Advertisement
ChummyXRay

Chummy's Rule Suggestions/Edits

Jul 22nd, 2017
68
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.98 KB | None | 0 0
  1. First mention is the current rule and the second with asterisk is the proposed edit. Some are direct changes to the rules, others are issues with interpretations.
  2.  
  3. 2.9 Self Defence - You can only defend yourself against cops who are actively trying to arrest or attack you whilst you're wanted.
  4.  
  5. 2.9* Self Defence - You may only defend yourself against cops who are actively attempting to arrest or attack you while you are wanted as any job in "Middle Class." Any job classed as "The Bad" can defend themselves and their gang members/allies against cops who are actively attempting to arrest or attack you.
  6.  
  7. *The idea here is RP relations should be stressed more. As it stands, people often actively defend their gang members during police pursuits and claim it is justified. I feel some clarity can be brought to this by going into more detail regarding when you're allowed to defend and who can be protected. Credit to BK for help on this.
  8.  
  9.  
  10. 3.3 Random Entry - Do not randomly enter a vehicle without the permission of its owner whilst they are driving it or in the middle of filling it back up with fuel.
  11.  
  12. 3.3* Random Entry - REMOVE
  13.  
  14. 4.1 Fading Doors, Keypads & Buttons - You are allowed a maximum of two consecutive fading doors in order to access any part of the base. After that, you can have third fading doors as long as there is no fourth beyond it, and they must open permanently when their keypad is cracked. You can have as many fading doors as you want as long as any one part of the base is not accessed through 4 or more fading doors. Every fading door requires a keypad or button adjacent to it with an activated time of at least 4 seconds (unless they are the third, and so must open permanently). Other base mechanisms such as shooting windows are an exception as they only require a keypad/button on one side. Keypads/Buttons must be clearly visible. Any fading door must not force a player to make the choice between keypad cracking or lock-picking, and so stacked fading doors and keypad ramps are not allowed. Keypads and buttons must not be used as a building material.
  15. You can have:
  16. TwoFading doors to get in the base and then 1 fading door on your safe.
  17. Three Fading doors to get in the base and then 0 fading doors on your safe.
  18. YOU'RE NOT ALLOWED MORE THAN 3 FADING DOORS TO ACCESS THE BASE
  19.  
  20. 4.1* Fading Doors, Keypads & Buttons - You are allowed a maximum of three consecutive fading doors to access any part of the base. If you choose to use three consecutive fading doors to access your base, you are not allowed to have a fading door on your safe containing radiable entities. You are allowed additional fading doors as long as any one part of the base is not accessed through four or more fading doors. All fading doors must have a keypad or button adjacent to it, that is clearly visible, with an activation time of at least four seconds (Except the third consecutive fading door which must remain permanently open when cracked/lock picked). Shooting windows and other base mechanisms are an exception to this rule as they only require a keypad/button on one side.
  21. You can have these possible setups:
  22. Two fading doors to get in the base and then 1 fading door on your safe.
  23. Three fading doors to get in the base and then 0 fading doors on your safe.
  24. YOU'RE NOT ALLOWED MORE THAN 3 CONSECUTIVE FADING DOORS TO ACCESS THE BASE.
  25.  
  26. 4.1-1* Proposed Edit: "Any fading door must not force a player to make the choice between keypad cracking or lock-picking, and so stacked fading doors and keypad ramps are not allowed. Keypads and buttons must not be used as a building material." Should be made into separate rules. I am not seeing the relevance between the rules that has them listed in 4.1, rather they should be listed individually as short, but important rules.
  27.  
  28. 4.2 Base Appearance - Bases must not have flickering effects, invisible or anything difficult to the eye. Anyone entering the base must be able to see where they are going. No completely blacked out rooms the black material can only be used on one wall.Printer safes do not need a transparency change. Your base should not stop vehicle access on the roads, vehicles should be able to pass with ease. Excluding district bases.
  29.  
  30. 4.2* There are certain materials that are popular for ramps/ladders as they are hard to see. What defines difficult to the eye? Obscenely bright colors or materials that are hard to notice? We have a rule regarding transparency on the color slider, yet some materials are used instead as they are technically allowed and harder to notice than a color at 170% transparency.
  31.  
  32. Screenshot providing a sample of color transparency compared to certain materials: http://prntscr.com/fyss8f
  33.  
