Bay City Rules

Find the rules of our city on this page

Article 1 - General Rules

1.1 General

  • - Use common sense while playing on the server.
  • - Hacking, exploiting, cheating, or using third party tools is not allowed.
  • - Racism or derogatory comments will not be tolerated.
  • - Harassment, including griefing, will not be tolerated. Examples include constantly destroying someone's car or targeting a player with the intention of constantly killing or robbing them.
  • - If you discover any exploits, report them to staff immediately. Continued use of exploits will result in penalties.

1.2 Fail Role-Play

  • - Players must stay within the narrative of their roleplay character at all times.
  • - Exiting the server while restrained, in the middle of roleplay, combat, or while incapacitated or downed is considered "combat logging" and is not allowed. Players must wait out the timer and be medevaced before leaving the server.
  • - Evading roleplay, such as killing oneself, being team killed to evade, or breaking character is considered failing to roleplay (Fail RP).
  • - Using strategies, methods, or actions obtained through out-of-game means is considered meta-gaming.
  • - Any actions taken with the intention of interrupting or interfering with roleplay or the actions of other players is considered failing to roleplay.
  • - Realistic driving means lowering speed when off-road, not launching cars off the fourth floor of a parking garage, and taking small ramps at low speed over walls in all vehicles except supercars.
  • - Harassment will not be tolerated, including actions that could be seen as purposely annoying or interfering with the roleplay of others, such as baiting police, destroying vehicles, or constantly targeting certain players.
  • - Repeatedly dragging a player with a taser as a form of trolling is considered failing to roleplay. Use common sense in these situations.
  • - Suicide roleplay is not allowed, with the exception of para death, in which a player's character is killed and deleted in a roleplay context.

1.3 New Life Rule

  • - "Dead," "died," "killed," or "death" means that a player has been incapacitated and has respawned.
  • - "Incapacitated" or "downed" means that a player has been shot, crashed, etc. and has the option to be medevaced by EMS or police if EMS is not available, or they can wait out the respawn timer.
  • - All information, knowledge, or memories gained prior to being medevaced are lost, with the exception of owned houses and known locations of items such as drugs.
  • - Players cannot return to the situation that caused their death until the roleplay or combat situation in the area is completely over.
  • - If revived by a medic, players cannot attempt to kill anyone involved in the situation leading to their incapacitation until the situation is over
  • - Players can still be restrained by police after being revived as long as the opposing party member has not also been revived or respawned
  • - Driving a vehicle inside a building is prohibited, with the following exceptions. Car dealerships, Bike Dealerships, Garages / mechanics

1.4 Value Life Rule

  • - Failing to realistically fear for one's life when threatened with a gun or other means of severe harm is not allowed.
  • - If someone aims a gun at you and is within a car's distance and direct line of sight, you must act as if your life is at risk (3 metres from a standard car).
  • - If you are in a situation where your life is at risk and you fail to comply with the demands of a hostile threat, it is considered as not valuing your life.
  • - The exception to these rules is if you already have a gun in your hand before the declaration is made.

1.5 Declarations

  • - All declarations must be made via shout within 10 metres.
  • - The person being declared on must be given at least 5 seconds to acknowledge the declaration, which must be demonstrated by a noticeable change in behaviour.
  • - Declarations must include an action for the person being declared on (e.g. hands up or hands on head) and a consequence for failing to comply (e.g. "or you will be shot!").
  • - A declaration ends when all in-game or online members of an opposing faction are incapacitated or 10 minutes after all hostile actions have stopped.
  • - If a player dies or is incapacitated, their individual declaration with the opposing party is no longer valid.
  • - A declaration on one member of a gang, faction, or group is considered a declaration on all members of that group.
  • - Parties that are part of the same gang, faction, or group must wear a clearly distinguishable item of clothing to indicate their membership. Parties that are not immediately distinguishable as members of a group and wish to join the roleplay must self-declare their involvement.
  • - If a player has acknowledged and complied with a declaration, they cannot be attacked and roleplay must continue. Killing a player while they are complying is considered failing to roleplay (Fail RP). Hostages may be killed if negotiations fail or if roleplay dictates it is necessary.
  • - A declaration must still be given even if someone is trespassing on owned or gang property.

