Willard Community & Server Guidelines (2024 Reformat & Rewrite)

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Imperator RAD-X

The Supreme Marshal
Staff Member
Server Council
Welcome to Willard Networks!
(General Community Rules)

We wish to create a community welcoming for all individuals who are interested in playing Half-Life 2: Roleplay.

This forum is not rated mature; we do not condone any activity in the form of harassment, threats, defamation, bullying, child abuse and sexually explicit content will not be tolerated. Other mature content unlabelled falls under this list.

Behavioural Maturity
We expect a level of maturity from all our members who take part in the Community. This means that everyone should be respectful of other players and not go out of their way to flame, instigate drama or spam. Other disrespectful and antisocial behaviours and/or actions fall under this. A friendly and cooperative atmosphere is what we strive for.
Ideological Mentalities
Please note that all users who play and those you speak with may have differing ideologies, politics and/or religions which may not directly feel comfortable when you start talking about your own views on the matter. While we do not condone any hateful actions towards anyone's views, we do ask that if you engage in conversation regarding such, it is kept civil at all times and even kept to your private DMs and chats.
Common Courtesy
In direct link with the “Behavioural Maturity” rule, we expect a certain level of courtesy from our members. This simply means we expect players to follow the rules as per they are written, respecting server staff and players and generally ensuring the experience is as fun and fair as possible without taking steps to ruin it.

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A Message From Our Community Leaders To You
Willard Networks does not condone the influence of ideological behaviours festering within the playerbase. As we are a gaming community, we wish to present a habitable and non-toxic environment to all its playerbase as much as possible. The community of Willard is a melting pot of many individuals of different backgrounds that fit into a variety of categories. It is also recognised that within this melting pot arises a plethora of social thoughts and processes that appropriate what Willard stands upon as a foundation of its community in general. We expect our players to politely to treat each other with the respect and decency upon which you would expect in return. We do not give individuals specialised treatment for any reason; whether it may be positive and / or negative in equal mannerism within an inclusive environment. Please enjoy yourselves.

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Freedom Of Roleplay
We want to offer you as much creative freedom as possible while maintaining a base level of quality control. You decide your own backstory, development, and direction. We expect you to use this freedom responsibly and not abuse it at the cost of other players' experience. We grant freedoms so you can contribute to the overall roleplay of the server in a positive way.

For PK-Specific rules, please look >
here <.

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Section 1) General Ruleset
1.0 - Don't be a dick.
-- Goes for everybody. Treat everyone in the community with respect, this isn't a nursery.
---- Do not spam chat or troll other users to instigate conflict
----- An administrator's decision is final. Do not ignore their decision and do not seek another admin for a different outcome. This is considered admin-hopping.
------ Always act in good faith. Be respectful of other people's roleplay and do not act in a way that knowingly disrupts another person's enjoyment.

2.0 - Remember that everyone is playing a virtual character, not as themselves.
-- Do not take a character's in-character actions out of character or use it against them in any way. It's a recipe for drama.
---- Do not intentionally go AFK, disconnect, or intentionally stall during a roleplay situation.

3.0 - We don't accept cheating or exploiting to gain an advantage of any type involving:
-- Unintended game mechanics and third-party software or client modifications. This also extends to methods or loops to generate wealth.
---- Instances where you take OOC advantage of a player with IC situations who lost connection, crashed or interrupting someone typing during RP.
------ Creating 'fake' characters to throw-away or to give yourself, or other people, a jump-start with items and wealth.

Section 2) Metagame, Metabait, Powergaming
1.0 - Metagame
-- The act of using Out-Of-Character info to your own advantage In-Character OR relaying/leaking In-Character info into an Out-Of-Character space like Discord or Steam.

2.0 - Metabait
-- The act of placing IC info into an OOC chat in order to attempt to bait someone into metagaming.

3.0 - Powergame
-- The act of forcing an action onto a Character without the consent of the other involved player. This means forcing an action onto via a /it, /me or anything else is Powergame.
---- It can also be called Powergame when you perform an act not possible in real life.
----- You
should always roleplay an action that another player could realistically act upon or notice (e.g stealing something during a search)

4.0 - Character Positioning Rules
-- Individual characters should only be involved with one situation at a time. You
should not involve more than one of your characters in the same situation either.
---- If a character is supposed to be temporarily imprisoned and is instead found on the server, the character will be banned.
------ Certain factions have alternative, legitimate opportunities for characters to subvert this rule.
-------- Discretion remains to the faction leads.