  34. 4.14 Purchasing Properties - You may only claim multiple rooms/buildings if you have enough people basing with you to make it worthwhile the owner of the house is the one that owns the front door.
  35.  
  36. 4.14* What defines worthwhile? Separate sentence.
  37.  
  38. 4.15 Building Signs/4.24 RP House Sign Why do we treat anything close to "building" as a proper building sign, but failure to adhere to RP HOUSE will result in it being ignored and destroyed?
  39.  
  40. 4.22 Printer Safes - Printer Safes must have a keypad with in a close range of the door.
  41.  
  42. 4.22* Redundant as 4.1 states all fading doors must have adjacent keypad/button
  43.  
  44. 4.27 Roofs - You are not allowed to base or be on any roofs that are on the outer edges of the map or that you can fall out of the map with. You are only allowed to base on roofs 2 story's ( two floors ) or smaller anything higher isn't allowed.
  45.  
  46. 4.27* (Updated to reflect new and improved 4.30) You are not allowed to base or be on any roofs that are on the outer edges of the map or that you can fall out of the map through.
  47.  
  48. 4.31 Server 3 Buildings - No building in or on top of The Hospital (Inside) or Police station/Jail.Anybody can build in the Upper level located in the Nexus Building
  49.  
  50. 4.31* Server 3 Buildings - No building in or on top of The Hospital (Inside) or Police station/Jail (Unless you are a Police job). Anybody can build in the Upper level located in the Nexus Building
  51.  
  52. 5.3 Special Weapons - If special weapons are used on props or a base, attempt to access and raid the area must be made.
  53.  
  54. 5.3* Can define what constitutes a special weapon on Zarp. Maybe not needed, but clarity might be appreciated by newer players unaware of all the weapons we have at our disposal.
  55.  
  56. 5.4 Building Signs - If someone has a building sign, they should be left alone. If you want to check that they're not just using it as an excuse to print, give them 20 minutes then report it to an admin and they will check it for you. The house must be following rule 4.15
  57.  
  58. 5.4* Do we really need people to have to wait 20 minutes? I don't believe anyone actively waits that long anyways, feel we could remove the forced delay.
  59.  
  60. 5.5 Shops - Do not raid shops unless they have another door/fading door other than their main entrance, or have raidable entities in their shop.
  61.  
  62. 5.5* Maybe I'm wrong, but I feel this rule is heavily ignored or just forgotten by a lot of staff. Feel it should be stressed.
  63.  
  64. 5.6 Building/Rebuilding - Do not build during a raid. Rebuilding counts as building, if a prop is blown up/unwelded durning a raid it can not be put up until the raid is finished. ( You are allowed to use 1 single prop to block any cameras you must remove your prop soon as the raid is over )
  65.  
  66. 5.6* Should we maybe begin to advert start/end of raids? Not sure if this is a serious issue, but it can be annoying when people continue to build and claim they were unaware of the raid being active. Those that choose not to use loud specials and prefer to drug rush/psg have a harder time announcing their raid. Again, really minor, just something for consideration.
  67.  
  68. 6.0* (Additional Rule?) Bank Vault I know many users on S3 do not grasp this as there really isn't a "vault". Maybe an explanation of where the KOS/AOS starts in each bank building? Sure, if you read over the rules you should get an idea of how it should operate, but again clarity if appreciated.
  69.  
  70. 6.1 You are allowed to build in the vault, but you may not rebuild during the same raid.
  71.  
  72. 6.1* You are allowed to build in the vault, but you may not rebuild during the same server event raid. (However you want to define the actual "raid")
  73.  
  74. *Someone else as a dupe down and you don't like it so you put yours over it. < Incorrect Spelling
  75.  
  76. 9.1 Job Abuse: You may not switch jobs in order to instantly claim a hit, you also can't switch
  77. from a job that can't raid to a job that can raid in order to raid the base you are currently in.
  78.  
  79. 9.1* Job Abuse: You may not switch jobs in order to instantly claim a hit, you also can't switch
  80. from a job that can't raid to a job that can raid in order to raid the base you are currently in. By currently in, do we mean currently involved in with printers/raidables, or just merely inside? Feel clarity can be used here again. If you have printers down, exit the base, change jobs, is that job abuse? Or is it just changing to a raidable class while inside the base in the moment?
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement