GTA Legacy Server Information Server Information Server Rules Faction Game Rules

Faction Game Rules

Faction Game Rules

GTA Legacy
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16
02-05-2025, 11:04 PM #1
RULES OF ENGAGEMENT
The Rules of Engagement are guidelines for groups and their leaders respectively and revolve mostly around interactions

#1 — Common Courtesy

1.1: Groups & Guests

A. Who is considered a group?
Anyone with the same interests or aims, and who organize themselves to work or act together is a group. This can include off-the-street cliques and or unofficial and official factions.
  • Groups MUST have an approved documented faction thread in the approved faction sub-forums.
  • Groups SHOULD follow and be up to date with the Faction Game Rules & Faction Forum Rules.
  • Groups are REQUIRED to use the Conflict Logger (Coming soon!) to backlog their attacks and defences.

    An invited member of a group is someone who is considered part of or official in the group.

B. Who is considered a guest?
Anyone who is loosely affiliated with a group or someone who is attempting to join the group i.e. an outsider or a hoodrat is considered a guest.
  • Guests CAN defend a faction's turf with others but are NOT allowed to do follow-ups on their own.
  • Guests are NOT allowed to attack without, at least one invited member of their group.
  • Guests that falsely affiliate with a group in order to deathmatch are strictly prohibited.
  • You may NOT plot to execute attacks by yourself via a one-man-army approach.
    • This is a disregard for your character's life and is prohibited.

    Applies to: kidnappings, targeted attacks, robberies outside of their turf.

1.2: Leaders Etiquette
Faction Leaders are to assert an etiquette of roleplay espouse and faction understanding:
  • Group Leaders have an obligation to maintain communication with the Faction Team to make effective decisions.
  • Group Leaders are representatively accountable for everything that goes on in one's faction.
  • Group Leaders are expected to be role models for their faction, this includes being mindful of one's actions and image.
  • Group Leaders are expected to cooperate and problem solve issues with other leaders for a better experience.
  • Group Leaders should NOT badmouth other groups for their IC losses in OOC to chant or rile up OOC fights.
  • Group Leaders should NOT pander or piggyback rule breaking members, being on top of your members is a priority.


1.3: Strikes & Suspensions
The Faction Team uses strikes and suspensions as a way to mitigate bad performance/experiences in factions.

Faction Strikes
You can receive a faction strike for a number of things including gross disregard of rules, repetitive rule breaking, hacks and exploits, and others.
  • Verbal Strike: Sit-downs by moderators where you are guided on how to improve from a fault you've made. Suspensions may follow.
  • Perk Strike: Deduction of a faction feature i.e. drug perk, gun perk, or other.
  • Final Strike: Effective removal of the faction or a replacement of the leader(s).

Everyone has 5 strikes and they are reset every 3 months and or with good performance.

Faction Suspensions
  • Faction Ceasefires are there to limit and or mitigate attacks between two or more factions for a specified duration.
  • Turf Ceasefires are there to limit a faction from making expansions for a prolonged duration.

PUNISHMENT(S):
Server punishment, removal, and or a faction sit-down/ strike and or forced ceasefire depending on severity.
GTA Legacy
02-05-2025, 11:04 PM #1

RULES OF ENGAGEMENT
The Rules of Engagement are guidelines for groups and their leaders respectively and revolve mostly around interactions

#1 — Common Courtesy

1.1: Groups & Guests

A. Who is considered a group?
Anyone with the same interests or aims, and who organize themselves to work or act together is a group. This can include off-the-street cliques and or unofficial and official factions.
  • Groups MUST have an approved documented faction thread in the approved faction sub-forums.
  • Groups SHOULD follow and be up to date with the Faction Game Rules & Faction Forum Rules.
  • Groups are REQUIRED to use the Conflict Logger (Coming soon!) to backlog their attacks and defences.

    An invited member of a group is someone who is considered part of or official in the group.

B. Who is considered a guest?
Anyone who is loosely affiliated with a group or someone who is attempting to join the group i.e. an outsider or a hoodrat is considered a guest.
  • Guests CAN defend a faction's turf with others but are NOT allowed to do follow-ups on their own.
  • Guests are NOT allowed to attack without, at least one invited member of their group.
  • Guests that falsely affiliate with a group in order to deathmatch are strictly prohibited.
  • You may NOT plot to execute attacks by yourself via a one-man-army approach.
    • This is a disregard for your character's life and is prohibited.

    Applies to: kidnappings, targeted attacks, robberies outside of their turf.

