rules

Rules

1. Be Mature.

If Edgelording / Shitposting is your jam, we are probably not the server for you.

2. No Offensive Names/Photos.

3. Be Respectful To Others.

No Bullying, Discrimination, Harassment or other disrespectful activity will be tolerated.

4. Don't Dominate The Channels.

5. Topics should be contained to correct channels.

6. No Unnecessary Pings.

7. No Deliberately Creating Drama.

8. Extensive complaining about server features is not tolerated.

Constructive criticism of our server is welcome, but pejoratives / extensive complaining about systems that you do not like is not. If you have a suggestion on how we can improve, create a thread in the suggestions channel.

9. Ask for permission before advertising anything.

1. Respect the Staff and obey their requests.

2. No accusations of rule breaking or discussing player reports in public channels.

Accusations of player rule breaches or admins abusing their power should be made exclusively in a ⁠player report ticket.

3. Arguing a punishment will result in an extension of that punishment.

4. Do not exploit 'loopholes' in the rules.

If you are judged to be intentionally circumventing the obvious intention of a rule, you will likely receive a punishment. Play it safe, and ask an admin if unsure (and receive an amnesty).

5. No item smuggling when being compensated by an admin.

When being compensated by an admin do not add items into the containers on the blueprint.

1. RP is performing actions through your character.

'DMing' any scenario or plot that affects factions other than your own is not permitted.

2. Character origins should be believable.

No, you aren’t a 300,000,000,000,000 year old demi-god who may have created the universe.

3. Value your character’s life.

Taking an RP action that is likely to result in the death of your character should not be pursued lightly.

4. Ship, Faction and Character names should be appropriate to the RP world.

Your ingame name set via !setname “My new name” should match your discord name.

5. Roleplay is about telling stories rather than winning.

Losing a fight or a political confrontation is part of good RP. Be prepared to lose, and to concede defeat when there is no reasonable RP way to continue pushing for victory.

6. Mind other's RP Boundaries.

Certain RP topics may go a step too far. Please make considerations around who you are playing with. Above all, be mindful that some players are minors. If something makes someone uncomfortable please stop and break RP.

7. No Meta Gaming.

Meta is using information that was gathered from non-RP sources.

8. No Power Gaming.

A player who unilaterally describes his character as doing something with, (or to) another character that would usually require the other to play along is considered to be powergaming.

9. Roleplay over Ruleplay.

If you are in a scenario which requires you to act immediately to further the RP or to react realistically, you are allowed to bend the combat rules. Abuse of this will result in punishments. If unclear contact an admin. If this results in heavy combat, the goal should be to disable a grid rather than destroy it.

Roleplay over Ruleplay Example: If you encounter a faction or player in their territory and they ask you to identify yourself and stop for inspection, they are free to fire upon you should you attempt to escape.

10. Community Projects.

A community project is a grid that serves some strong RP purpose with importance to more than one faction. A grid / proposed project can be designated as a Community Project by talking to an admin. Community projects may be eligible for an admin safe zone.

Examples of community projects:
A memorial to a large server battle.
A senate house / parliament.

11. No recruiting Non-RP players to win a war.

Players joining the server for the sole purpose of winning a confrontation are likely to be removed. The GURP player that invited them may also be removed from the server.

1. Common Sense! If something sounds bad it probably is.

An RP server can have complex scenarios where a rule may or may not apply. Check with an admin if you're not sure, and use your common sense.

2. Exploiting, Cheating, and Abusing mechanics are all not tolerated.

If you find a way to exploit a GURP gameplay feature, report it rather than abusing it.

3. Do not steal Ship Blueprints.

If you somehow obtain a blueprint for another player's ship design, using it without their authorization is not permitted. There are no restrictions to copying designs by eye, or capturing a ship and using that specific vessel.

4. Players must belong to a faction.

Various systems and rules on GURP require you to belong to a faction. You can create your own 1 person faction, but you must belong to a faction.

5. Faction tags must be 3 characters in length.

6. Factions may be no more than 10 players.

This is to ensure that the balance of power in the system never swings too far one way, and it remains enjoyable for all. Equally, when forming coalitions, please be mindful of how much of the system now belongs to the same side. Coalitions with too much power may be broken up by admins.

1. Obey the block limits.

Block limits
If you are told to remove blocks / grids, please do so quickly. It is possible to get around block limits by exploiting game mechanics. If caught, you may be removed from the server.

2. Obey the ship tier limits.

Ship Tier limits
To help combat balance, you are only permitted a certain number of ships of each size bracket. Read the Block Limits to find out more. Ship tier limits apply to your faction's grids in all states of storage - hangared or in-world. Excess grid tiers stolen, captured or gained as a result of a faction merger must be disposed of (ground down, sold, scuttled) as soon as possible.

i. Any grids connected together in combat share the weapon points limit and block limit of the largest grid in the connection group.

ii. Multiple stations in the same 10km radius (i.e within 20km of each other) share the same block limits / weapon points limit as the largest station tier in that radius.

