Motel: Difference between revisions
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{| class="infobox" style="float:right; clear:right; width:300px; margin:0 0 1em 1em; font-size:90%; background:#f8f9fa; border:1px solid #a2a9b1" | |||
! colspan="2" style="text-align:center; font-size:110%; background:#eaecf0" | '''Server Rules''' | |||
|- | |||
| colspan="2" style="text-align:center" | | |||
[[File:YOUR-UPLOADED-FILENAME.jpg|280px|alt=Rules overview|Rules overview]] | |||
|- | |||
! Status | |||
| Active | |||
|- | |||
! Applies to | |||
| All players | |||
|- | |||
! Effective | |||
| 2025-09-23 | |||
|- | |||
! Owner | |||
| [[User:YourName]] | |||
|- | |||
! Contact | |||
| [[Talk:{{PAGENAME}}]] | |||
|} | |||
__TOC__ | |||
== 🗺️ 1.0 Play Area == | |||
# New Albany (Jersey) is the primary play area, except during expeditions and staff-hosted events. | |||
# Louisville (New York) is a high-risk, high-reward zone and requires staff oversight for proper portrayal. | |||
# Players found in LV outside approved expeditions are subject to character kill (CK). | |||
== 🏠 2.0 Safehouse Rules == | |||
# Each player may claim '''one''' safehouse. | |||
# Size must be reasonable for the occupants and restricted to '''residential''' areas. | |||
# To claim outside the QZ, open a ticket. | |||
# Claiming disables loot respawn for that location. Solos and small groups should choose accordingly. If you cannot feasibly defend and use the space, do not claim it. | |||
# Unrealistic constructions (floating bases, excessive fortifications) are prohibited and may be removed. | |||
# Doors and gates are considered RP-locked unless you have explicit permission to enter. | |||
# If protections expire, the safehouse is free to loot. Players inactive 10+ IRL days should notify staff to avoid loss. | |||
# Raiding or stealing from a safehouse requires a ticket and staff oversight. | |||
# Fenced or gated areas must remain reasonable. Excessive land claims will be restricted. | |||
# Safehouse size scales with number of occupants. | |||
# A player can be an occupant of only one safehouse and counts toward size for that claim only. | |||
# Inside the Q.Z. there are no mechanical safehouses. To claim a building, install a keypad on the main door and leave a TTRP marker. | |||
=== 2.1 Theft from Within === | |||
# Having safehouse permission does not grant blanket rights to take items without IC consequences. | |||
# Theft from within requires a raid ticket unless the owner agrees. | |||
# If you were not given explicit permission, open a ticket before proceeding. | |||
== 🚙 3.0 Vehicle Claiming == | |||
# You may claim one vehicle via the claim system. | |||
# Other vehicles are not protected from theft unless they sit inside a '''walled-in safehouse area'''. | |||
# An unclaimed vehicle outside an otherwise protected area is free to steal or loot. | |||
# You must determine claim status before acting. Right-click the vehicle to check. | |||
# If you cannot right-click the vehicle, it is covered by safehouse protections and requires a raid ticket. | |||
== 🔩 4.0 Dismantling Rules == | |||
Dismantling means disassembling, destroying, or taking furniture, appliances, flooring, and other map objects to level skills or furnish bases. | |||
* Leveling skills through dismantling is '''not allowed'''. Use the '''Training''' tab in the crafting menu for progression. | |||
* Players with no background in a skill (Levels 1–4) must learn from an IC instructor or develop via crafting. | |||
'''Furniture & Appliances''' | |||
* Small-scale furnishing is allowed — take a reasonable amount of TVs, stoves, and beds to decorate a home. | |||
* Large safehouse furnishing requires a ticket. Staff can place items to keep distribution fair. | |||
* Dismantling furniture to level skills is prohibited. | |||
'''Restricted Items''' | |||
* Loot-spawning containers (wardrobes, dressers, shelves, etc.) may not be removed. Open a ticket with RP justification and staff can provide a replacement. | |||
* Carpets follow the same rules as building furnishings. | |||
'''Structural Modifications''' | |||
* You may destroy or dismantle walls, fences, gates, and doors only if they are part of '''your''' safehouse. | |||
* To modify structures near your safehouse but outside its zone, open a ticket for staff approval. | |||
== 🏴 5.0 Factions == | |||
# Groups large or organized enough become Factions. | |||
# Outside the Q.Z., factions are capped at '''8 members'''. Beyond that, create a Settlement (see [[Settlements]]). | |||
# Factions may request an OOC chat and an IC board on the server. | |||
# Factions may request a custom role. | |||
# Factions may post public info in '''🌆┃the-world'''. | |||
# To request a faction, open a general ticket. | |||
== Change log == |
Revision as of 16:08, 23 September 2025
Server Rules | |
---|---|
Status | Active |
Applies to | All players |
Effective | 2025-09-23 |
Owner | User:YourName |
Contact | Talk:Motel |
🗺️ 1.0 Play Area
- New Albany (Jersey) is the primary play area, except during expeditions and staff-hosted events.