1.2: Leaders Etiquette
Faction Leaders are to assert an etiquette of roleplay espouse and faction understanding:
  • Group Leaders have an obligation to maintain communication with the Faction Team to make effective decisions.
  • Group Leaders are representatively accountable for everything that goes on in one's faction.
  • Group Leaders are expected to be role models for their faction, this includes being mindful of one's actions and image.
  • Group Leaders are expected to cooperate and problem solve issues with other leaders for a better experience.
  • Group Leaders should NOT badmouth other groups for their IC losses in OOC to chant or rile up OOC fights.
  • Group Leaders should NOT pander or piggyback rule breaking members, being on top of your members is a priority.


1.3: Strikes & Suspensions
The Faction Team uses strikes and suspensions as a way to mitigate bad performance/experiences in factions.

Faction Strikes
You can receive a faction strike for a number of things including gross disregard of rules, repetitive rule breaking, hacks and exploits, and others.
  • Verbal Strike: Sit-downs by moderators where you are guided on how to improve from a fault you've made. Suspensions may follow.
  • Perk Strike: Deduction of a faction feature i.e. drug perk, gun perk, or other.
  • Final Strike: Effective removal of the faction or a replacement of the leader(s).

Everyone has 5 strikes and they are reset every 3 months and or with good performance.

Faction Suspensions
  • Faction Ceasefires are there to limit and or mitigate attacks between two or more factions for a specified duration.
  • Turf Ceasefires are there to limit a faction from making expansions for a prolonged duration.

PUNISHMENT(S):
Server punishment, removal, and or a faction sit-down/ strike and or forced ceasefire depending on severity.

GTA Legacy
Administrator
*******



16
02-06-2025, 06:15 PM #2
#2 — Stratagem


2.1: Overthrows

An overthrow or a coup d'état is a process that involves the superseding of the highest faction position via the use of force. It should be the last option of resolution within a faction if all else hasn't worked.

  1. The overthrower(s) MUST contact a member of the Faction Team before anything takes place.
  2. The overthrower(s) MUST be part of the high council of the faction; co-leader, third in command, or in-game tier 2.
  3. The overthrower(s) MUST have a sufficient IC motive.
  4. The overthrower(s) MUST poll 80% of support from the faction.

    All overthrows by death are Character-Kills, regardless of a failed or successful overthrow.


2.2: Diplomacy

Diplomacy is the conduct of negotiations, financial cooperation, and or sportsmanship between multiple factions.
  • You are allowed to involve one (1) allied faction in a war, only if the following requirements are met:
  1. Your own faction members need to represent at least 50% of the total number of the attackers.
  2. You may only summon factions that you've been allied with for at least 1 month.

  • Factions are prohibited from starting deceiving rivalries with factions they've not properly interacted with.
  • Factions are to apply OOC sportsmanship in diplomatic ties and problem-solve rivalries instead of prolonging them unless warranted.
  • Ceasefires are orders for a temporary suspension of fighting between one or multiple factions.
    • In one, you are prohibited from attacking and or turf contesting the opposition but can start brawls and misc interactions.

2.3: War Types

What are war types?

The war types point out the build-up of conflict progress between factions, they also explain any need-to-know regulation. There are three types of wars in GTA Legacy: Short Term Wars (STW), Faction-Controlled Wars (FCW), and Turf Wars (TW). which we will be going over below.

✤ Short Term Wars

A short-term war automatically starts when one faction attacks another, and they (the opposing faction) retaliate. Once you are involved in an STW, you are obligated to abide by the following rules:
  • Characters who die once during the war may only participate in defending themselves from that point on. i.e. you may not attack if you died once.
  • You may NOT involve alternative characters in the war. Each player gets one character.
  • You may NOT attack the same faction back-to-back without retaliation from their side.

End Conditions: If any of the following conditions is met, it means that the war concludes immediately:

  1. No attacks from either party have been carried out for 7 days (1 Week).
  2. Faction Team's intervention to end the war.
  3. One faction forfeits.

When a war is concluded through one of the previous conditions, a period of grace begins between both factions involved and lasts for 1 week (7 full days). During said 7 days you are not to engage in any hostile interactions with the same faction.

✤ Faction-Controlled Wars

Faction-Controlled Wars are simply a different approach to war, allowing both faction leaders to come together and agree upon a custom set of rules and terms. These terms and rules can range from anything such as longer cool-downs, different participation rates, or even weapon restrictions.
However, FCWs cannot be started on their own merits. The rules and terms must be documented and submitted to the Faction Team for review and approval.