5.0 - Oversight Rules
-- We do not accept non-official streams, Discord servers or communication channels to subvert In-Character information.
---- This also includes commands like /pm, /cwu, etc.
------ See Metagame / Metabait.

6.0 - Characters & You
-- Actions of players should be kept realistic.
---- Your character must show degrees of fear in certain scenarios.
------ Reckless character activity may result in permanent-kills / death of the character.

7.0 - The Looter Rules
-- Looting downed characters during an active firefight is considered Fail-RP and a form of Powergame.
---- This constitutes a form of bad faith.
------ Looting requires an action of RP, even if simplified.
-------- We do not accept things like "/me loots". That is considered Fail-RP. Be punctual in your RP, this is a serious server.

8.0 - Non-Server Communication
-- Discord channel relays for In-Character use are
inappropriate. Use the forums or play the server, instead.
---- You can ask the Server Council or HoS for permissions with appropriate reasoning.
------ Pagers are allowed for some factions but are limited down to 240 characters per message.
-------- Pagers exist only for passing important information to faction members.
---------- These IC channels are monitored if prescribed and should not be used to circumvent In-Character interaction.

Section 3) Roleplay & Immersion
1.0 - Gameplay Innovation
-- Characters/Groups should be realistic within the setting of
Half-Life 2.
---- They cannot be, resemble, or mimic, famous actors, persons or other media.
------ Without an authorisation, all characters must be at the age of 20 years old or above.
-------- A character's description should only be a physical / visual description of the character.
---------- A character's backstory / personality should match that of the exhibited character's behaviour.
------------ If your character breaks the immersion such as going down a street and yelling slurs randomly, or just talking randomly in slurs, this is considered Fail-RP.
-------------- A character's / behaviour and view of the world should match the scale and sense of the world they're living in, not real life.
Note: - This includes appropriately reacting to the environment and climate around them.

2.0 - Player Engagement
-- Roleplay is about cooperation with other players.
---- You should be fair to others and their style of roleplay to avoid powergame.
------ Standards of roleplay should not be lowered because you are in a losing situation.
-------- Losing and feeling the need to complain OOC is unacceptable. Act maturely. Call an admin if facing powergame.

3.0 - Erotic Roleplay Rules
-- Characters will not be unduly sexualized through descriptions or roleplay.
---- Any form of erotic roleplay is banned on the server.
------ This is extended to digital media & art.

4.0 - Elaborating on Timescale
-- This server uses timescale. This means that for every round of actions taken in an RP session by a group of players - an opposing party may get closer each round.
---- Timescale only involves turn-based sessions.
------ Timescale applies to fights and major actions such as planting a bomb and engaging in Shoot to Roleplay.
-------- Timescale does not apply to minor actions like sabotaging a cable or pipe. It's kept simple.
---------- If confusion appears or turns are missed, contact staff to relay a turn order or for GM intervention.

Section 4) Fail-RP
1.0 - Roleplaying Legitimacy
-- Fail-Roleplay constitutes player activity deemed unfit to the server or the community and to the setting of Half Life 2.
---- The server does not condone activity that can be used to disgust or deliberately offend another player for lax of entertainment.
------ This involves an overuse or non-mitigation of slurs. However, we understand that characters say and use slurs on the server.
-------- We wish for you to respect other player's boundaries by not interrupting the immersion or flow of RP due to overusing:
---------- Racial Remarks

---------- Homophobic remarks


NOTE: Roleplay should never be used to bypass intended game mechanics. For example, RPing taking seeds out of an apple to skip the RNG roll for receiving an extra seed when farming.

