Know the rules before playing
Players are responsible for reading and understanding the server rules before participating. Not knowing a rule does not excuse breaking it.
Core expectations that apply when interpreting every other rule.
Players are responsible for reading and understanding the server rules before participating. Not knowing a rule does not excuse breaking it.
The rules cannot list every possible situation. Use reasonable judgment and avoid actions that clearly harm fair roleplay or another player's experience.
When a rule refers to a realistic justification, your action should be something that could reasonably make sense in a comparable real-world roleplay situation.
Trying to exploit wording, technicalities, or omissions to bypass the intent of a rule is itself against the spirit of the server.
Follow staff instructions during an active situation. If you disagree with a decision, use the proper complaint or appeal process afterward instead of disrupting the server.
Rules for voice chat, text chat, adverts, OOC, party chat, and contacting staff.
Do not flame, insult, harass, antagonize, or deliberately provoke other players. Discriminatory behavior or slurs are not allowed.
Avoid excessive arguing that stops being productive and begins disrupting other players or staff.
Do not spam text chat, voice chat, commands, adverts, sounds, or any other communication feature.
Advertising or recruiting for unrelated game servers or communities is not allowed.
Do not intentionally prevent staff from handling reports or sits. This includes exposing a staff member who is using a disguise for administrative work.
When contacting staff, briefly explain the issue instead of sending vague messages. Reports should be based on something staff can reasonably investigate.
Microphone spam, persistent irritating noises, and disruptive audio are prohibited. Music is only appropriate when it is genuinely part of the roleplay.
Do not use out-of-character information to affect in-character actions. Likewise, do not use OOC channels for in-character communication or RP channels for OOC discussion.
Treat party chat as an in-character channel. It may not be used to bypass metagaming or other communication rules.
Players do not decide administrative punishment. Report the situation and allow staff to determine what action, if any, is appropriate.
If your character is unconscious or dead, do not use in-character chat, party chat, private messages, or similar RP communication to influence the ongoing situation.
General standards for realistic, fair, and consistent roleplay.
React to danger and other situations in a believable way. Your character should value their life and respond appropriately to credible threats.
Repeatedly committing minor crimes only to provoke police interaction is considered poor roleplay.
Running or driving from police over minor issues such as simple traffic violations should not be treated like a major criminal pursuit.
Actions that make no reasonable roleplay sense, including random fires, purposeless chaos, and other obvious FailRP, are prohibited.
Do not use deceptive trades, fake deals, or roleplay tricks to steal another player's money or property outside legitimate server mechanics.
Do not repeatedly or randomly punch players without a valid roleplay reason.
Value your life when threatened. If someone already has a weapon trained on you and has control of the situation, you may not simply draw your own weapon as though the threat does not exist.
Do not steal a displayed weapon or item directly across a shop counter simply because the game mechanics allow you to reach it.
Do not force outcomes onto another player without giving them a reasonable way to respond. Use the server's roll system when a disputed RP outcome needs a neutral resolution.
Roleplay may involve searching or taking equipped items when appropriate, but you may not force players to drop arbitrary items from their inventory.
Your roleplay name should resemble a normal personal name. Do not use celebrity impersonations, offensive names, or names built from ordinary objects, actions, or joke phrases.
Drive in a reasonably believable manner, follow basic traffic behavior, and do not use vehicle seats to escape detention or jump into another player's vehicle the instant it is unlocked.
If your personal vehicle is stolen or impounded, do not respawn it to bypass the situation. Job-required vehicles may be replaced when losing them would prevent the job from functioning.
Ordinary civilians may not act as self-appointed law enforcement or use civilian status as justification to enforce laws on behalf of the government.
Do not switch jobs in direct response to an active situation just to obtain powers, weapons, healing, revival, or other job-specific advantages.
Player-made checkpoints require permission from an online staff member. They must remain passable, may use reasonable speed-control props or hydraulics, may not use fading-door road barriers, and must not become unattended obstructions.
What your character forgets and where you may return after death.
After a normal death, your new character life does not remember the people, possessions, or events connected to the situation that killed you.
Do not return to the area where you died for 5 minutes and do not use information from that previous life during the restriction.
Even after respawning, you may not immediately continue participating in the same roleplay conflict that resulted in your death.
A clearly accidental death that is unrelated to an active roleplay conflict may be treated as exempt from the normal NLR return restriction.
If you die while defending or occupying your property, wait the full 5 minutes before returning. If the original raid or conflict is still active when you return, leave until it ends.
Government players must also wait 5 minutes. They may only return to the same active incident afterward when surviving government players have made a legitimate backup request.
Rules that prevent prop abuse and unrealistic construction behavior.
Do not use props to obstruct public areas, completely seal accessible spaces, deny access to entities, or unfairly block another player's view.
Do not intentionally collide props with players in a way that causes injury or death.
Do not use props to shove players, vehicles, or entities around.
Do not use moving props to launch or carry yourself through the air, and do not place unsupported floating structures as a mobility exploit.
