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; font-size:110%; background:#eaecf0" | '''{{PAGENAME}}'''
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|-
| colspan="2" style="text-align:center" |
| colspan="2" style="text-align:center" | [[File:TemplateExample.png|280px|alt=Alt text|Caption here]]
 
[[File:YOUR-UPLOADED-FILENAME.jpg|280px|alt=Rules overview|Rules overview]]
 
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! Status
! Type
| Active
| REPLACE
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! Applies to
! Location
| All players
| REPLACE
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! Effective
! Status
| 2025-09-23
| REPLACE
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! Owner
! Built
| [[User:YourName]]
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! Contact
! Notes
| [[Talk:{{PAGENAME}}]]
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''Lead paragraph in 2–3 sentences. What it is, where it is, why it matters.''


__TOC__
== Overview ==
 
Concise summary. History, purpose, current use.
== 🗺️ 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 ==
== Layout ==
Dismantling means disassembling, destroying, or taking furniture, appliances, flooring, and other map objects to level skills or furnish bases.
Key areas, floors, access points.


* Leveling skills through dismantling is '''not allowed'''. Use the '''Training''' tab in the crafting menu for progression.
== Facilities ==
* Players with no background in a skill (Levels 1–4) must learn from an IC instructor or develop via crafting.
Utilities, storage, security posts, services.


'''Furniture & Appliances'''
== Security ==
* Small-scale furnishing is allowed — take a reasonable amount of TVs, stoves, and beds to decorate a home.
Perimeter, gates, patrols, incidents.
* Large safehouse furnishing requires a ticket. Staff can place items to keep distribution fair.
* Dismantling furniture to level skills is prohibited.


'''Restricted Items'''
== Notable events ==
* Loot-spawning containers (wardrobes, dressers, shelves, etc.) may not be removed. Open a ticket with RP justification and staff can provide a replacement.
* YYYY-MM-DD — Event.
* Carpets follow the same rules as building furnishings.
* YYYY-MM-DD — Event.


'''Structural Modifications'''
== Gallery ==
* You may destroy or dismantle walls, fences, gates, and doors only if they are part of '''your''' safehouse.
<gallery>
* To modify structures near your safehouse but outside its zone, open a ticket for staff approval.
File:TemplateExample.png|Caption 1
File:TemplateExample.png|Caption 2
</gallery>


== 🏴 5.0 Factions ==
== References ==
# Groups large or organized enough become Factions.
<references/>
# 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 ==
== External links ==
* [https://example.com Title]

Latest revision as of 13:39, 27 September 2025

Motel
Alt text
Type REPLACE
Location REPLACE
Status REPLACE
Built REPLACE
Notes REPLACE

Lead paragraph in 2–3 sentences. What it is, where it is, why it matters.

Overview

Concise summary. History, purpose, current use.

Layout

Key areas, floors, access points.

Facilities

Utilities, storage, security posts, services.

Security

Perimeter, gates, patrols, incidents.

Notable events

  • YYYY-MM-DD — Event.
  • YYYY-MM-DD — Event.

References