2.0 - Offensive Roleplay
-- If you are using slurs on the server in-character, keep it marginal, minimal and within sustainable in-character boundaries and not for offending purposes.
---- In accordance to Terms of Service, the words N****r and F****t are banned from use on the server.
------ Using them will get you in serious trouble by members of staff.
-------- You should seek the consent of players involved with the following roleplay scenarios:
---------- Cannibalism
---------- Torture

---------- Dismemberment (Loss of limbs)

3.0 - The Veto
-- Any party
bares the right to request the above types of RP they're involved in to be vetoed. As can any staff member, without question.
---- You can Fade to Black if the request is pursued.

4.0 - Miscellaneous Guidelines
-- Players
are endorsed to use close proximity commands like /w, /mec and /mev when-ever possible with the above.
---- Names, advertisements and panels for shops, fronts and events should be considered in line with the universe and not un-immersive.

5.0 - Minge-Runner Rules
-- Randomly running away without waiting for other character's interactions to finish when performing is
Fail-RP.
---- You will be brought back and / or warned.

Section 5) Character Combat
1.0 - RDM Rules
-- Randomly attacking / killing other characters for no reason is considered Random-Death-Matching.
---- You will be frozen in place or teleported away from the situation. See the PK Guidelines for further information.

2.0 - SHOOT 2 KILL & SHOOT 2 ROLEPLAY Information
-- This server uses S2K as a default for all gunfights.
---- In S2K, we happily allow you to hose down your opponent with lead.
------ Melee combat or Close Quarters combat is usually enforced as S2RP. It can escalate to S2K if desirable.
Clarification: CQC is only referring to fights in which the melee attacker initiates and the target has a gun.
-------- Any engagement with less than 8 players, can, by agreement, become S2RP.

3.0 - Combat Initiation Rules.
-- All forms of S2K combat do not require a manual /me to initiate. This process is automated.
---- A response from the player being attacked is not necessary. Once the /me has been sent, game on.
------ Players who are talking or performing should not be shot at before an engagement has started. Let them finish unless initiated.

4.0 - Execution Rules
-- Killing a character in bleedout does not require a /me, and instead can be decided by the nearby staff due to several factors.
---- Downed characters with nearby allies will be able to safely heal them in a reasonable time. They cannot be killed unless captured.
------ Involves attacks where a player would not reasonably be able to survive.
-------- EG An assassination through a close proximity bomb, or being shot with a sniper. The target would realistically be killed instantly.
---------- A GM should be consulted before attempting attacks like these.

5.0 - Bleedout Search Rules
-- Downed characters in bleedout require a /me to be searched, otherwise it is considered Fail-RP.
---- Overwatch Transhuman Arm characters are not to be searched without strict permission.
------ Characters should not search or be searched during a firefight. (Refer to above ruleset.)
-------- Civil Protection characters should not have their suits removed when downed.

6.0 - Grease Monkey Rules
-- You can only repair your armour when in an enclosed room with no enemies present in the same room.
----- You should not be under any form of interruptible threat when doing so.

7.0 - Medic Rules
-- When in combat, the only healing items you can use are:
---- Bandages, Disinfected Bandages, Health Syringes, Disinfectant, Painkillers, Morphine, Adrenaline or other field intended equipment.

8.0 - Second-Wind Rules
-- Revived characters from bleedout are encouraged not to re-enter firefights so quickly.
---- They have been grievously wounded and would prioritise their own injuries and self-preservation.
------ Should this happen and the person is downed a second time, they will be PK'd.
-------- OTA are exempt from this rule only if outnumbered.

9.0 - 'Big Bertha' Rules
-- The use of heavy ordnance should only be proportional to their requirement.
---- Rockets, missiles and shells should only really be used against buildings, fortified positions and vehicles.
------- Players caught in the blast radius and downed are fairly killed, provided this rule is not abused.

Section 6) Muggings and Raids
1.0 - Mugging Rules
-- When mugging another character, 200 credits, 1400 chips or up to 8 items can be stolen.
---- You must have adequate reasoning beyond items and money with adequate roleplay.
------ A cooldown timeframe of mugging the same victim is within two weeks.
-------- Chain muggings are not allowed without valid reasoning.