✤ Turf Wars

Turf Wars resolve disputes over a piece of turf. Turf Wars can be approached via either an STW or an FCW (custom rules), depending on the involved factions. If the two leaders can't find common ground, FT will choose. However, you may not start a turf war without permission from FT. You need to send FT a roster of your official members only, alt characters and outsiders are not allowed.

End Conditions:
  • One's faction roster is killed off entirely.
  • If attacks cease for 4 days (96 hours). The faction with the most number of alive members automatically wins the turf dispute.

PUNISHMENT(S):
Server punishment and or a faction sit-down/ strike or forced ceasefire depending on severity.
GTA Legacy
02-06-2025, 06:15 PM #2

#2 — Stratagem


2.1: Overthrows

An overthrow or a coup d'état is a process that involves the superseding of the highest faction position via the use of force. It should be the last option of resolution within a faction if all else hasn't worked.

  1. The overthrower(s) MUST contact a member of the Faction Team before anything takes place.
  2. The overthrower(s) MUST be part of the high council of the faction; co-leader, third in command, or in-game tier 2.
  3. The overthrower(s) MUST have a sufficient IC motive.
  4. The overthrower(s) MUST poll 80% of support from the faction.

    All overthrows by death are Character-Kills, regardless of a failed or successful overthrow.


2.2: Diplomacy

Diplomacy is the conduct of negotiations, financial cooperation, and or sportsmanship between multiple factions.
  • You are allowed to involve one (1) allied faction in a war, only if the following requirements are met:
  1. Your own faction members need to represent at least 50% of the total number of the attackers.
  2. You may only summon factions that you've been allied with for at least 1 month.

  • Factions are prohibited from starting deceiving rivalries with factions they've not properly interacted with.
  • Factions are to apply OOC sportsmanship in diplomatic ties and problem-solve rivalries instead of prolonging them unless warranted.
  • Ceasefires are orders for a temporary suspension of fighting between one or multiple factions.
    • In one, you are prohibited from attacking and or turf contesting the opposition but can start brawls and misc interactions.

2.3: War Types

What are war types?

The war types point out the build-up of conflict progress between factions, they also explain any need-to-know regulation. There are three types of wars in GTA Legacy: Short Term Wars (STW), Faction-Controlled Wars (FCW), and Turf Wars (TW). which we will be going over below.

✤ Short Term Wars

A short-term war automatically starts when one faction attacks another, and they (the opposing faction) retaliate. Once you are involved in an STW, you are obligated to abide by the following rules:
  • Characters who die once during the war may only participate in defending themselves from that point on. i.e. you may not attack if you died once.
  • You may NOT involve alternative characters in the war. Each player gets one character.
  • You may NOT attack the same faction back-to-back without retaliation from their side.

End Conditions: If any of the following conditions is met, it means that the war concludes immediately:

  1. No attacks from either party have been carried out for 7 days (1 Week).
  2. Faction Team's intervention to end the war.
  3. One faction forfeits.

When a war is concluded through one of the previous conditions, a period of grace begins between both factions involved and lasts for 1 week (7 full days). During said 7 days you are not to engage in any hostile interactions with the same faction.

✤ Faction-Controlled Wars

Faction-Controlled Wars are simply a different approach to war, allowing both faction leaders to come together and agree upon a custom set of rules and terms. These terms and rules can range from anything such as longer cool-downs, different participation rates, or even weapon restrictions.
However, FCWs cannot be started on their own merits. The rules and terms must be documented and submitted to the Faction Team for review and approval.

✤ Turf Wars

Turf Wars resolve disputes over a piece of turf. Turf Wars can be approached via either an STW or an FCW (custom rules), depending on the involved factions. If the two leaders can't find common ground, FT will choose. However, you may not start a turf war without permission from FT. You need to send FT a roster of your official members only, alt characters and outsiders are not allowed.

End Conditions:
  • One's faction roster is killed off entirely.
  • If attacks cease for 4 days (96 hours). The faction with the most number of alive members automatically wins the turf dispute.

PUNISHMENT(S):
Server punishment and or a faction sit-down/ strike or forced ceasefire depending on severity.

