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MilitaryRP Server Rules

For all of the Rules regarding the MRP server

1. Golden Rules

  • 1.1 Do NOT shoot fellow soldiers under ANY circumstances.
  • 1.1.2 Do NOT kill any Trainees who leave their area without a trainer, Call staff instead, if you kill the trainee(s) you will be punished for RDM.

  • 1.2 Do NOT pick up weapons that do not belong to your regiment (give to a staff member if found).
  • 1.3 Always salute ranks of ‘Commissioned Officer’ and above. And Always no matter what, salute General+ or equal, failing to do so can be seen as disrespectful and you could be jailed for it.
  • 1.3.1 Do NOT salute outside of base, this can be seen as FailRP as it would not be done in real life.

  • 1.4 Always respect and obey a higher ranking officer - you may only challenge orders if you feel that they may be detrimental to the regiment or mission, but disrespect will lead to a demotion.

2. General Rules

  • 2.1 Do NOT break NLR (New Life Rule). The NLR timer is 3 minutes. Do not return to the area of your death without direct orders or attempt to act on situations you were involved in prior to your death. During the timer you must not return to your area of death for it’s duration.
  • 2.1.1 NRL is reduced to 1 minute with a Tactical Insertion.

  • 2.2 Do NOT abuse your rank. This included random orders and requests that may violate the golden rules.
  • 2.2.1 This also includes randomised demotion without reasoning

  • 2.2.2 Offering promotions for personal favours.

  • 2.3 Do NOT power game. This means making an RP situation work out best for yourself by unrealistic methods.
  • 2.4 Do NOT Bunnyhop. This means jumping around the map. This qualifies as FailRP and will be treated as such.
  • 2.5 Do NOT use any aimbot or even any hacks in general, or it will result in you being permanently banned from the community.
  • 2.6 Do NOT abuse bugs. For example, walking under the map and shooting the enemies, As this will result in a lengthy ban from the server.
  • 2.7 A staff member's decision is final, do NOT challenge it. If you have an issue with staff, report it on the forums.
  • 2.7.1 If in any case you believe the staff member is in-fact in the wrong, you have to prove with evidence this is so, if you slate the staff member without proof of them breaking a rule or abusing their rank, you will be punished.

  • 2.8 Do NOT metagame. This means using information outside of conventional RP in order to enhance your gameplay. For example, using information in OOC chat so as to know where an enemy is hiding. This includes VOIP programs such as TS3.
  • 2.9 Do NOT RDM (Random Deathmatch). This means killing people without a viable reason.
  • 2.9.1 CDM (Car Deathmatch) also qualifies as RDM.

  • 2.10 Do NOT FailRP. This means doing something that you would not normally expect in a given RP scenario. For example, shooting weapons randomly, sitting on people's heads, etc. Destroying the Mess Hall tables is classified as FailRP.
  • 2.11 Do NOT troll/minge or seek to irritate other players.
  • 2.12 Do NOT converse in languages other than English while in game.
  • 2.13 Being offensive to staff or players will result in a mute/gag/warn if repeated.
  • 2.14 Do NOT advertise, suggest, or reference content which is not associated with MesaGaming.
  • 2.15 Any form of "spoilers" from a media product will result in a permanent ban. For example "Did you see that INSERT NAME HERE died in INSERT NAME HERE"
  • 2.16 Any names that a staff member deems to be unfit will be told to change. If the user refuses, they will be punished.
  • 2.17 Do NOT impersonate another player on the server. This is considered trolling/minging and will be treated as such.
  • 2.18 Putting links in the OOC without permission is against the rules, the only links allowed are for our forums. This is to protect others from Malware or Viruses.
  • 2.19 Going AFK for an extended period of time while the server is at max capacity may result in a kick.
  • 2.20 Only Drill Instructors are allowed to train trainees. If no DIs are available staff and experienced players may train (definition of experienced is defined by the staff member calling on the player).
  • 2.21 Only Mulazim(Captain) and above can order an execution in the ILF Faction, and you must put the target in restraints, blind them, have a firing line on them, issue them to say any last words, then have a countdown from three, You then order men in a firing line to execute.
  • 2.21.1 Mulazim(Captain) and above can only execute enemies. Zaeim(Commander) may execute other ILF with a valid reason.

