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Clan War Rules [18-7-2014]

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Clan War Rules [18-7-2014] Empty Clan War Rules [18-7-2014]

Post by Guest Fri Jul 18, 2014 6:46 pm

Clan War Rules

These are the specific rules for clan wars. They are to be followed and if they are not the clan will be closed or other actions will be taken.

Clan War Rules List:


1 - Clans must have valid reasoning to start a war - They are a serious affair and should not be happening non-stop. Admins may inquire as to the reasoning for starting a war and monitor how it progresses, and have the authority to stop the war if deemed necessary.

2 - Both sides must elect ONE representative for their clan, and no more. The chosen person must be highly active during the war and in order for clans to fight on server, both representatives must be online. If the representative goes inactive, the clans can either move to diplomacy, a new representative can be appointed (must be made clear to the opposite clans), or an admin can intervene. If the representative purposefully goes inactive to try and avoid losing a war his clan will be permanently closed. You can only change your representative three times and this may not happen during a raid or fight. If the clan to fail to announce the new representative the old representative will still be considered the target.

3 - Wars are about attacking and defending. You may use tactics to wipe out the enemy force "silently" in order to get to the representative (in the war zone). The clan members may return to the war zone (after 1 hour, rule 10).

4 - Clan wars must take place in clan war zones. These are bases/areas which must be clearly marked by each clan. Both clans must have a base of operations which can be assaulted. Normal basing rules apply, if a clan doomforts, said clan will be immediately closed. These zones can be anything from shops/factories to a HQ, but must be clearly marked and CANNOT be in the city. Multiple zones can exist at once.

5 - The clan representative cannot simply hide away. He must be present in either one of the clan zones, or be actively taking part in an assault.

6 - In order to end a war, a clan representative must be hostaged (with clan tags on). Once he has been taken hostage and tied up, a screenshot MUST be taken for admins to verify. At this point, the war is considered over - The clan who has lost their representative has now lost the war. The other clan now gets to decide their fate, and can shut them down immediately. If the representative is killed you have not won, the war would be considered still active and you'd have to re-group and start over. Do not kill yourself (you are still fearing for your life) or ask an clan member to kill you in order to avoid being captured!

7 - Clan wars are strictly IC. The hostility ends there, any flaming or arguing OOC will result in punishment and/or closing of both clans.

8 - Clan wars can be solved diplomatically, but it is not a requirement.

9 - Clan wars must be clearly announced within the clan forums.

10 - If you have been killed by the opposing clan in the war zone you may not return for 1 hour, even if the 5 minutes has passed. You are considered clan killed and you may not participate in the raid or fight anymore, for one hour. You are to take off your tag and not entering the war zone. After the 1 hour has passed you may return to your clan members. This rule applies to any deaths by the opposite clan(s) in the war zone.

11 - If a clan has allies then they may join the clan war. However this must be clearly announced and the opposing clan(s) must be aware of this.

12 - A clan representative may call for surrender even if they have not been captured - However, their clan will be in the hands of the other clan and they will have lost the war, and may be closed. A diplomatic solution can be made, such as an agreement of ceased fire. Thus both clans can walk away from the war and avoid being closed or be in the hands of another clan. Obviously this would require that the parties document the agreement and shows to the administrator if needed.

13 - Do not involve individuals who are not in any of the involved clans. Civilians/Government may not join the war and aid either side. Hired mercenary's is an exception.

14 - If you are in a war you must set your clan tag and job and join the raid/fight or whatever your leaders tells you to. If you do not wish to take part, you must leave the clan and may not provide any assistance, not even supplies.

15 - You cannot leave the war zone just because you don't want to be attacked. You may tactically retreat to your base or any other war zone, but you cannot exit the war zone and be in the non-war zone just to avoid being attacked or to be in the war itself. You must return to one of the war zones DIRECTLY after you left one if you are being attacked or is currently attacking another clan.

15 - All clans involved in the war must have a base/zone set up before they can participate in assaults/defence operations. Clans may not assault an opposing clan who has not yet set up their base.

16 - Before you enter a war zone you must set your clan tag and join your clan mates. If you have your clan tag set outside the war zone then you may not attack nor may you be attacked. But you may not leave a war zone and then return to avoid being attacked.

17 - Each and every ally is a separate clan and thus an alliance won't be considered as one big whole clan. They are each still separate clans and will all have their own chosen representative

18 - Text-based attacks does not decide the outcome. For example, you cannot RP that you launched a nuclear bomb on the enemy clan base, as that would be considered power gaming. The result of the war is in the end based on the actual IG result (representative captured or diplomatic solution).

19 - Still always follow the server rules and clan rules!

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