Do not stack or place props merely to reach areas that are otherwise inaccessible. A realistic ladder may be used only where the climb itself makes sense.
Do not hold or place props as an unrealistic movable shield against gunfire or other threats.
Do not place props around another player to restrict their movement.
Do not build obstacle mazes, forced crouch paths, jump paths, or similar layouts designed only to delay people entering a property.
Do not use server props simply to mess around, create chaos, or interfere with normal gameplay.
Requirements for fair, raidable bases and defensive building.
A base may be difficult to enter, but it may not rely on mechanics, geometry, or visibility tricks that make attacking it unfair or effectively impossible.
Any area of a base should require passing through no more than two consecutive fading-door/keypad barriers. Additional secondary barriers should be limited to storage rather than defended fighting positions.
Each fading door needs a usable button or keypad on both sides. Controls must be visible, placed near the connected door, and positioned so players are not forced to hunt for hidden or misleading controls.
A fading door should remain open after a valid activation instead of instantly or automatically closing to trap players.
Do not use fading doors as retractable bridges, ladders, or other movement mechanisms.
At least one practical entrance must remain available. Extra doors may be blocked, but a trap door cannot be the only route into a property.
Firing openings must be large enough for attackers to reasonably identify and return fire at the defender. Do not use tiny slits, extreme angles, or opaque materials to create one-sided shooting positions.
Do not make defensive props invisible, nearly invisible, pure black/white, animated, or visually distorting. Building materials should not be used to disorient attackers.
If bullets can pass through a defensive surface, do not construct it so penetration works unfairly in only one direction or only for selected weapons.
Defensive props may not use altered collision or physics behavior to create an unfair barrier or bypass normal raiding tools.
Do not stack multiple defensive props purely to stop normal breaching tools from clearing an intended path.
Do not block roads, rooftops, tunnels, government lobbies, or other public spaces with a base. Avoid locations clearly intended for public businesses when using them as fortified bases.
Do not build sky bases, floating access structures, or intentionally designed areas whose only purpose is to create an unavoidable kill zone.
Lights, lamps, materials, props, and tools may not be configured specifically to cause lag, obscure vision, or disorient other players.
Cheats, exploits, automation, alternate accounts, and economy abuse.
Aimbots, wallhacks, ESP, injected cheats, or any other external software that provides an unfair advantage are prohibited.
Do not knowingly abuse game, addon, or server bugs. Report serious exploits privately to staff rather than using them.
Do not exploit map bugs or movement techniques to leave the normal playable area.
Macros or other methods intended to defeat automatic AFK detection are prohibited.
Macros, auto-clickers, automated configs, or similar tools may not be used to automate actions in a way that gives an unfair advantage.
Do not use alternate Steam accounts to play on the server unless community management has explicitly approved the exception.
Do not disconnect to avoid death, item loss, arrest, jail, punishment, NLR, or another active roleplay consequence.
Do not buy or sell server money in exchange for real money, outside goods, or services that are not part of the game.
Rules for both attackers and defenders during raids.
Raiders may use only small, reasonable barricades. Do not build new protective structures in the middle of an active gunfight.
A player actively constructing a base should not be raided unless they already have money-making, farming, or contraband entities operating inside.
During a raid, give unarmed players a reasonable chance to cooperate or move aside. They may become valid threats if they interfere, call police, block access, or refuse reasonable commands.
Raiders may not deliberately use fires or explosive money-making entities as a method to burn out or kill defenders.
Do not immediately close a recently cracked fading door, relock a freshly opened door, or otherwise reset a defense that raiders just defeated.
Defenders may not repair, reconstruct, or materially redesign their base while the raid is active.
Shooting windows may not be rapidly toggled to create an unfair one-way combat advantage.
Do not use player animations during active raids to gain an advantage. A surrender animation is allowed when actually surrendering.
A player or raiding group may not begin another raid more frequently than once every 15 minutes.
Job-specific expectations for government and civilian roles.
Choose actions that fit the purpose of your current job. Do not use a job's equipment, permissions, or vehicles for unrelated abuse.
Government jobs may not be corrupt, randomly taze/search/handcuff people, punish server-rule violations as criminal offenses, farm money-making entities, use personal vehicles as normal duty transport, or join civilian gangs. Handle warrants, hostages, searches, and emergencies realistically.
Citizens may roleplay a wide range of lawful or criminal characters as long as the concept itself does not require breaking server rules, such as unrestricted vigilantism or random killing.
Bus drivers are expected to provide a meaningful transportation service while on duty, though they do not need to operate continuously through every in-game hour.
Road service workers should provide towing and repair services. Their tow truck may not be used for malicious or unrelated criminal activity.
News roles should make a genuine effort to provide news coverage rather than treating the job as a free equipment slot.
The theater manager should operate the theater as a roleplay business and may not display clearly inappropriate content.