  • 2.22 Mild racism is allowed, if directed at no one in specific, or light if directed at a person for the reason of comedic relief or RP (To an extent. If taken "too far", measures will be taken. By RP, occasions such as calling someone in the ILF a “raghead” for example, are meant).
  • 2.23 At any given time, only 2 APCs may be deployed at a time by each faction.
  • 2.24 Pulling a weapon out of any kind while the enemy are aiming at you with weapons off-safety, is considered FailRP, You must get to cover where the enemy cannot see you and then you can take out your weapon.

3. Roleplaying Rules

  • 3.1 You must ask permission before leaving base or taking a vehicle. For example: /nato Permission to "insert order here".
  • 3.2 Restricted areas are only accessible with a higher ranking officer present.
  • 3.3 Do NOT arrest someone without a viable reason.
  • 3.4 Do NOT lead trainees outside of their territory unless you are going to train them.
  • 3.5 Running along the tops of fences/walls qualifies as FailRP.
  • 3.6 Do NOT block doorways or passages which may interfere with the flow of people.
  • 3.7 Do NOT use /roll unless you are within the circumstances to do so, you must only /roll in interrogations, and most importantly, bunk checks, in which you must /roll to check each person.
  • 3.7.1 In an interrogation, the use of /roll is determined by the prisoner. If they wish, they can just reveal all the information they know without using /roll.

  • 3.7.2 Lies as a consequence of winning a roll MUST be believable. For example, stating you are a PVT from the TowelHeadBrothers may and should not be believed by the interrogator.

  • 3.8 If you are to speak to someone out of character in your close proximity, when using chat, please use /looc. If using your mic, state the OOC nature of your message before speaking.
  • 3.9 Do NOT break from your cuffs, if you break your cuffs, this will be noted as FailRP.
  • 3.10 You shall address officers by their rank or by the term “sir”. Anyone below Officer Ranks are to be addressed by their rank.
  • 3.11 Do NOT follow orders which compromise the server rules.
  • 3.12 Do NOT host or participate in duels/fights between allied soldiers. This qualifies as FailRP and RDM.
  • 3.13 In the topic of FearRP, you must surrender and act upon FearRP if the enemy outnumbers you with a ratio equal or higher than 3:1. Any less and you may run and/or fight back.
  • 3.13.1 If you are approached from behind, or you are in a 1v1 situation and are approached from behind, you are to follow the above rule and surrender.

  • 3.14 Tryouts are OOC if inside the bases. If seen outside, they are subject to the same rules as any patrol and may be shot by the enemy faction depending on ROE.
  • 3.14.1 This does NOT include pilot tryouts.

  • 3.15 A war must last from 20 minutes to 1 hour without extensions. In order to declare a war, no tryouts must be in progress and both sides must have their highest ranking officer at the time agree to partake in the war, they MUST have at least one staff member to supervise the whole ordeal for it's entire duration. War extensions must not go over 30 minutes and any given wars cannot have more than 2 extensions. In order to extend a war, there must be no/very low visible vocal opposition in chat.
  • 3.16 Rules of Engagement (RoE)

    You may fire upon ILF when:
    - ILF has a weapon drawn at all (off or on safety).
    - ILF touch the walls or entrance to the base, including the gate *ONLY AFTER WARNING*.
    - ILF (Unarmed too) have a NATO or Civilian in handcuffs. If it is a 1v1 situation, you may engage, if anymore than 1v1, you are to track it and report it back to your superior or take action when it is not more than 1v1.
    - ILF are within the base without permission or in the jail.
    - ILF if they do NOT back off after a 5 second countdown (at least 10 feet).
    - ILF are standing on a NATO Flag Point.

  • ILF ROE:

    You may engage on NATO when:
    - NATO are showing hostile attitude towards ILF.
    - ILF believe it is within reason (Avoid being spotted as an ILF, ) - requires clearance from a Commissioned Officer.
    - NATO are showing threatening or abusive behaviour.
    - NATO are anywhere near your base.
    - NATO are in a small group of 3 or less (anymore than 4, there must be a group of at least 3+ ILF unless you are engaged upon first).
    - NATO have captured ILF and it is a 1v1 situation. If not - do not engage if not a 1v1. - NATO are capturing an ILF Flag Point.

  • Civilian ROE:

    - You are being engaged upon.
    - Anyone enters your building without permission (Must have KOS sign visible using 3D Textscreen).