3. Obey the Weapon Limits for the your ship's Tier.

Block limits
Each ship size bracket has a respective number of weapon points allowed. Read the Block Limits to find out more. Exceeding the permitted amount of weaponry on a ship may result in that ship being deleted, and any opposing faction having ships restored after a fight.

4. No guncubes, and PvP tryharding is discouraged.

Gun cubes are not permitted, and any ship may be removed by the admin team if deemed to be too focused on PVP min-maxing - e.g. using inappropriate blocks as armour.

i. Certain blocks with movable parts (e.g. offset doors, hangar doors) have been found to not take damage from various sources correctly.

Abusing these blocks for any purpose other than RP / decoration is considered exploiting.

5. All ships and stations should have an appropriately sized interior.

6. No intentional building within 3km of another player’s static grid.

7.No Large Grid weapons on Small Grids

You are considered in combat for 5 minutes after performing a hostile action or having one performed on you or your grids. During wars, there is a UI element that will aid you in keeping track of this, but it is not infallible. The timer failing to perform correctly is not an excuse for breaking rules that refer to a player being “in combat”.

1. Hostile actions require a War Declaration.

A ‘hostile action’ is causing damage, hacking, sabotaging, moving, adding blocks or stealing from another player's grid or that player. See section 7 for War rules.

Ownership of a grid (for the purposes of determining hostile actions / offline raiding) is defined by the in-game grid ownership.

2. No Offline Raiding.

One member of the opposing faction must be online to be able to attack that faction. Placing traps in such a position to damage a player's grid when they come online is considered Offline Raiding.

i. No interfering with (moving or in any way altering) the grids of warring factions when they are offline.

3. During wars, do not violate the log-on grace timer.

When the first member of a warring faction logs on, a 5 minute timer will begin (and be shown on the UI) for both this faction and their enemies. During this time, no combat is permitted against or by this faction.

4. No Combat Logging.

Logging off mid-combat is termed “Combat logging”. In this scenario, players are permitted to conclude an attack against a target that combat had begun with.

i) If combat began before a server restart, failing to return after that restart is frowned on, but is not considered combat logging in isolation. Making a pattern of this will likely result in admin intervention in which offline raiding may be permitted against your faction.

→ ii) Logging off as soon as your enemy logs on (or within their 5 minute grace timer during wars) is considered combat logging. You will receive 2 warnings for this during a single war. On the third violation, your enemy may be permitted to offline raid a specific asset or asset(s) of yours by the admins.

5. Grinding blocks to destruction is only permitted with doors, but functional blocks can be hacked.

Any type of doors are allowed: hangar, airlock or regular door. A 'functional block' is any hackable block that has settings in the K menu.

6. No Grinding/Digging to avoid Base/Ship Defences.

Using a hand grinder, hand drill or regular mining ship to circumnavigate defences of someone's ship or base is not permitted.

i. Breaching pods are permitted. These ships must be designed specifically for this purpose, and should breach in a straight line to their target.

7. Hydromanning.

Defined as “Attacking a grid using only your character with a jetpack”:

i. Only one attempt of boarding a grid via jetpack is allowed.
Repeated deaths and spamming of characters is not allowed and not viable RP. You can't RP as a “clone, or AI” to loophole this.

ii. Multiple breaching ships / pods are permitted.
Provided that you have a viable RP delivery system to get into an enemy grid. Attempting to gain access to a grid using a breaching pod is not considered hydromanning.

iii. Gaining entrance.
Once on board, do not target internal components to cripple the grid, though targeting medbays and survival kits is permitted. You must actively search out the player controlling the grid and engage him in combat, or attempt to hack the grid.

8. Arc Welders, Projectors, & BAR systems must be turned OFF during combat, and BAR visible areas must be turned off.

Mobile Stations may not be jumped (or otherwise moved) into, or out of combat.
However a space station 10,000 blocks or under may periodically use jump drives for relocation purposes.

9. All attacks must have at least 1 member of the attacking faction present at the site of the attack.

Remote attacks are not an acceptable bypass to combat rules including (but not limited to) the RDAV printing during combat rule; no projectors during combat rule, etc. Any character supporting the character at the location of the attack is also considered to be in combat.

Example: Launching a long range weapon at a station must be done with a faction member of yours present at the target. Anybody launching munitions from a distance is considered to be in support of the character at the station, and thus in combat once the attack begins.

1. Declaring War:

i. To declare war you must meet the criteria of at least ONE of:

* Have a Claim Station or FOB on the GURP map.

* Be a Mercenary faction with a legitimate contract.

ii. An RP message declaring which faction is declaring war on whom must be posted in✊︱war-declarations, pinging any relevant factions.

iii. 30 minutes must then have passed after the war declaration before combat can begin.

iv. You cannot declare war on behalf of a faction other than your own.

v. If an opposing faction has a FOB station, you may not engage static assets (planetary outposts, space stations, depots) in a 9 quadrant area around that FOB if there is an enemy FOB or Claim station in that quadrant. See 7.3 for more information on FOBs.

