Agents Division¶
Important Notice
In addition to these internal rules, all The Company members are required to also follow the Server Rules and the Leader Rules.
Internal Rules¶
1. Faction Commands¶
The commands available to your faction. Some are limited by rank, as noted.
General
- F1 — Faction radial menu: quick actions while on duty (Escort Target, Load Into Vehicle).
- /fa — Opens the faction panel: contracts, members, vehicles, personal information and Clear Wanted. It also works off duty. The armory and the garage open separately, from the markers inside the HQ, only while you are on duty.
- /duty — Go on or off duty. Going on duty is done at most 50 m from the HQ entrance or inside a house you own, rent or that belongs to your enterprise; going off duty can be done anywhere, but it is blocked while you have an active contract or while you are the driver of a faction vehicle.
- /factionhelp · /fh — Opens the General Info tab.
- /myreport · /myraport — Opens your personal tab: activity report, warnings, punishment points and salary.
Communication
- /f [message] — Sends a message to all The Company members.
- /g [message] — Sends a message to the entire government bloc (Police, Government, The Company).
Contracts
- /contract · /bounty — Opens the contract panel, the same one as the phone app. These two commands are public — any player can use them; The Company members simply see the internal sections in addition.
Vehicles
- /fvr — Respawns the faction's vehicles (rank 4+, automatic announcement to all members on duty, 15-second wait, 60-second cooldown per faction).
Taking, requesting and assigning contracts, starting the target tracking and requesting the location for Clear Wanted are all done from the [/fa] panel, The Company tab.
2. Faction Vehicles¶
2.1 Do not use faction vehicles for personal purposes (sanction: Faction Warn).
2.2 Respawn the faction vehicles once you are done using them. A vehicle taken out of the garage only deletes itself after 15 minutes of sitting empty, so abandoning it on the street needlessly blocks the fleet.
2.3 Using the "Respawn All" button or the individual respawn in the garage panel to leave colleagues without a vehicle is forbidden. These options are not limited by rank, the only protection being the 30-second warning, so using them correctly is your responsibility (sanction: Verbal Warning on the first offense, Faction Warn on the next).
2.4 The [/fvr] command is available ONLY to rank 4+ members and is used only when necessary. Do not use it repeatedly to clear other people's fleet; every use is automatically announced to all members on duty and is logged (sanction: Faction Warn).
2.5 Faction vehicles have the plate prefix COMP and spawn outside the HQ. Do not get too close with them to your target or they might find out your identity and run away.
2.6 The faction helicopters (Maverick from rank 1, Buzzard from rank 2) are taken out from the HQ's own helipad, require a flight license and are used ONLY for an active contract (sanction: Faction Warn).
3. The HQ and Duty¶
3.1 Going on duty is done at the HQ, at most 50 m from the exterior entrance, or inside a house you own, rent or that belongs to your enterprise. Going off duty is automatically blocked while you have an active contract or while you are the driver of a faction vehicle.
3.2 Using a weapon at the HQ during meetings, training sessions or gatherings of any kind is strictly forbidden (sanction: Faction Warn).
3.3 Using the HQ entrance to escape a chase is forbidden, whether you are being chased by the police or by other players (sanction: Faction Warn).
3.4 OFF DUTY members may stay at the HQ, but they do not have access to the armory, the garage or the helicopter garage — these only open while you are ON DUTY.
3.5 Rank 0 candidates may not be [/duty] on and may not use the [/f] chat (except for the entry test, see 13.1.3) and [/g] (sanction: failed test).
3.6 The armory is paid for entirely from the faction safe, not from your own money. Equipping yourself repeatedly for no reason and taking out kits you do not need is forbidden (sanction: Faction Warn).
3.7 On your first contract you are required to go through the entire preparation flow (Contract Prep), in its order — you go on duty, you get the necessary weapons from the HQ armoury and then apply a disguise.
Important Notice
The preparation flow (Contract Prep) is gone through ONLY ONCE, after that it is not displayed at all.
Target tracking (the blip and the HUD) starts AUTOMATICALLY the moment you apply the disguise.
4. Contracts¶
4.1 You may hold a single contract at a time, and a target can be worked by a single agent at a time. You may not bypass this limit through colleagues, through alternating takeovers or through any other arrangement (sanction: Faction Warn).
4.2 Rank 0 (Candidate) members may NOT work any contract, through any route: not through self-assignment, not through a request, not received from a manager. A candidate who insists on receiving a contract or who tries to work on a colleague's account is rejected (sanction: failed test).
