- Location
- The Timber Yard
ADDED (finally )
https://www.roleplay.co.uk/gtarprules/
View attachment 21861
(G11.1) Group Death - If your character is killed in connection with being removed from a group, that character can never rejoin that group again.
NLR will apply to your character, you will have no knowledge of the previous association with the group. In addition, NLR also applies to the whole group. The group will be able to remember the previous iteration of your character, as having been a part of the group and will retain the knowledge of it. But they will not recognise the new iteration of that character if you choose to have it remain alive as a non member of that group.
(G11.2) Zerg - Forming alliances or coordinating in any way between groups during attacks on other groups or factions is strictly prohibited. Coordination encompasses activities such as body pickup, spotting, relaying information, and simultaneous combat.
(G11.2.1) Temporary groups - Temporary groups/alliances, limited to 6 characters, may form between members of different groups for high-quality roleplay reasons. Considered as a separate entity during the scenario, they adhere to the conditions outlined in (G11.2).
(G11.3) War Timer - In case of prolonged mutually aggressive roleplay, a 2-week timer will be imposed. If group leads can't agree on a resolution within this period, staff will impartially intervene based on established rules. The outcome may result in no designated winner. Post-war, a two-week cooldown prevents immediate conflict between the same groups.
(G11.3.1) Recruitment during war - In a war scenario, groups cannot recruit or add new F6 members.
(G11.4) Recruitment Restrictions - Individuals who have left a whitelisted a gang/group, whether voluntarily, forcefully or otherwise will be subject to a mandatory 1-month cool down period before joining another whitelisted group.
(G11.5) When joining the server, you cannot involve yourself in any ongoing hostile situations involving your group/faction for 15 minutes.
Exceptions can be made in certain circumstances i.e.. Needing to relog or connection timeouts. However, the usual protocol should be followed, such as reaching out to players involved and informing staff etc.
(G11.6) Group Limit - A player may only have 1 character in a whitelisted gang/group at any time. For example, if you have a character in the Apostles, you may not have another character in the Aztecas at the same time.
A list of the whitelisted gangs/groups, at the time of publish is as follows: Apostles, Aztecas, Ballas, Bingle, Callaghans, Coalition, Cutlass, Cypress, Fallen Angels MC, Grove, Hustlers, Marabunta, Padrinos, Nobles, Triads, Vagos.
This list is subject to change at any point at the discretion of the staff/development team
If 11.6 currently applies to you, this is not the end, there will be a grace period (length to be determined) in order for you to wrap up your associations with the group you will be choosing not to remain in.
https://www.roleplay.co.uk/gtarprules/
View attachment 21861
(G11.1) Group Death - If your character is killed in connection with being removed from a group, that character can never rejoin that group again.
NLR will apply to your character, you will have no knowledge of the previous association with the group. In addition, NLR also applies to the whole group. The group will be able to remember the previous iteration of your character, as having been a part of the group and will retain the knowledge of it. But they will not recognise the new iteration of that character if you choose to have it remain alive as a non member of that group.
(G11.2) Zerg - Forming alliances or coordinating in any way between groups during attacks on other groups or factions is strictly prohibited. Coordination encompasses activities such as body pickup, spotting, relaying information, and simultaneous combat.
(G11.2.1) Temporary groups - Temporary groups/alliances, limited to 6 characters, may form between members of different groups for high-quality roleplay reasons. Considered as a separate entity during the scenario, they adhere to the conditions outlined in (G11.2).
(G11.3) War Timer - In case of prolonged mutually aggressive roleplay, a 2-week timer will be imposed. If group leads can't agree on a resolution within this period, staff will impartially intervene based on established rules. The outcome may result in no designated winner. Post-war, a two-week cooldown prevents immediate conflict between the same groups.
(G11.3.1) Recruitment during war - In a war scenario, groups cannot recruit or add new F6 members.
(G11.4) Recruitment Restrictions - Individuals who have left a whitelisted a gang/group, whether voluntarily, forcefully or otherwise will be subject to a mandatory 1-month cool down period before joining another whitelisted group.
(G11.5) When joining the server, you cannot involve yourself in any ongoing hostile situations involving your group/faction for 15 minutes.
Exceptions can be made in certain circumstances i.e.. Needing to relog or connection timeouts. However, the usual protocol should be followed, such as reaching out to players involved and informing staff etc.
(G11.6) Group Limit - A player may only have 1 character in a whitelisted gang/group at any time. For example, if you have a character in the Apostles, you may not have another character in the Aztecas at the same time.
A list of the whitelisted gangs/groups, at the time of publish is as follows: Apostles, Aztecas, Ballas, Bingle, Callaghans, Coalition, Cutlass, Cypress, Fallen Angels MC, Grove, Hustlers, Marabunta, Padrinos, Nobles, Triads, Vagos.
This list is subject to change at any point at the discretion of the staff/development team
If 11.6 currently applies to you, this is not the end, there will be a grace period (length to be determined) in order for you to wrap up your associations with the group you will be choosing not to remain in.
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