2.0 - Base Raiding Rules
-- Civil Protection and Overwatch can only raid bases outside of Sweeps if they have IC knowledge of said base.
---- This means that CPs cannot enter if the base is unknown to them ICly. (Exception: If someone leaves the door open, entry becomes possible)
------ During Sweeps, while these bases can be entered- they may not touch or take any items during the raid even if you are online and/or present.
-------- Of Course, if you are the cause of a Sweep, then your base is open to being freely raided voiding all sweep protections.

3.0 - Civil Raiding Rules
-- You can raid factions and stores following similar rules to the above regarding timeframes and reasoning.
---- Make sure the staff are aware so they can contact the store owner, informed prior to avoid unintentional upset or stability issues, without leaking IC details.
------ You can heist any store regardless of whether it's open or closed and the crime limits are met.
-------- You can never mug, raid or do a heist on bases for the simplicity of greed.
---------- You must have a narrative, a motivation or something you want to gain out of it which is not items nor money.
------------ Containers may be placed on "PK Hold".
-------------- PKed players possessions are protected for two weeks until their appeal is handled appropriately.
---------------- If there is no appeal after three days of being dead, the container will be open for free claimant. Check with staff first if unsure.

Section 7) Crime & Espionage
1.0 - Slums & Sewers / Non-Secure Zones ROE
-- Combine fortifications in these areas require a crime check to destroy, regardless of surveillance.
---- Areas that are not under any form of surveillance from cameras, turrets or are not deemed regular patrol routes are not protected by crime check.
------ Any Combine forces present may be fired upon without a crime check.
NOTE: - If the main server is using an outlands map, the above does not apply. City rulings will apply everywhere instead.

2.0 - Inner City / Secure Zones ROE
-- When in the area of the plaza / a public zone, or the NEXUS & secure CCA sites, a crime check is required.
---- The precedence of assaulting Civil Protection & Overwatch will require a crime check, unless they attack first and retaliation is in grounds of good faith.
------ Places watched under Combine observation with cameras, turrets or deemed regular patrol routes are considered part of the ROE region.

3.0 - Petty Crimes Rules
-- Petty crime does not require any form of crime counter to be met.
---- Relates to minor sabotage, muggings, destroying minor property, propaganda posting, etc.
------ Mugging a CP by yourself is counted as Petty Crime. Using lethal force escalates it to a General Crime.
-------- This requires 2 CP's online at the minimum to be carried out.
---------- If another player assists you it does fall under general crime.

4.0 - /checkcrime Command
-- Relates to CP group muggings, heists and raids, bombings, starting fires and riots.
---- Attacking larger Combine Installations such as a checkpoint or the NEXUS.
------ Uprising-scale attacks or events to assault the NEXUS or attack the city with large numbers of rebel fighters.
-------- Requires a substantial force of Civil Protection / Overwatch online.
NOTE: - Attacking the CCR base requires at least 6 CCR members online. (Consult with staff first)

5.0 - Acts of Aggression & Pursuit Rules
-- You may not use RP Hubs to escape after committing the crime.
---- You must not disconnect for a set amount of time after the crime is committed.
------ Petty crimes require 15 minutes to be waited out before disconnecting or changing characters.
-------- General crime's 30 minutes.
---------- Uprising crime's 45 minutes. Please await staff confirmation before disconnecting / change character if any are available.
------------ If Combine players are nearby and searching for you, you cannot disconnect / change character if staff deem there is a reasonable chance you will be found, even if surpassing the timer.
-------------- If Dispatch makes an Anti-Citizen announcement, and you are identified by name, an extra 5 minutes is added to your timer.
---------------- You cannot stash away any gear whilst the crime timer is active.

6.0 - Rebel Infiltration
-- Make sure the relevant faction lead of the faction being infiltrated is made aware OOCly.
---- Your character must be older than 2 weeks since being created.

7.0 - Faction Finance Rules
-- Stealing funds from a faction like the CWU, CWU or CCA requires you to be in a Management Level position.
---- This is to avoid chaos in the Gears of Industry system, but stealing items does not require anything.
------ Causing damage or sabotaging a faction incurs a cooldown to ensure you aren't constantly causing harm to a faction.
-------- Staff must oversee your damages and the FL informed.
---------- Each faction may incur their own slots for Rogue Members to limit how many rebels are in the faction.
------------ This does not stop regular members performing corrupt acts.
--------------Joining a faction does ask that you do contribute to faction duties and activities.
---------------- Do not waste the factions time and effort just being there to cause damage. It's common courtesy.