4.3 Rank 1-3 members REQUEST contracts from the [/fa] panel, while rank 4+ members ASSIGN them. A manager may not systematically refuse juniors' requests, nor assign the valuable contracts to themselves or to friends before the access ladder opens (sanction: Faction Warn or dismissal).
4.4 Self-assigning a contract is limited by the access ladder, depending on the contract's value and on how long it has been on the board. Do not try to force a takeover before your step opens.
| Contract Value* | Immediate Rank | After 10 Minutes | After 25 Minutes |
|---|---|---|---|
| up to 74.999$ | Rank 1 | — | — |
| up to 249.999$ | Rank 3 | Rank 1 | — |
| up to 999.999$ | Rank 5 | Rank 3 | Rank 1 |
| over 999.999$ | Rank 6 | Rank 4 | Rank 1 |
* Self-complete contracts open 15 minutes later on each step (so after 25 and 40 minutes respectively) and are stored at the price multiplied by 10, so they automatically climb one value step above the amount chosen by whoever placed them.
Important Notice
The ranks in the table are THRESHOLDS: a rank 7 can technically take any contract from the very first minute. That is precisely why 4.5 and 10.22 require you NOT to do that.
4.5 You may not monopolize the contract board. Higher rank members are required to leave the first-step contracts to the juniors when they are online and can work them (sanction: Verbal Warning).
4.6 Contract fishing is forbidden: taking and abandoning contracts in a row in order to find a convenient, nearby, weak or familiar target. Every takeover and every abandonment is logged automatically, and the takeover-abandonment pair is exactly what the Leader checks (sanction: Faction Warn on the first offense, dismissal if it continues).
4.7 A contract you take is a contract you work. Abandoning a contract without a real reason (inaccessible target, AFK target, disconnected target, target taking refuge in instanced content for more than 15 minutes, police intervention) is sanctioned (sanction: Verbal Warning on the first offense, Faction Warn on the next).
4.8 The completion limit is 3 contracts per rolling hour.
4.9 Contracts placed on The Company members are silently accepted by the system and can NOT be assigned to any agent, precisely because a refusal would itself be an agent detector.
4.10 For any contract taken, requested, assigned or executed you are required to have proof in case of a complaint. The formal requirements for proof, including the active chat, are described at 16.2 (sanction: Verbal Warning on the first offense, Faction Warn on the next).
5. Disguise (Cover)¶
Important
The cover is NOT designed to hide your identity on all the server's systems. The important systems, the ones through which someone could quickly identify you, have been handled — but plenty of places remain through which your real name comes out.
It is the AGENT'S responsibility to keep their distance from the target and to approach only when the moment is right and they can act fast enough not to burn their cover.
General
5.1 The cover is applied and removed ONLY at the disguise point inside the HQ.
5.2 The cover expires after 5 minutes of inactivity. The timer is STOPPED while you are actively tracking a target and it resets completely upon completing a contract.
5.3 While you are NOT actively tracking a target, the remaining cover time is shown in your HUD, and at the halfway point you receive an automatic warning; during a chase the timer is stopped and is not displayed. "I did not know it had expired" is NOT a valid defense against a complaint (sanction: Faction Warn).
5.4 You may have at most 5 saved covers. The face and the heritage never change: only the hair, beard, eyebrows, makeup and clothes change.
What the Cover Hides
The systems below display the cover name instead of your real identity:
- the name above your head, together with all identity badges: the gang tag, the staff badge, the mute marker, the faction color, the VIP badge and the live streamer badge.
- proximity chat and the [/say], [/pc], [/n] and [/vip] commands, where the cover name is substituted inline.
- the online players list in the ESC menu: cover name, a fake level and the faction shown as "Civilian".
- the [/id] command, which returns the cover nickname, the fake level and the "Civilian" faction, including in the version used by admins.
- death markers, which carry the cover name and the default color instead of the gang, faction, VIP or admin color.
- the voice overlay (the speakers list), where the cover name appears and the admin star is hidden.
- the trade system: the VS banner and the nearby players list display the cover name and the fake level.
- the police [/track] command, which is the only path in the entire police system that is aware of the cover.
- the radar chat, where the line sent to the police on duty carries the cover name.
- the target search when placing a contract, which matches on the cover name.
- clothing stores, which are BLOCKED while you are under cover, so that a save while undercover does not permanently overwrite your real appearance.
What the Cover Does NOT Hide
All the paths below lead to your REAL identity and none of them is an exploit:
- your server ID NEVER changes and sits right next to the cover name, both above your head and in the ESC menu list. This is exactly why keeping your distance from the target is mandatory: from far away only the fake name is visible, up close so is the number that did not change.
