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Author Topic: Community Rules  (Read 1678 times)

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Offline SovietSeagull

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Re: Community Rules
« Reply #15 on: June 13, 2016, 11:33:47 pm »
Rule 23 added.
Added to stop people using the faction conflicts as an excuse to grab at gear and to encourage some people to join a faction.

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Offline Isocade

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Re: Community Rules
« Reply #16 on: November 15, 2016, 10:33:46 pm »
Removed STALKER Roleplay specific rules. Will create schema specific rules on the schema-appropriate sections rather than grouping them into Community Rules.
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Offline Isocade

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Re: Community Rules
« Reply #17 on: December 08, 2016, 10:34:20 pm »
Updated with Rule 15 to combat people who look to bring a server down from the inside-out.
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Offline SovietSeagull

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Re: Community Rules
« Reply #18 on: February 07, 2017, 11:57:49 pm »
Added rules 17 and 16 to stop the influx of European characters on the fallout new vegas roleplay.

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Offline Isocade

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Re: Community Rules
« Reply #19 on: February 09, 2017, 03:47:37 pm »
Added rules 18, 19, and 20 due to recent event.
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Offline Isocade

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Re: Community Rules
« Reply #20 on: February 12, 2017, 07:32:55 pm »
Added rule 21 due to an issue we can already see happening thanks to our latest content pack update.
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Offline Isocade

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Re: Community Rules
« Reply #21 on: February 21, 2017, 07:40:15 am »
Removed the NCR Mine rule regarding people entering it. It's now fair game.

Modified the IC Guards rule so that it applies to the new NCR garrison location instead of Tecopa. IC Guards no longer exist in Tecopa, it's up to the players to enforce law if they choose to do so.

Officially added the unwritten rule we've had for ages regarding ammunition loading and loss.
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Offline Isocade

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Re: Community Rules
« Reply #22 on: October 12, 2018, 04:26:43 am »
New rules have been made for the newest re-run of the server.
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Offline Isocade

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Re: Community Rules
« Reply #23 on: May 07, 2020, 11:04:21 pm »
Rules updated for new HL2RP run.
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