1.6 Random Death Match

  • - Killing a player without a valid declaration (as per the declaration rules) is considered random deathmatch (RDM).
  • - Being caught in the crossfire of an ongoing declaration is not considered RDM.
  • - However, using a taser to repeatedly drag players as a form of trolling is considered RDM. Use common sense in these situations.

1.7 Vehicle Death Match

  • - Deliberately hitting a player with a vehicle is considered vehicle deathmatch (VDM).
  • - Using a vehicle to escape or flee from a dangerous situation is not considered VDM.
  • - Using a vehicle to defend oneself if one's life is in danger or if one has been declared on is allowed.
  • - However, repeatedly dragging a player with a vehicle as a form of trolling is considered VDM.

1.8 Hostage Rules

  • - Hostage roleplay scenarios with the police are only allowed if there are at least three police online when the player is kidnapped.
  • - All negotiations and exchanges of money must take place in-game and on-site, with no wire transfers allowed.
  • - Only one hostage situation with the police can be held by a group at any given time.
  • - The negotiator must prioritise the hostage's life above their own.
  • - Hostages can only be held for a maximum of 15 minutes, unless agreed upon by the hostage or if there is an ongoing roleplay or combat situation.

1.9 Power Gaming

  • - Powergaming involves using in-game mechanics, external information, or roleplay concepts to benefit one's own character or story in an unfair or unrealistic way. It often involves a focus on "winning" or playing the game rather than engaging in creative roleplay. It is important to prioritise playing your character over playing the game.

Article 2 - Robberies

2.1 General Robberies

Robberies include gas station robberies, ANZ bank robberies, and major robberies.

  • - Starting a robbery and immediately leaving for the purpose of baiting police or annoying other players is considered failing to roleplay (Fail RP).
  • - If a player leaves the server, dies, or is kicked while participating in a robbery situation, they are not allowed to return and engage in the situation.
  • - Head popping may be mentioned in the context of a robbery, but ultimately the decision on whether to allow it will depend on the individual's judgement.

2.2 Major Robberies

Major robberies include robbing the Vinewood Bank and Jewelry Store.

  • - Interfering in a robbery or police situation as a third party who is not directly involved is considered random deathmatch (RDM).
  • - Robberies cannot be committed back to back, for example, the jewellery store and bank cannot be robbed immediately after one another.
  • - The Vinewood Bank and Jewelry store cannot be robbed within 30 minutes of each other.
  • - The ratio of civilians to police in all robberies must be 1:1. This rule only applies to civilian players, so for example, up to 6 civilians are allowed to participate in a major crime if there are 6 police present.

Article 3 - Gang Rules

3.1 Police Respect

  • - In roleplay with police, it is important to remember to show respect and not immediately resort to violence. If a police character asks you to pull over, comply and follow their instructions. If they have legitimate roleplay reasons to arrest you, you may try to escape, but keep in mind that if they are able to disarm or arrest you, you will be sent to prison to serve your time. It is also important to remember that the police are here to have fun and to engage in roleplay, so try to build a positive relationship with them.

3.2 Gang Clarifications

  • - As a member of a gang, you may be subjected to robbery, shooting, and death within RP reasoning.
  • - It is expected that you will behave like a gang member and not complain to the admin team if you die or lose your belongings.
  • - When in a gang, you may not follow normal road rules and may engage in reckless driving, such as speeding and travelling on the wrong side of the road. Keep in mind that if you are involved in a crash, the admin team will not come to your aid. It is your responsibility to take precautions, such as wearing a seatbelt or harness.
  • - It is important to keep your attacks realistic and to behave like real-life gangs, using tactics such as creeping, sneaking, and retaliating.
  • - When shooting someone, you must have a valid roleplay reason and must declare your intentions on the shout channel before taking any action, giving the other player at least 5 seconds to respond. This rule does not apply during gang wars.
  • - As a gang member, you should still act with caution when someone has a weapon pointed at you, you should also behave like a gang member and use threats and play hard to get.

3.3 Gang Alliance

  • - Gangs are only allowed to be connected to one other crew.
  • - If a gang forms an alliance with another crew, both crews are locked in and cannot form alliances with other crews.
  • - Alliance crews are not allowed to assist each other in gun fights or wars unless both sides agree to it and including the police.
  • - A gang can enter into a truce with another gang for a maximum of 10 days.
  • - A truce can be broken at any time by either party and, once the truce is over, a gang will be on a 14-day cooldown before they can enter into another truce.
  • - Allied crews are not permitted to get involved in a current situation involving their allied crew once the scenario has begun. This includes police interactions, hostage situations, robberies, and any other gang-related conflicts. For example, a member of a crew who is being processed in jail cannot call members of another allied crew to come to their aid. Only members of their own crew are allowed to assist in these situations.