- the minimap blip does not disappear, it only shrinks its visibility radius. Do not rely on it as a hiding place.
- the official police and server systems still identify you by your real identity. Do not count on the cover in front of an official check.
- any interaction with the police uses the REAL name: handcuffing, arrest, fines, searching, confiscation and license revocation. The arrest is announced on the police faction chat with first and last name.
- a search will open an inventory labelled with your real first and last name, regardless of the cover.
- the phone has NO handling of the disguise: calls, SMS, contacts and the number remain those of the real identity.
- the [/me], [/do] and [/ooc] commands display the ACCOUNT name, which is stable across all your characters.
- the [/reportplayer] command and the automatic assault, murder and vehicle damage messages send the victim your real nickname plus the server ID, unsolicited.
- the store robbery alert sends the police your real nickname.
- checking a vehicle's plate returns the owner's real first and last name.
- your own house and your own business display the owner's real name.
- the radio carries your real name in the item's metadata: a radio that is lost, stolen or inspected names its owner.
- the voice is NOT altered in any way. Proximity, radio and phone carry your real voice, from your real position.
The Cover Name
5.5 The cover name is between 3 and 30 characters, without spaces and only with letters, digits, period, underscore, hyphen and square brackets. The system checks ONLY for an exact match with an existing player nickname or with a colleague's cover active at that moment. Any name one letter or one digit away passes the check, so the responsibility for what you choose is entirely yours.
5.6 Imitating the name of a real player is forbidden, including through variations with one extra letter, digit or symbol, and taking over the name of a banned or inactive player is forbidden (sanction: Faction Warn or dismissal).
5.7 Using a cover name that suggests the police, the Government, a gang, an organization or a staff member is forbidden (sanction: Faction Warn or dismissal).
5.8 It is forbidden to use mocking names, offensive names, vulgar names, etc. (sanction: Faction Warn or dismissal).
5.9 Every name used is logged automatically, with the time it was applied, the time it was removed and the reason it ended. The full cover history is visible to the Leader and to the staff, and the rules in this section may be applied retroactively.
Field Obligations
5.10 You may not approach the target, follow it or act upon it without an active cover (sanction: Faction Warn).
5.11 You can use the personal vehicle to go after bounties, just be careful they don't spot you.
5.12 Do not approach the target in a faction vehicle and do not park such a vehicle within the target's line of sight. The fleet plate is COMP, and the models chosen to blend into traffic do not help you at all if the plate announces you (sanction: Verbal Warning on the first offense, Faction Warn on the next).
5.13 Do not contact the bounty to cooperate or to inform them about the bounty (sanction: Faction Warn).
5.14 Do not use [/me], [/do] or [/ooc] while you are under cover (sanction: Verbal Warning on the first offense, Faction Warn on the next).
5.15 Do not rob stores and do not start conflicts with third parties while you are under cover. Any hit that does not qualify as execution of the assigned contract sends the victim your real name, in chat, almost instantly (repeated messages toward the same victim are limited to one every 30 seconds) (sanction: Faction Warn).
5.16 Do not carry long weapons in plain sight near the target. Only silenced pistols are truly discreet, and a long weapon on a "civilian's" back is a giveaway that the server does not handle in any way (sanction: Verbal Warning).
5.17 Staying under cover after you go off duty or after the contract has ended is forbidden, and using the fake identity for anything else is forbidden: business, negotiations, personal conflicts or access to places you would not enter under your own name. After the contract ends you are required to return to the HQ without detours and to remove the cover at the disguise point; the automatic expiry of the timer is also accepted. What is sanctioned is using the cover for any new action after the contract has ended, not the mere travel toward the HQ (sanction: Faction Warn or dismissal).
5.18 Revealing, in any way and through any channel, that you are a The Company agent or that you are undercover is forbidden, as is revealing the details of a contract: who placed it, who the target is or what it is worth (sanction: dismissal).
5.19 Deliberately provoking the police or other players while you are under cover is forbidden, and using the cover to get past checks, orders or the radar is forbidden. The cover grants you NO immunity: The Company does not appear in the list of factions immune to wanted, and the police can give you a wanted, arrest, search and confiscate from you exactly as from any civilian (sanction: Faction Warn).
5.20 Killing the target WITHOUT an active cover pays nothing at all and is treated by the server as an ordinary murder, with a full civil report on your REAL identity. Do not work contracts without a cover (sanction: Faction Warn).
5.21 Keeping a contract open without actually working it, for the purpose of keeping the cover active, is forbidden. The cover timer is STOPPED while you are tracking a target and restarts from zero every time the tracking is interrupted and resumed — using this behavior, alone or by agreement with the target, is sanctioned (sanction: Faction Warn or dismissal).