  • UN Peacekeeper ROE:

    You may engage on all when:
    - You are being engaged upon.
    - Forces refuse to leave the civilian town after 2 warnings (Only when there has been conflict by ILF & NATO)
    - Any forces run away from an AOS.
    - Any Civilians are being engaged upon, or their lives are being put at risk.
    - Any forces who speed through a Checkpoint or FOB. (You must disable their vehicle if possible), if they continue to go or shoot back, then you can engage.

  • Helicopter ROE (ILF)

  • You may engage upon any helicopter if:
    - You are in an active Firefight and a helicopter flies near you.
    - An unauthorised helicopter comes close to your base (Basically in it or above it).
    - You have been engaged via an enemy aircraft.
    - An Officer+ Tells you to engage it within reason.
    - Any of the below unarmed helicopter criteria('s) are met.

  • Circumstances around unarmed aircraft engagement:
  • - Enemy troops are being deployed in restricted airspace/active firefights.
    - Combattants deployed from helicopter engage upon you.

  • 3.17 FearRP - You must surrender if the enemy:
  • 3.17.1 Outnumbers you 3:1 or more.

  • 3.17.2 Strips you behind your back without being spotted or noticed.

  • 3.18 FearRP - You may surrender if the enemy:
  • 3.18.1 Surrounds you/Overwhelms you without having a 3:1 ratio or higher.

  • 3.18.2 Demands your surrender.

  • 3.19 When a member of your faction is being captured or has been captured, you may only engage the enemy if there is ONE of them performing the capture. However, if multiple enemies are within the area of it taking place, then you must attempt to retrieve the Prisoner of War through alternative measures, such as negotiations.
  • 3.20 All prisoners/POW/Hostage exchanges MUST be done with something of actual value to the faction, be it another prisoner, access to a restricted area, free passage through a checkpoint, high value equipment such as helicopters and etc., a cache of weapons, and other such things of which money is also included.
  • 3.21 You cannot call-out an ILF who has not been outed yet as a ‘Bad Guy’ or saying they are ILF simply because of their outfit or nametag, this would go under both Metagaming and FailRP.
  • 3.22 Erotic Roleplay (ERP) is strictly prohibited. Erotic roleplay is defined as carrying out intimate sexual activities with no roleplay relevance. An example of ERP is engaging in erotic, explicit activities with prisoners and/or civillians whilst being in an active military role. This rule is considered FailRP and will be classed as such.
  • 3.23 When having a Prisoner of War in the base during a base attack, you must NOT kill the captive until the base attack has existed for a minimum of 90 seconds. After that period, you are free to engage your Prisoner of War. This allows the other faction to have a fair chance of retrieving one of their own.

4. Regimental Rules

  • 4.1 Upon joining a regiment, you must wait 3 days before doing another tryout, and you cannot join the regiment you had just left for 14 days, as you are automatically blacklisted for that amount of time. You will also receive a warning from staff for ‘Regiment-Hopping’ and if you do this too much, you may receive further punishment.
  • 4.2 You can only be in one free regiment at a time, however, this does not apply with V.I.P jobs.
  • 4.2.1 All VIP jobs equal a rank of a sergeant regardless of your normal rank. This only applies for people above said Sergeant rank, anyone below uses their normal rank, If below sergeant.

  • 4.3 Regimental disrespect will not be tolerated. (For example: "insert regiment name here" is terrible and they suck dick everyday).
  • 4.4 If you go inactive (without making an inactivity post on the forums), you may be demoted without warning.
  • 4.5 Colonel+ have the authority (strictly for their own regiment only) to review and submit verdicts on applications of rank 'Lieutenant Colonel' or equal and under.
  • 4.5.1 If a Colonel is on an Inactivity or there is no current Commander, a General or Community manager may also do this, But only in these cases.

5. VIP Related Rules

  • 5.1 With the purchase of any VIP package you must understand that you are in no way above the rules, you WILL abide by them, should you not, your package may be removed.
  • 5.2 On Tactical Insertions:
  • 5.2.1 You can use them anywhere, except from enemies bases/FOB or in water

  • NLR:
  • Inside base users of Tac Inserts have no NLR timer. (Unless there is a base attack)

  • Outside base users of Tac Inserts have a reduced 1 minute timer, in lieu of the normal 3 minute one.

  • 5.2.3 TIs (Tactical Insertions) must not be placed in glitched or bugged spots.

  • 5.2.4 Users of the Tactical Insertion have one minute spawn cooldown, which means they must not shoot at anyone during that minute. Users can receive fire in NLR.