Note: Crime Timers start from the moment CPs or OTA start searching. In the event your crime goes unnoticed or there is no way to identify you as the suspect, you do not need to be mindful of timers as it will not apply. (Contact staff for approval)

Section 8) Server Stability & Gameplay
1.0 - Civilian Prop Limitation Rules
-- We limit 10 edicts for standard housing and offices.
---- Loyalty housing is allowed 16 edicts. If there is a secret room you are using,
you are limited down to just 5 edicts.
------ Stores stick to limits based on size defined by the respective department handling stores.
-------- These limits are small stores having 16 edicts, medium having 24 and large has 36 edicts.

2.0 -
Base & Faction Prop Limits
-- Small bases 8 edicts, medium 14, large 20.
---- Factions have the following edict counters:
------ CMRU = 100 edicts
-------- CWU = 100 edicts (Excluding Workshifts)
---------- Administration factions = 24 edicts (Depending on need)

3.0 -
No Littering!
-- Use the many containers around the map.
---- Personal, public or stashes or even bins. It reduces the edict count.
------
You can hand junk over to the CWU if need be to be destroyed.

4.0 -
Important Combine Item Rules
-- Requires permission of staff or Combine leads to obtain the following:
---- Biolocks, Active Combine Suits, Combine Cards, Broadcast devices, Microphones, Zipties, etc
------ If you pick up such an item,
report it
. Do not hold onto it or place it into a container. This could end you up in trouble without permission.
-------- This rule is exempt if said suits were temporarily activated by a resistance member skilled in doing so.
---------- Items such as Vort Shackle Keys must stay inside the Nexus or Checkpoints and should not be distributed.

5.0 -
Custom items Canon & Chronology
-- Some items require
authorisation if they exist from before the year of 2004.
---- They must also not have any combative or harmful abilities.
------ Exceptions made refer to the item being harmful to its wielder.

6.0 -
Custom Items Restrictions
-- Do not
spam create custom items.
---- If the item is designed to be around forever or for long term use, please contact @Robert or @M!NT for an item request.
------ The limit on custom items sits at 100 given this is where the database
can become unstable past that number.
-------- Clean up old items and temp items, but
make sure to delete them out of inventories.

---------- Doing this after the item is removed from the Q Menu will corrupt your items of the same type still in possession.

7.0 -
Languages Restrictions
-- Imperial
can only be spoken by EOWs, special characters, Advisory and Synthetics.
---- OTA can understand and speak Imperial.
------ Humans who have learnt the
Imperial language are not permitted to speak it. They physically can't.
--------
Vortigese can only be spoken and understood by Vortigaunts themselves. No one else can understand them.

---------- Xendaran and Incongruous languages can only be understood by the respective races.
------------ No human character can speak nor understand these languages. They physically can't.

Section 9) Bases & Containers
1.0 - Bases Setup Rules
-- The location must be deemed reasonable and suitable.
---- These normally include a visible or accessible door, must not be in the way of public footways and must not be out in the open for all to see.
------ Usually should have a backroom or basement to use.

2.0 - Base Claimant Rules
-- You need a group of three or more active members.
---- Make sure the base you are wishing to claim is inactive or free. Contact Staff or GMs or even Mentors to claim a base.
------ You may only have 1 base at any one time and have placed an outward-facing padlock or group lock on the main entrance.
-------- If you fail to log the claim, you will not be protected by any base rulings.
---------- Regardless of claim, CPs can break in during sweeps. They may not touch nor take items within nor raid even if you are online.
------------ Only those involved in causing the sweep can be raided as a consequence. See Crime Rules.

3.0 - Group Base Storage Rules
-- A group can have up to 3 large containers
---- Should the owning group member count go above a total of 4+ active members, they will be allowed +1 large container for every 2 additional members.
------ May have a max of 6 containers.
-------- Shared bases can have a max of 10 ontop of a free +1 container for sharing.

