acceptable illegal activities to hit an HQ could include: Seeing people in vehicles with rebreathers on or seeing someone holding an illegal weapon other than a heavy pistol.
b.) HQ raids will need approval through Sr. Mod+ or Group Management.


We've added a rule in our NEW Illegal Group Regulations section!

Added:
Creating A Group

In order for a group of players to seek “Official Illegal Group” status (hereafter referred to as OIGs), the individuals must meet a list of criteria set out below, to Illegal Group Management (hereafter referred to as IGM). There will be various stages to acquiring OIGs, and all must be met before it is granted. The criteria is as follows:


  • A group must consist of a minimum of FIVE (5) active members upon inception. Once this original five have been chosen, the group is to make a ticket on discord and hand over any information requested by IGM. Basic information will include, but is not limited to:
    • Group Name
    • Group Member Names
    • Lore (as documented on the MCRP forum)
    • RP type (what type of RP will be brought to the server with this group)

  • A TWO WEEK (14 days) trial period will be conducted, wherein IGM will discuss amongst itself to ascertain the quality of roleplay that is brought by the group, and whether the group is deserving of being granted OIGs, and to be endorsed by the server as such.
  • After this two week period, a group will be granted OIGs, and will be able to select a building to serve as the exterior, and grant safety to their members via HQ protection, as described in the MCRP rules document. The group will then be monitored again for ONE WEEK (7 days) before being granted an opportunity to purchase an interior for their HQ (Garage included).
  • After this one week period (total three weeks), Groups will continue to be monitored, and have an option to purchase a Factory after a further FOUR WEEKS (28 days), as discussed and ruled by IGM. Various factors will contribute to the acquisition of a factory, these factors include, but are not limited to:
    • Overall group RP standards.
    • Overall member count.
    • Overall group activity.
  • After this four week period (total seven weeks), groups will again continue to be monitored, and will have an option to purchase a second Factory after a further EIGHT WEEKS (56 days), as discussed and ruled by IGM. Various factors will contribute to the acquisition of a factory, these factors include, but are not limited to:
    • Overall group RP standards.
    • Overall member count.
    • Overall group activity.
The above are guidelines, and are all privileges. No group is deemed “deserving” or “worthy” of anything unless it is decided by IGM and GM Leadership. Regardless of how long a group has been with the server, or how much roleplay an individual or individuals believe they have done, nothing is owed to anyone in any given situation.


Maintaining A Group

For the duration of a group within the OIGs, all groups will be held to a high roleplay standard. At any time, and for any reason, a member of IGM may ask a group for proof of their roleplay. This is not done to harm or belittle any group, it is purely done as a guarantee from a server standpoint, to ensure that all groups are bringing the high level of roleplay we expect from a server endorsed group.

Furthermore, groups that have obtained OIGs and have been granted a factory, must exhibit gun sale roleplay, be it to other groups, or to other people in general. This is a mandatory exercise, and must be showcased at least once per week in order to keep the privilege of owning and operating a factory. This activity will be posted into the showcase ticket on discord.

Players must be a part of the B Menu group in order to fight alongside the group. It’s not immersive for players to join up with a random group of people just for PvP reasons.

Illegal Group Leaders (hereafter referred to as IGLs) are expected to bring the quality we require to a group. The individuals selected must be known within the community, and already exhibit a high standard of roleplay within the community. TWO (2) people from the group will be selected to represent the group at an official capacity. These two people do not have to be the group leader as defined by the group menu in-game, but will be held wholly responsible for all actions and interactions with IGM through their showcase. IGM reserves the right to remove any person/people from their Illegal Group Leader status, for any reason, but the reason must be made clear and acknowledged by all parties before any action is taken.

IGLs will be held responsible for the overall standard of their group, as dictated in the MCRP rules. Should there be issues surrounding members in the group, the issue will be brought up to the IGLs through their showcase, and corrective action will be discussed, whether it’s group removal, or server punishment. All players are required to be in the group’s B menu list to participate in any group activities.


Factories

Going forward, each group will be capped at 2 weapon factories. However, you can buy it whenever you have the money for it, and have met the time prerequisite. The first weapon factory a group purchases will be $5m to give smaller groups without a turf or large source of income a chance to own one. The second factory will be $10m, meaning you will really have to work to prove your group is reputable enough to be able to afford a second factory.

To purchase a factory, you will have to make a ticket to have the location approved. All groups that have a gun factory are still going to be required to submit (2) RP scenarios per month involving the sale of weapons outside of your gang/alliance to other groups/gangs or civilians as well. Failure to provide this RP could result in your factory being temporarily disabled. We do not want gangs hoarding weapons and still want to see them being distributed to smaller gangs who cannot afford a factory.

Moving a factory will still be possible, but there will be a fee of $1m to do so.


HQ Interiors and Garages

An HQ interior will cost $1m and a garage will cost the same. A garage will not be a prerequisite for anything else like the HQ interior is, however if you wish to have somewhere less noticeable to store your gang’s vehicles, we will keep this option open for you.

To move an HQ interior, it will still cost $1m.

To request an HQ Interior or a Garage, please open a ticket with IGM and send us your desired location to be approved. In order for your group to be approved for an HQ interior, you will have to have met all the prerequisites as listed above. Along with this you will be required to show us the RP of how your group came to be in this area. This should be reflected in your group’s lore post on the forums.


Drug Tables

Groups will still be allowed to have drug labs inside of their HQ’s. To keep the economy intact, we will be limiting this to two high quality drug labs inside of an HQ. You are free to have as many drug labs as you like in the exterior of your HQ, but keep in mind this could be risky and allow for a group to have reason to attack your HQ.

With this update we will also be removing the limits on how many turfs a group can have. If your group has the manpower and resources to manage to keep and maintain 2 turfs without letting anyone else get their points up on it, then so be it. 2 is the maximum amount of turfs a group can hold at any point, and they must lose one before acquiring another.


War And Long Term Conflict

Having a long term conflict with a group? Already tried resolving the issues, but the other group just will not compromise? Take them to war! We’re bringing back wars for groups who need a slightly more…drastic resolution to a long term conflict.

Just as it was in the past, you will have to submit a ticket to have your war terms approved by Group Management. For a gang war to be approved, you will need a very, very good reason. Wars are not something that should be taken lightly. They are the last resort to a conflict that cannot be solved in any other way. Rules and terms will be different for each war and will be determined and negotiated by the initiating gang, the gang that is being declared on and Illegal Group Management.

After a war has been finished, all groups participating will be on a one month cooldown from participating in any wars.


Happy Roleplaying!

Regards,
Mafia City Roleplay Team
 
Last edited:

Holm

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GM monkeys wheres a list of the perimeters of each and every gang hq location so I can 100% follow the rules.

People will get banned for such a minor technicality and dumb discussions will be made if there are nothing guiding players as to where the lines and boundaries are of the hqs
 
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HunterPL

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GM monkeys wheres a list of the perimeters of each and every gang hq location so I can 100% follow the rules.

People will get banned for such a minor technicality and dumb discussions will be made if there are nothing guiding players as to where the lines and boundaries are of the hqs
facts