  • 5.2.5 Destroying friendly Tactical Insertions without their explicit permission is against the rules.

  • 5.3 Platinum VIPs and Premium members are subject to certain rules pertaining to their special set of permissions.
  • 5.3.1 While using !administrate, you MUST be using the Trainee job.

  • 5.3.2 Do not give yourself any items you shouldn’t have (e.g. knives you have not donated for) as these should already be permenantly added to your inventory, if not, Call a manager and above to do this for you or make a ticket here: http://mesagaming.phy.sx/forums/donate/support.php

  • 5.3.3 DO NOT abuse your power.

  • 5.3.4 Only use a physgun to build (Premium only) or flip vehicles.

  • 5.3.5 You MUST NOT build if you are a PlatVIP. That right is reserved for Premium.

  • 5.3.6 (PREMIUM ONLY) Building must be kept within reason and within RP.

  • 5.3.7 (PREMIUM ONLY) If staff tell you to stop building or to tone it down, you do so.

6. Base Raiding Rules

  • 6.1 There is only 1 life during a base attack for the attacking side. This means that once you die, you can no longer participate in the base attack. You must stay in your barracks until the base attack has ended. After that, you must head to Debrief.
  • 6.1.2 If you are the defending side, you must wait 3 minutes, even as a tactical insertion owner, before entering the conflict in your own base again, as the defending side, you have unlimited lives.

  • 6.2 Do NOT kill or even attempt to attack anyone in their barracks, barracks are off limits within a base raid, you will be brought into a staff sit and given a warning for RDM and Breaking NLR (2 Warnings).
  • 6.3 There is no raids allowed during war, if you attack a base during war, you will be punished and even warned/kicked.
  • 6.4 Do NOT Kill recruits nor their trainers during a raid, as they cannot take part, if a trainer does take part during a raid, they will be punished.
  • 6.4.1 Inversely, any trainer and trainees should remain with any weapons equipped and must remain in their allotted training areas.

  • 6.5 You cannot raid just for the kills, you are to only raid for the gain of the enemy flag post, hostage retrieval or stolen intel.
  • 6.6 Base Raids can only be called by a Captain or equal and above.
  • 6.7 Base attacks have a cooldown timer of 1 hour, which cannot be broken by either side whatever the circumstances. This timer starts once the last attacker is killed or the base attack is called off by the attacking commander. Who are to radio in /all “Base Raid Over (Faction) Win the raid!”.
  • 6.8 A raid only ends once the enemy bases’ control point/flag point is captured or the last attacker is killed.
  • 6.9 6.9 Both sides are to do a Debrief to reward those who did well or to instruct their side on how they could have done better (or both).

7. Vehicle Rules

  • 7.1 All vehicles are subject to a 5 minute spawn cooldown. Upon the need of a vehicle arising, the person or people in need of a vehicle must wait the specified time for a friendly to bring back a vehicle or to find a vehicle. Only after those 5 minutes can a vehicle be requested to staff.
  • 7.2 Land Vehicles
  • 7.2.1 Only the Officer and above may request a vehicle. (Not including VIP Jobs)

  • 7.2.2 Vehicles must be tailored to the amount of people being transported. (Don’t get a buggy/quad for more than 2 people)

  • 7.2.3 Job specific vehicles must, as expected, be used solely by their intended job. (Pilots only fly helicopters etc)

  • 7.3 Aircraft/Helicopters
  • 7.3.1 Aircraft have a spawn cooldown like all other vehicles. Aircraft Spawn Cooldown begins once a pilot has lost or crashed their helicopter.

  • 7.3.2 NATO have a helicopter limit of 3 at a time. Anymore than 3 and the latest spawned helicopter will be removed.

  • 7.3.3 Aircraft must only be spawned in their correct areas, being the helipads in your base. If needed, staff can hold an aircraft above the walls with a physgun while it spins up in order for it to take-off without issue.

  • 7.3.4 The Blackhawk is a 9-seater helicopter and therefore must have at least 5 people in it before it may take off. If there are less than 5 people, use a Huey or Little-Bird.

  • 7.3.5 The only people eligible to fly helicopters are pilots in their pilot job.

  • Air Force LTC+ may fly helicopters without being the pilot job. (Air Force LTC+ may fly helicopters of their choice without the requirement of rule 7.3.4)

  • 7.3.6 Using the Sit Anywhere script on attack helicopters, helicopters not intended for transport, or on the exterior of any helicopter is classed as FailRP.