The Mayor may organize government staff, dismiss officials who refuse duties, and roleplay strict leadership. Laws, warrants, wanted status, and lockdowns still require reasonable justification and may never override server rules.
The Mayor may choose to legalize marijuana possession or distribution, including medical-only use, but may not legalize its production or use that authority to broadly legalize every controlled substance.
The Police Chief follows the same core rules as officers, may organize subordinates and shifts, should follow lawful Mayor orders, and must use reasonable justification for warrants or wanted status.
Police may patrol and should follow the Police Chief's lawful orders. Use proportionate force, attempt arrest where practical, and reserve immediate lethal force for genuinely dangerous situations.
SWAT should function as a response unit rather than ordinary patrol police. Remain available for serious incidents and backup instead of routinely policing minor activity.
Medical responders should stay out of active lines of fire. If they discover contraband, they should notify law enforcement rather than personally destroying it.
Detectives should investigate suspicious deaths and report useful findings to police leadership. They are not intended to act as ordinary patrol officers.
Secret Service personnel should protect the Mayor, follow reasonable Mayor instructions, and avoid functioning as routine patrol police.
When attacking or killing another player is and is not justified.
You may not kill or attempt to kill another player without a believable roleplay justification.
A player may generally become a valid target if they have just attacked you, recently killed an established friend, placed a valid hit on you, are trying to arrest you for a serious crime, are trespassing or breaking into your property, have stolen from you, or continue serious harassment after warnings and attempts to leave.
Being a witness, merely being wanted, receiving a casual request from another player, or simply wanting someone dead does not by itself justify attacking them.
A person ordering a hit should have a reason that would have allowed them to attack the target themselves. If the justification is unclear, do not carry out the hit without staff guidance.
The Mayor should not be assassinated immediately after taking office. After at least 10 minutes, an assassination may be justified by major actions such as severe economic damage, extremely high taxes that the Mayor refuses to lower, or imposition of martial law.
You may defend an established friend in situations where you could defend yourself. Friends include active gang/party members, organization members, and co-owners of property; casual acquaintances or government officials are not automatically treated as friends for this rule.
Requirements for hijacking, street crime, hostages, ransom, and mugging.
Do not steal or hijack another player's vehicle unless the surrounding roleplay already gives you a serious justification comparable to a situation where attacking that player would be allowed.
Plan criminal activity in a believable place and time that reduces obvious witnesses, such as a secluded location. This does not give you permission to kill bystanders merely because they saw the crime.
Hostages should be tied or otherwise properly controlled through the server's roleplay mechanics. A tied player should also roleplay the restraint instead of exploiting actions the gamemode happens to allow.
You may roleplay removing equipped or visibly carried communication devices and items from a properly restrained hostage, but you may not force arbitrary inventory items to be dropped.
A hostage ransom may not exceed $2,000 from ordinary players or $10,000 when demanding payment from city funds.
Once agreed hostage demands are satisfied, release the hostage rather than killing them.
Do not kidnap someone solely to collect a ransom. There should already be a believable criminal or roleplay reason for targeting that person.
After 10 minutes, a hostage who wants to leave must be released. The captor is responsible for making sure the hostage knows this option exists.
After releasing a hostage, wait 30 minutes before taking another hostage.
Mugging should take place in a location and situation where a real criminal would reasonably attempt it, rather than in a crowded or obviously inappropriate setting.
A single mug may demand no more than $200 from a player.
Do not mug the same player again for 30 minutes of real time.
Standards and limitations for community staff.
Administrative rank does not exempt a staff member from normal server rules.
Players should not assume staff can or must replace every item or amount of money lost during gameplay or a disputed incident.
Staff may consider severity, intent, prior history, and the surrounding circumstances when choosing an appropriate punishment.
Concerns about staff conduct should go through the staff complaint process with supporting evidence. Disputes over bans or punishment length should use the ban appeal process.
Administrative noclip should be used only when it is reasonably necessary to perform staff duties, not as a general convenience during normal roleplay.
A ban reason should clearly explain what rule was broken and why action was taken. Vague or joke reasons are not acceptable.
Staff disputes should be handled through the community's management or complaint process rather than retaliatory kicks or bans between staff members.
Do not give friends preferential treatment or apply punishments differently because of personal relationships.
General guidance for how serious violations may be handled.
Severity, intent, behavior during the incident, previous punishments, and the staff member's reasonable judgment may all affect the final punishment.
Confirmed cheating, serious exploit abuse, alternate-account evasion, and similarly deliberate attacks on fair gameplay may justify a permanent ban.
Repeated mass RDM, repeated prop abuse, discriminatory harassment, major spam, or deliberate server advertising may result in permanent exclusion from the community.
A permanent removal from one major part of the community may be treated as a community-wide expulsion when management determines the behavior shows the player cannot participate constructively.
Players who believe a ban is incorrect or disproportionate should submit a ban appeal. Evidence of another player's serious rulebreaking should be submitted through the player-report system.
This action cannot be undone.