2. A faction may have 1 FOB.

A faction may add a FOB Beacon or Beacon(s) to a station of their choice which will designate that station as a FOB. A FOB protects the owning faction's static grids (stations, not ships) in a 9 quadrant area around it, provided that faction has a claim station or FOB in that quadrant.

i. FOBs may only be established in 0g.

ii. FOB locations will appear on the GURP map. See the Faction Claims and FOBs section of the live map website.

iii. After destruction of your FOB, a new FOB cannot be declared until 72 hours have elapsed.

iv. A FOB is considered 'destroyed' when its beacon(s) have been destroyed - protect them well!

v. Following destruction of a FOB, 12 hours must have elapsed before any stations or outposts previously under protection of the FOB can be attacked.

vi. The active FOB grid may not be switched if your faction has an active war (excluding vs pirates). If your FOB is destroyed, any grid can be nominated as its replacement.

1. Use common sense when deciding what to build.

On GURP, players are more responsible than usual for what they build, and making sure that their creations do not put excessive strain on the server. If your build is clearly not designed for a community server due to excess size / subgrids it may be removed instantly.

2. Grids causing server performance issues must be fixed immediately when requested by an admin.

Large scale printing should be restricted to low population times.

3. Absolutely no clang / artificial gravity weapons / thrust.

This includes but is not limited to traditional “grav drives” and all forms of clang railguns / rotor head projectiles.

4. Hangar ships when not in use.

You can hangar a grid by looking at it and using !h save.

5. Avoid excessive grids in the same place.

You can break this rule when forming a fleet, or other RP reasons, but generally grids should be spread out, or hangared.

6. No production station / outpost belonging to your faction should be present within 25km of another.

Our production limit rules are to aid server performance. Bypassing these block limits by simply cutting your station in two will result in deletion of one or more grids.

7. No air pressurisation of large areas of ships or bases.

Stick to pressurising central RP areas rather than the entire station.

8. Name your grids.

Please use the format: [TAG] “Grid Name”

Piracy is moderated by the admin team to ensure an enjoyable and fair system for all - we are an RP server first and a PvP server second. As such, piracy is regulated by the following rules:

1. Declaring Piracy.

Contact an admin if you wish to be a Pirate faction. The admins will consider your application and grant authorisation (or not). This is to ensure that you are clear on the intention of pirates on our server and the motivation for your choice is RP driven. An example of good piracy can be found here.

Once agreed by the admin team, your faction can become a pirate faction by declaring such in a dedicated message in ⁠📻︱unicomms-official and ⁠✊︱war-declarations

2. Rules still apply following declaration of piracy.

Following your declaration of piracy, you must wait the 30 minute wait time as defined in the war rules. After this, you are automatically at war with all factions in the system. People can shoot you and your grids on sight, and you likewise have free reign to attack any faction you wish - with the exception of rules 3) and 4), though normal combat rules still apply (no offline raiding, etc).

3. Piracy locations

Provided they have an active base on the planet with 3k+ blocks, not underground and having “[PS]” (for Pirate Stronghold) in the name, pirate activities can be performed on this planet using only small grids.

Should this not/no longer be the case, pirate activities may only be done in space.

4. Pirates can not attack FOBs or Claim Stations as displayed on the live map website.

gurp map

As long as a pirate faction owns a planetary installation that:
* is comprised of 3k+ blocks;
* is not underground;
* and contains “[PS]” (for Pirate Stronghold) in the name,
piracy activities may be performed inside the planet's gravity well. Only small grids are permitted for planetary piracy. As players are forced to start on a planet, please be mindful of new starters.

5. Pirates are not restricted by FOB rules.

A pirate may target any non-fob, non-claim-station base regardless of the existence of a FOB. All other pirate rules still apply in this instance (no attacks inside gravity unless 9.4 is fulfilled, must be RP'd appropriately, etc).

6. You cannot have official allies, however you can still work with other factions to do shady things.

Please note that you are still at war during any interactions. You can backstab or be backstabbed.

7. An attack should have a goal and be RP'd as such.

Wanton destruction of player ships and assets with no clear RP motive may result in admin intervention and / or removal of your pirate status.

8. Pirate factions must have no more than 4 members.

We do not want pirate factions to be able to take on and defeat the larger non-pirate player factions on the server. It simply doesn't fit how we see the role of piracy.

9. Lawless sectors

Lawless sectors may be claimed, and contested by pirate factions. Claim stations owned by non-pirate factions will be ineffective in Lawless sectors.

Mercenary rules are a lot more relaxed than piracy rules. Currently, Mercenary factions operate in a very similar way to all other factions.

1. Mercenary contracts resulting in a war declaration must name the contracting party.

  • rules.txt
  • Last modified: 2024/07/24 19:20
  • by gurpadmin