4.0 - Rebel & Hidden Bases Rules
-- Players may only have one of each existing at one time, cannot be claimed.
---- These bases are fully protected, they cannot be entered by Combine factions at any time, even during sweeps.
------ They require IC knowledge by players to be let in.
-------- They come with OOC protections making them the most responsible form of base.
---------- They are solely granted to a rebel group by a staff member.

5.0 - Containers Rules
-- As a lone player you may only have 1 medium container or 2 small containers.
---- Donators do gain an additional 2 medium containers. You can also have 1 safe ontop of this which is unraidable unless your character is PKed.
------ Small containers can be hidden but can be found with a roll of 15+ DND / 80+ Standard.
-------- All the player needs to do is roleplay with a /me in attempt to locate it but can only attempt it once.
Note: - Base containers are defacto hidden regardless of size if they are in a good spot.
Note: - You need a sufficient reason to raid a specific person's container. Mugging rules apply. If you can't identify the owner, you can't raid.
---------- Medium and large containers can only be placed inside of bases, stores or offices.
Note: - They cannot be used to block passageways or placed in a way to be used through a wall.
------------ Containers can be broken into during base raids by CPs, and even raided by them if they see you using it.
-------------- Container padlocks must be visible on the container to allow players to shoot it off.
--------------- Containers must be hidden in a realistic manner.
Note: - Stashes can also be raided if Combine forces see you using them.
 
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Rules updated to add some clarity.

The Hidden bases have been changed slightly as the Generator base is now classified as a unraidable RP Hub for Resistance / Unaffiliated groups. OSA, OTA and CPs cannot raid it under any circumstances but neither can anyone hide in it regardless of reason. Purely designed for RP.
 
Section 7 - Crime & Espionage
Sub-Sections 1.0 & 2.0 were remedied to include some important matters and enhance individual freedoms of RP to reward improvisation and critical thinking.
 
Updated edict limitations with lower limits for housing, offices, CCA, etc. Client prop limits now finally added, failing to adhere to these limitations will result in your work and effort being deleted and warnings. Build up enough warnings and that can lead to a ban.

Still active: On top of this, excessive dropping items will now result in you being warned and potentially banned if found dumping items without cleaning them up or handing them to another. Keep this in mind.

The above 1st rule is temporarily rescinded while it goes through a proper discussion process
 
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NOTE: - If the main server is using an outlands map, the above does not apply. City rulings will apply everywhere instead.
Added to Section 7, especially relevant during the current event.

Crime check is enforced everywhere, and you may not use the lack of a city to assault Combine forces unrestricted. Good faith mandates you must still be aware of the minimum, unless you are fired upon first. Use /checkcrime to make sure.
Of course, on a regular city map with an outlands section, you can attack them anywhere within the outlands without limits.
 
When mugging another character, 200 credits, 1400 chips or up to 8 items can be stolen.
Limits updated as 800 credits was worth 5600 chips. So now modified to match ratio of 1:7

2.0 - Base Raiding Rules
-- All bases cannot be breached outside standard raid rules by CPs or OTA.
---- Bases can only be raided if the CPs/OTA knew about the base prior. During Sweeps, the same ruling applies.
------ This means that CPs cannot enter if the base is unknown to them. (Exception: If someone left the door wide open, CPs/OTA can enter)
-------- If the base is known by CPs/OTA they can enter and deal with all armed/criminally involved contacts equally per PK Policy.
---------- You can't hide inside of bases that classify as RP Hubs after performing an attack. (Slum Nightclub and Sentinels Outland are RP Hubs)
------------ Any base can be raided by a player or CPs given a valid reason is provided. (Exception: Kamiko Base or Sentinels due to RP Hub Status)
-------------- Staff must oversee it and can only be raided if the owner or two of its members are online.
---------------- It cannot be raided twice within a two-week timeframe by the same group of people.
Rules updated for bases due to new PK Policy.

Combine can no longer enter bases without prior knowledge, but can enter ones they know about or bases which have their doors wide open.
All protections for uninvolved/involved removed and replaced with the clause that all involved targets are subject to PK Policy.
 
You may only have 1 base at any one time and have placed an outward-facing padlock or group lock on the main entrance.
Tiny rule update.

All form of locks must now be facing the exterior of the building/room they're in for visibility's sake.
 
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