3.4 Penalizations

  • - As a gang leader, it is your duty to ensure that your gang members are following the rules of the City. If they break these rules, your gang may receive a warning to allow you to make any necessary changes. If your gang continues to break the rules after receiving three warnings, your gang may be temporarily disabled or face other consequences. Gang strikes will be removed after 30 days, but if a gang continues to engage in the same inappropriate behaviour, the strikes may not be removed. It is crucial to be selective when choosing new members for your gang, as it is your responsibility to manage their behaviour, not the responsibility of the administration.

3.5 Gang Turf

  • - Gangs should make an effort to keep their turf contained / adjoined. While it may be necessary for gangs to venture into other areas of the city to sell illegal equipment or engage in other activities, this does not give them ownership of those areas any crew can and will take over it.
  • - It is important for gangs to maintain control of their turf or risk losing it.
  • - If another gang is found spraying or selling in a gang's turf, the occupying gang may shoot on sight as a means of defending their territory. However, this action should not be taken without the agreement of the gang accepting activity in their square.

3.6 War Rules

Extra War Rules will be confirmed and altered when a gang war initiates

  • - During a gang war, violence between rival gangs must still adhere to all rules, even when occurring outside of gang turf.
  • - Members of a targeted gang must be wearing the colours of their gang. Those who are not wearing gang colours must either leave the area or surrender. If they choose to participate in the violence, they will be seen as injecting themselves into the gang war scene and may be fired upon.
  • - Law enforcement officers must follow initiation and violence escalation rules when interacting with gangs during a gang war. Violence should only be used as a last resort.
  • - During an attack or defence on gang turf, initiation rules are waived until the scene is complete.
  • - Sniping rules still apply, so shooting from a high building to start a shootout is not allowed.
  • - If vehicles bearing the colours of an attacking or retaliating gang enter gang turf, they may be confronted and the situation may escalate to violence. However, do not automatically open fire unless it is clear that they are there to cause harm.
  • - During a gang war, it is prohibited to use the 000 systems to get revived. If Law Enforcement / EMS does appear it is under their own volition. EMS/Police will not be required to continually go into a gang area where shootouts are constant. They will not be a gang’s personal revive bot.
  • - Gang colours should be worn during a gang war to distinguish the sides of the conflict and to identify gang members. Colours must be approved by all parties and posted in the war channel for visibility.
  • - Each gang must define their distinct colours in a way that cannot be accidentally worn by non-gang members. Colours should be a specific combination of face/head wear, shirts, pants, and other accessories.
  • - During a gang war, vehicle colours should match the base colour used in a gang's colours. Outside of a gang war, this is not required.
  • - If someone is wearing your gang's colours, you may inform them but should not escalate the situation unless they are impersonating your gang or becoming aggressive.
  • - After a gang war ends, both parties will have a 7-day cooldown before they can initiate against any other gang, unless they are the target of initiation by a gang that was not involved in the war.

3.3 Colours ( Outside of war )

  • - Gangs should establish distinctive colours that cannot be worn unintentionally by non-members. These colours should consist of specific combinations of clothing and accessories, such as headwear, shirts, pants, and other items, as well as clear logos or names.
  • - No gang has ownership over a particular colour, and it is not acceptable to harm or threaten someone for wearing a certain colour. If you see someone wearing clothing that is associated with your gang, you may inform them, but you should not escalate the situation unless they are pretending to be a member of your gang or acting aggressively.
  • - When engaging in a conflict with another gang, it is important to wear your gang's distinctive clothing to identify yourself and avoid accidentally harming bystanders. However, if a bystander is caught in the crossfire or chooses to become involved in the conflict, it is their own responsibility.
  • - Note: Intentionally removing your clothing or forcing someone else to do so in order to be caught in the crossfire or join a gang conflict will be considered a failure to properly roleplay (RP).

Article 4 - Staff involvement

4.1 Reports

  • - TBA

4.2 Tickets

  • - TBA

4.3 Compensation

  • - TBA