  • 7.4 Drones
  • 7.4.1 The only regiments and sub regiments that can use drones are:

    - US Army Engineers (Now US Engineers)
    - Each regiments specific Engineer Sergeant.
    - PLA Mechanics
    - NKMI
  • 7.4.2 The allowed factions can only use the following drones:

    - Trooper (NKMI) or Engineer Trooper (NATO Engineers, PLA) - Drone, Unarmed Drone.
    - Officer (NKMI) or Engineer Officer (NATO Engineers, PLA) - Drone, Unarmed Drone, Repair Drone. (Listing Unfinished)
    - Captain (NKMI) or Engineer Captain (NATO Engineers, PLA)- (Listing unfinished).
    - Commander (NKMI) or Engineer Colonel - All Drones.
  • 7.4.3 Only 2 drones per side can be spawned at any time, for 4 drones total. This includes crashed drones.

  • 7.4.4 Drones are subject to the same spawn cooldown as helicopters, which is 5 minutes.

  • 7.4.5 Sitting on drones is FailRP.

8. Job & Ranking Rules

  • 8.1 Only WO+ or equal can host tryouts for a regiment and it must be the regiment they are in.
  • 8.2 WO+ or equal can promote up to two ranks below their own rank.
  • 8.2.1 Only CPT+ or equal may accept/pend/deny an application for WO or equal.

  • 8.2.2 Only Lieutenant Colonel+ or equal may accept/pend/deny an application for First Lieutenant+ or equal.

  • 8.2.3 Only Colonel+ or equal may accept/pend/deny an application for Lieutenant Colonel or equal.

  • 8.3 Colonel+ should ensure that there is an up-to-date roster for their regiment, when/if you step down or leave, The roster must either be passed onto the next person taking charge or a General+ or equal.
  • 8.3.1 All Rosters can be made and updated on the Forums Regimental area, or a Google Doc. But you must make sure to inform a General+ or equal that you are making a Google Doc, so that they can be given permissions on the doc, to ensure it is being done right and isn’t being messed with maliciously.

  • 8.4 When resigning from your post as a Lieutenant Colonel+ or equal, You must give 4 days notice and ensure that the regiment is stable. You cannot ditch a regiment if it does not have other commanders, If you do this, you will be blacklisted permanently from this regiment and receive a ban.
  • 8.5 If you are a Colonel+ or equal and your term has ended, you go to the rank of CPT or equal in the regiment you have been assigned. If you are to leave for another regiment, You enter as the first enlisted rank.
  • 8.5.1 If you are a Major General+ or equal, you can become a CPT or equal in any NATO Regiment of your choice after your term has ended (Main regiment, not sub-regiments).

  • 8.6 In the NCMP, WO+ or equal may change the code of the base, Non-NCMP can only change the code of the base if they are a First Lieutenant+ or equal.
  • 8.6.1 Changing the code of the base is only to be done in the case the base is in possible danger or is under attack. For instance, if there are enemy forces standing near your base, you tell them to leave, if they refuse, you issue a Code Orange, If they still do not leave, a Code Red is issued and they are automatically KOS.

  • 8.6.2 You cannot leave the base during Code Red and especially cannot kill people while outside of base in a Code Red. You must be manned on the rooftops or towers.

  • 8.7 Generals may only leave the base if they have at least one other person with them, as a General, you are not to leave the base on your own, this is unrealistic.
  • 8.7.1 As a General if you intend to get involved in conflict, you must use the Field General job, Caliph don’t have a Field General job so they don’t need it.

N. Notes

  • N.1 Breaking any of these rules may lead to punishments ranging from a warning to a ban.
  • N.2 Breaking roleplay specific rules may lead to a demotion or blacklist from your current regiment.
  • N.3 Breaking job specific rules or abusing VIP jobs may lead to your loss of access to those jobs.
  • N.4 Breaking rules as a VIP may also lead to your benefits to be revoked temporarily or permanently depending on the situation, this is decided based on several criteria, including previous offenses, severity of current and past offenses, and propensity to minging/breaking rules.
  • N.5 Due to the volatilite nature of rules, this page is subject to updates and changes. If a situation where it seems someone has broken a rule but that rule isn't covered here, explain the situation to staff and trust their judgement.

This page is subject to change at anytime without your knowledge. It is down to your to keep up to date with the rules that are edited and will be announced if they are ammended.

29 May 2018
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