GTA Legacy
Administrator
*******



16
02-06-2025, 06:58 PM #3
#3 — Conflicts

3.1: Attacks

⚔️ Attacks
  • Each faction can attack another at a cool-down of (4) four hours between each attack.
  • Attacks CAN contain a total MAX of 6 people, allied members included in the total.
The following things are generally considered to be attacks (and do keep in mind that any act of provocation that oversteps boundaries is to be considered an attack, these are just guidelines):
  • Killing or attempting to kill with firearms or melee weapons.
  • Property destruction.
  • 1 vs 1 fistfight would not be considered an attack unless they escalate into the usage of melee weapons or firearms.
  • Brawls that have 3 participants or more in total will be considered an attack on the instigator's behalf.
  • Tagging up a turf but only if caught in the act.
  • Kidnapping opposing gang members.
  • Robbing opposing gangs (Stealing cars, breaking and entering, and anything of that calibre is considered robbing, not just stick-ups) if caught.

Factions can log their attacks using the Conflict Logger tool, found here (Coming soon).

3.1a: Courtesy of Attacks

  • Lingering after attacks: factions may not linger around areas they initiated the attack at. Once you initiate an attack, it's your responsibility to flee the area in a timely manner.
  • Ground attacks: an open shootout, make sure to take cover where feasible and avoid rushing/rambo, other players.
  • New factions: You may not initiate a war with another faction if your faction isn't at least 2 weeks old. Established factions are also not allowed to initiate any wars with new factions. However, this requirement can be bypassed if the two faction leaders agree to it on an OOC basis.
  • Masks: You CAN'T make an attack on another faction while OOC masked, you can however hide your identity ICly. Helping your enemies log the attack easily.

Examples: What is Rambo.

3.2: Brawls
Brawl Rules
A brawl is a physical group fight; composed of 3 or more people in total.
  • Brawls cannot be performed consecutively and instead have a 4-hour cooldown, refer to 3.1.
  • Brawls are strictly melee-focused, and the discharge of firearms during an ongoing brawl is prohibited unless a melee weapon was used.

How conduct yourself in a brawl?
  • You MUST prevent script-hitting to kill players that are actively role-playing their injuries.
  • You MUST role-play your own injuries as a result of low health in a fight.
  • You MUST avoid bad practices: script and animation abuse including spray-can faze and knife neck stabs.
GTA Legacy
02-06-2025, 06:58 PM #3

#3 — Conflicts

3.1: Attacks

⚔️ Attacks

  • Each faction can attack another at a cool-down of (4) four hours between each attack.
  • Attacks CAN contain a total MAX of 6 people, allied members included in the total.
The following things are generally considered to be attacks (and do keep in mind that any act of provocation that oversteps boundaries is to be considered an attack, these are just guidelines):
  • Killing or attempting to kill with firearms or melee weapons.
  • Property destruction.
  • 1 vs 1 fistfight would not be considered an attack unless they escalate into the usage of melee weapons or firearms.
  • Brawls that have 3 participants or more in total will be considered an attack on the instigator's behalf.
  • Tagging up a turf but only if caught in the act.
  • Kidnapping opposing gang members.
  • Robbing opposing gangs (Stealing cars, breaking and entering, and anything of that calibre is considered robbing, not just stick-ups) if caught.

Factions can log their attacks using the Conflict Logger tool, found here (Coming soon).

3.1a: Courtesy of Attacks

  • Lingering after attacks: factions may not linger around areas they initiated the attack at. Once you initiate an attack, it's your responsibility to flee the area in a timely manner.
  • Ground attacks: an open shootout, make sure to take cover where feasible and avoid rushing/rambo, other players.
  • New factions: You may not initiate a war with another faction if your faction isn't at least 2 weeks old. Established factions are also not allowed to initiate any wars with new factions. However, this requirement can be bypassed if the two faction leaders agree to it on an OOC basis.
  • Masks: You CAN'T make an attack on another faction while OOC masked, you can however hide your identity ICly. Helping your enemies log the attack easily.

Examples: What is Rambo.

3.2: Brawls
Brawl Rules
A brawl is a physical group fight; composed of 3 or more people in total.
  • Brawls cannot be performed consecutively and instead have a 4-hour cooldown, refer to 3.1.
  • Brawls are strictly melee-focused, and the discharge of firearms during an ongoing brawl is prohibited unless a melee weapon was used.

How conduct yourself in a brawl?
  • You MUST prevent script-hitting to kill players that are actively role-playing their injuries.
  • You MUST role-play your own injuries as a result of low health in a fight.
  • You MUST avoid bad practices: script and animation abuse including spray-can faze and knife neck stabs.

