Faction Master Policy

Section I: Faction & Leadership Issues

Chapter 1: Faction Management Punishments

Policy 1.1: Slot Holder Inactivity

  • Factions who have a inactive slot holder (up to the discretion of DoFM+) may be forced to change their slot holder or be purged/disbanded (DoSO+).

Policy 1.2: Faction Inactivity

  • Factions who have shown several signs of inactivity after being spoken to by the Director of Faction Management will be liable for a faction purge or in severe cases, disbandment.

Policy 1.3: Constant Misconduct

  • Factions who have shown several attempts of misconduct and no signs of improvement may be purged or disbanded, depending on which faction is affected (Only issued by the DoSO).

Policy 1.4: Faction Kicks/Bans

  • A player may be kicked from their faction by Faction Management if they are caught breaking a server offense or violating a SA:MP Ops policy. Punishments can be appealed via appropriate forms such as Staff Complaints, Complaint Appeals & Faction Ban Appeals.

Policy 1.5: Faction Enforcement

  • If a faction leader is prisoned for any warnable offense, the faction they represent will be fined 5% of their vault (a sum no less than $2 million).
  • If a faction leader is banned for any reason, the faction they represent will be fined 10% of their vault (a sum no less than $5 million).

Section II: Limitation of Positions of Power

Chapter 2: Authority

Policy 2.1: Authority of a Slot Holder
  • A slot holder is allowed to remove anyone from their faction for any reason they deem fit (both IC and OOC), so long as the reasons are related to the faction.

Policy 2.2: Authority of a Faction Leader
  • A player may be kicked from their faction by their faction leader for breaking server offenses or violating a SA:MP Ops policy.

Chapter 3: Positions of Power

Policy 3.1: One Faction Leadership account per player
  • Each player is prohibited from holding more than one position with faction leadership regardless of alternative accounts. Positions of faction leadership are considered positions that are given faction leadership and recognized by the Department of SA:MP Operations as a faction leader.
    (Example: John who has an account named John Smith and Jane Smith. Jane can't have faction leader in any group if John has it in a different group).

Policy 3.2: Holding positions within the same branch
  • Each player is prohibited from holding more than one position in power in each and/or same branches of Government regardless of faction leadership.
    (Example: A player cannot be Governor and another rank within the Government. However, the Governor can have an account in a different faction (such as Judicial)).

Policy 3.3: In Character Intervention
  • These policies will not be involved in any restrictions placed on the same player per the In Character Laws and regulations.
    (Example: If the law allows John Smith who is in LSPD to run for Senator he can).

Policy 3.4: Conflict of Interest
  • Interaction between a player's alternative accounts is prohibited.
  • Any information relayed between a player's alternative accounts shall be considered OOC and therefore considered as Metagaming.
    (Example: John Smith cannot use the evidence he got from his alt account then give it to his main account who is in LSPD to go after the person using the evidence obtained from his alt).

Policy 3.5: Faction Leadership Activity
  • If a member of a faction that holds leadership has not logged in for 10 days, their leadership and position within the faction will be removed for inactivity.
  • If a faction leader is found to be consistently logging in for the minimum requirement and logging back out, they will also be considered inactive.

Section III: Usage of Faction Commands & Equipment

(Note: If any of the rules from chapters four (4) and five (5) are broken, the person breaking them is to be prisoned for two hours and issued one warning - unless the rule has a specified punishment).

Chapter 4: Faction Commands

Policy 4.1: General Abuse
  • Faction members are not to abuse faction commands in any form, including:

    • Using a forceful command (e.g. /cuff, /detain, /ram) without sufficient and successful roleplay beforehand.
    • Using faction commands that send messages further than normally possible (e.g. /m, /gov) in a non-roleplay manner.
    • Using LEO commands that ICly incriminate a player (e.g. /su, /arrest) with OOC reasons or OOC intent to exploit a player.
      (Example: Arresting a level 1 player for 2 hours due to being insulted OOC'ly).