- Louisville (New York) is a high-risk, high-reward zone and requires staff oversight for proper portrayal.
- Players found in LV outside approved expeditions are subject to character kill (CK).
🏠 2.0 Safehouse Rules
- Each player may claim one safehouse.
- Size must be reasonable for the occupants and restricted to residential areas.
- To claim outside the QZ, open a ticket.
- Claiming disables loot respawn for that location. Solos and small groups should choose accordingly. If you cannot feasibly defend and use the space, do not claim it.
- Unrealistic constructions (floating bases, excessive fortifications) are prohibited and may be removed.
- Doors and gates are considered RP-locked unless you have explicit permission to enter.
- If protections expire, the safehouse is free to loot. Players inactive 10+ IRL days should notify staff to avoid loss.
- Raiding or stealing from a safehouse requires a ticket and staff oversight.
- Fenced or gated areas must remain reasonable. Excessive land claims will be restricted.
- Safehouse size scales with number of occupants.
- A player can be an occupant of only one safehouse and counts toward size for that claim only.
- Inside the Q.Z. there are no mechanical safehouses. To claim a building, install a keypad on the main door and leave a TTRP marker.
2.1 Theft from Within
- Having safehouse permission does not grant blanket rights to take items without IC consequences.
- Theft from within requires a raid ticket unless the owner agrees.
- If you were not given explicit permission, open a ticket before proceeding.
🚙 3.0 Vehicle Claiming
- You may claim one vehicle via the claim system.
- Other vehicles are not protected from theft unless they sit inside a walled-in safehouse area.
- An unclaimed vehicle outside an otherwise protected area is free to steal or loot.
- You must determine claim status before acting. Right-click the vehicle to check.
- If you cannot right-click the vehicle, it is covered by safehouse protections and requires a raid ticket.
🔩 4.0 Dismantling Rules
Dismantling means disassembling, destroying, or taking furniture, appliances, flooring, and other map objects to level skills or furnish bases.
- Leveling skills through dismantling is not allowed. Use the Training tab in the crafting menu for progression.
- Players with no background in a skill (Levels 1–4) must learn from an IC instructor or develop via crafting.
Furniture & Appliances
- Small-scale furnishing is allowed — take a reasonable amount of TVs, stoves, and beds to decorate a home.
- Large safehouse furnishing requires a ticket. Staff can place items to keep distribution fair.
- Dismantling furniture to level skills is prohibited.
Restricted Items
- Loot-spawning containers (wardrobes, dressers, shelves, etc.) may not be removed. Open a ticket with RP justification and staff can provide a replacement.
- Carpets follow the same rules as building furnishings.
Structural Modifications
- You may destroy or dismantle walls, fences, gates, and doors only if they are part of your safehouse.
- To modify structures near your safehouse but outside its zone, open a ticket for staff approval.
🏴 5.0 Factions
- Groups large or organized enough become Factions.
- Outside the Q.Z., factions are capped at 8 members. Beyond that, create a Settlement (see Settlements).
- Factions may request an OOC chat and an IC board on the server.
- Factions may request a custom role.
- Factions may post public info in 🌆┃the-world.
- To request a faction, open a general ticket.