GTA Legacy
Administrator
*******



16
02-07-2025, 01:14 AM #4
RULES OF DISTRIBUTION
The Rules of Engagement are guidelines for groups and their leaders respectively and revolve mostly around interactions


#1 — Perk Guidelines


1.1: General Information

ℹ️ Perks act as a privilege that helps a faction elevate itself and create new roleplay avenues and also create interaction and service with others.
These rules and appeals are privileges of T.Os and Official Factions.
  • Script exploitation and or abuse is not tolerated, any bugs should be reported accordingly.
  • Treating a perk as a throwaway material, not roleplaying around it properly is forbidden.
  • Prolonged faction inactivity or disuse of perk results in termination.
  • The sharing or transfer of perks with other factions is NOT allowed unless otherwise approved by Faction Management.

1.2: Mutual Agreement Policy

Perks must be kept balanced as they are a detrimental factor of the server's economy, here are things you should keep in mind:
  • Your service MUST be production-moderate and distribution-wise, you should aim NOT to inflate the economy.
  • Your sell price should NOT subceed the default purchase price cost and MUST be quantity-reasonable.
  • e.g. No 50g of Paradise White for 500$ or 5,000,000$.

1.3: Expectations

Faction perks are a privilege and influence roleplay by creating new opportunities or avenues. They should be treated as such, where the assigned faction creates service and interaction with other players. Adhering to a realistic setting, creating operation cover-ups, and generally performing out the risks and achievements of holding such a perk. As well as understanding the balance and maintenance of their perk usage.

1.4: Perk List
  • One (1) perk can be held/obtained by (2) two factions at a time.
  • You can't hold more than one perk at a time.

Available - Taken
Weed
Cocaine
Crack
Group Strawman


1.5: Appeals
  • Ensure that you're applying as a high-ranking member on the behalf of a Trial Official or fully Official Faction.
  • Fulfill the content in the format to the best of your abilities.
  • Send your appeal as a #faction-request ticket via the Support Discord.

Appeal Format

Code:

Leader Name:
Faction Name:
Faction URL:

What perk are you appealing?

Why do you want this perk?

How does the server benefit from having given you this perk?
Explain your intended roleplay using this perk and how will your faction contribute to making a difference.

Recite the Rules of Distribution in summary with your own words:


Edited 02-07-2025, 01:17 AM by GTA Legacy.
GTA Legacy
02-07-2025, 01:14 AM #4

RULES OF DISTRIBUTION
The Rules of Engagement are guidelines for groups and their leaders respectively and revolve mostly around interactions


#1 — Perk Guidelines


1.1: General Information

ℹ️ Perks act as a privilege that helps a faction elevate itself and create new roleplay avenues and also create interaction and service with others.
These rules and appeals are privileges of T.Os and Official Factions.
  • Script exploitation and or abuse is not tolerated, any bugs should be reported accordingly.
  • Treating a perk as a throwaway material, not roleplaying around it properly is forbidden.
  • Prolonged faction inactivity or disuse of perk results in termination.
  • The sharing or transfer of perks with other factions is NOT allowed unless otherwise approved by Faction Management.

1.2: Mutual Agreement Policy

Perks must be kept balanced as they are a detrimental factor of the server's economy, here are things you should keep in mind:
  • Your service MUST be production-moderate and distribution-wise, you should aim NOT to inflate the economy.
  • Your sell price should NOT subceed the default purchase price cost and MUST be quantity-reasonable.
  • e.g. No 50g of Paradise White for 500$ or 5,000,000$.

1.3: Expectations

Faction perks are a privilege and influence roleplay by creating new opportunities or avenues. They should be treated as such, where the assigned faction creates service and interaction with other players. Adhering to a realistic setting, creating operation cover-ups, and generally performing out the risks and achievements of holding such a perk. As well as understanding the balance and maintenance of their perk usage.

1.4: Perk List
  • One (1) perk can be held/obtained by (2) two factions at a time.
  • You can't hold more than one perk at a time.

Available - Taken
Weed
Cocaine
Crack
Group Strawman


1.5: Appeals
  • Ensure that you're applying as a high-ranking member on the behalf of a Trial Official or fully Official Faction.
  • Fulfill the content in the format to the best of your abilities.
  • Send your appeal as a #faction-request ticket via the Support Discord.

Appeal Format

Code:

Leader Name:
Faction Name:
Faction URL:

What perk are you appealing?

Why do you want this perk?

How does the server benefit from having given you this perk?
Explain your intended roleplay using this perk and how will your faction contribute to making a difference.

Recite the Rules of Distribution in summary with your own words:


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