Policy 4.2: Usage of /su
  • The command /su is to be used only to add charges to a player for committing crimes. Using /su for non-crimes is strictly prohibited.
  • Using /su off a license plate will be permitted but ONLY after the LEO RP'ly confirms it is the owner driving. Same applies for using blood samples and other means to verify identification of a character.

Policy 4.3: Usage of /dept
  • When using /dept, faction members are to act RP'ly and professional at all times. Metagaming and purposely causing faction tension will also not be tolerated. Anybody found not to be following these rules is to be issued an automatic two week faction ban.

Policy 4.4: Taking Materials
  • • Law Enforcement Officers are only permitted to take materials when arresting/frisking a player if the LEO witnessed the player using the materials to craft items for illegal use.
    (Note: this can include crafting weapons with /sellgun, or crafting a toolbox to break into a vehicle).
  • Faction members abusing /take will be subject to the same punishment as General Abuse of Faction Commands.

Policy 4.5: Blood Samples
  • Using blood samples to add charges are allowed, as long as the member returns to their faction headquarters and roleplay sending it to the forensics team and gets the results. After this is roleplayed, the faction member may the add charges onto the criminal's account.
    (Note: The charging officer must ensure that the roleplay of confirming the suspect's ID is recorded - screenshots or video).

Policy 4.6: Rush Tazing & Tackling
  • Only players that are most wanted (6 active "wanted star" crimes) or have an active case file may be tazed/tackled on sight.
  • If a player is accidentally rush tazed/tackled and both parties come to an out of character agreement, the player must be given a 5 second allowance to evade, roleplay or begin shooting. The player may not be chased by faction members until the 5 seconds head start has expired or attacked by the player who was rush tazed/tackled.

Chapter 5: Equipment

Policy 5.1: Usage of Equipment
  • Faction members are to use faction equipment in a strict roleplay manner.
  • Equipment must not be used for any reason other than originally intended (e.g. barricades are to be used to block access on roads and to other areas) and must not be abused.
  • Combinations of equipment may be used past the original purpose such as complex speed traps as long as they are used to an acceptable roleplay standard.
  • When a faction deploys any kind of equipment a faction member have to be supervising it, faction members should not deploy any kind of equipment such as Cades, Barrels, Spikes, etc and leave them without any kind of supervision.
  • All barricades must be roleplay for the situation, and barricades with the big barrier cannot be used inside a city. One example is a big cade to block off a street or alley way. Normal barricades can be used to block off streets.
    (Note: An acceptable usage of equipment can be seen here. An unacceptable usage of equipment can be seen here).

Policy 5.2: Usage of Car Kits
  • Car kits may only be used by faction members that are not directly involved in a gunfight/action scenario.
    (Note: This falls under healing in a gunfight).

Policy 5.3: Roleplay Response Time
  • Faction members must adequately roleplay and allow at least 30 seconds for a player to respond to any kind of forceful action (e.g. /cuff, /detain, /drag) with the only exception being if a player has been tazed, in which case the /cuff command may be used instantly without any further roleplay.
  • If 30 seconds has passed without a valid roleplay response then a faction member may use the forceful command.
  • If the player that you are roleplaying with decides to exploit this rule by requesting backup, spamming and/or arguing on an OOC chat instead of answering the roleplay the faction member is allowed to force roleplay.
    (Note: This falls under powergaming).

Section IV: Turf Rules & Regulations

Chapter 6: Definition

Policy 6.1: What is a turf?
  • A turf is a boundary which is owned by ONE specific gang or faction upon successfully claiming the area for a certain period of time. Different turfs take place at different times and upon successfully claiming it, that group will hold it for 12 Hours.
  • After the vulnerable time is down to 0 Hours, any other gang will be eligible to take over that specific turf. Factions are able to shutdown on-going turf captures with the command /shutdown.

Policy 6.2: Roleplay at a turf
  • Factions are to roleplay fully at turf. This includes RP'ly removing gang members and RP'ly placing barricades etc. (before any gunfight starts).

Policy 6.3: Faction Turf Offenses

This policy is subject to change at any time by the Director of Faction Management or Director of SA:MP Operations.

Credits: Melvin & Josef