What Is NOT Abuse
Important Notice
The following situations are legitimate and are NOT sanctioned:
- following the target from a distance, without interacting with it.
- ignoring a police order, as long as you do not engage the officers in combat.
- running instead of breaking your cover or handing over your identity.
- using silenced weapons on the assigned target.
- responding to fire opened by third parties who intervene in a capture, strictly as much as is necessary to defend yourself.
- losing the cover as a result of death or disconnection; the cover remains on the body and disappears on respawn.
6. Executing Contracts¶
A contract is executed cleanly and quickly. You are a paid executor, not an adversary settling a score: the target must not find out who you are, why you came and who paid.
6.1 Contacting, warning or negotiating with the target before, during or after the execution of the contract is forbidden (sanction: Faction Warn).
6.2 Revealing to anyone the existence or the details of a contract is strictly forbidden: who the target is, who placed it, what it is worth or what stage you are at. The rule applies both in game and out of game (sanction: dismissal).
6.3 While you are working a contract you may not be accompanied by people outside the faction. A colleague may accompany you, but they do NOT have a cover (the cover requires an assigned contract), so they do not approach the target, do not open fire and do not take part in the execution — see 5.10 and 6.10 (sanction: Faction Warn).
Places Where Execution Is Forbidden
6.4 Executing a contract in the following places is strictly forbidden (sanction: Faction Warn or dismissal):
- inside the prison.
- events and campaigns organized by admins.
- inside the paintball arena.
- gang wars.
6.5 If the target takes refuge in one of these places, the contract is put on hold until the target returns. Do not try to go in after them and do not ask any colleague to pull them out of there. If the target does not return within 15 minutes, you have the right to abandon the contract; abandoning in this case is a real reason within the meaning of 4.7 (sanction: Faction Warn).
Important Notice
House interiors ARE allowed. While the mission is in the tracking stage, the system will open the locked door of the house where your target is hiding, and at the end of the mission you are taken outside automatically.
Once inside you are allowed STRICTLY to carry the contract through.
6.6 Using the right to enter a house for anything other than executing the contract is forbidden, as is taking a contract with the purpose of entering a property (sanction: dismissal).
Conduct During Execution
6.7 The contract is completed through your own action. Deliberately letting a third party finish the target so that you cash in is forbidden, even if the system credits you: kill credit is also granted when you hit the target within the last 30 seconds and they die less than 50 meters from you (sanction: Faction Warn).
6.8 Without an active contract you have no right to open fire on any player, for any reason, with the exception of the self-defense described at 12.4. The faction weapon is used ONLY on your assigned target (sanction: Faction Warn or dismissal).
6.9 You may not execute a player who is in police custody and you may not intervene in an ongoing police action. In such situations you withdraw and resume the chase later. The rule does not apply when the officer themselves is the target of your contract (sanction: Faction Warn).
6.10 For every contract executed you are required to have proof, in case of a complaint (sanction: Faction Warn).
7. Capturing and Delivering the Target¶
Self-complete contracts are not completed through a kill, but through a capture: you immobilize the target with the taser, transport them to the indicated safehouse and hand them over to the contractor who paid for the contract. It is the faction's most powerful tool, because a player can be left without control of their character for a long time, and that is why it has the strictest rules of conduct.
Immobilization
7.1 The taser is the ONLY accepted method of immobilization and is used EXCLUSIVELY on the target assigned to you on a self-complete contract (sanction: Faction Warn).
7.2 Firing the taser at colleagues, at civilians or at any other player who is not your target is forbidden (sanction: Faction Warn).
7.3 The capture is done up close and in a plausible manner. The system accepts the hit up to 25 meters and can load the target into a faction vehicle up to 150 meters away, but these are technical tolerances, not a right to capture from a distance or without the vehicle being present (sanction: Verbal Warning).
Transport
7.4 Once captured, the target is taken directly to the safehouse, without detours. Driving the target around the city, parking them in a vehicle and walking away, or dragging out the capture pointlessly is forbidden. The immobilization has a cap of 600 seconds (10 minutes), and the leash keeps you at most 50 meters from the target (150 meters while they are already loaded in the vehicle), with 15 seconds of grace (sanction: Faction Warn).
7.5 Humiliating, mocking, blackmailing or negotiating with a captured target is strictly forbidden, in game or out of game. After delivery the target is seated on a chair, frozen and made invincible until the contractor arrives, so they have absolutely no means of responding to you (sanction: Faction Warn or dismissal).
Handover
7.6 After delivery you can leave the safehouse or disconnect, it is up to the contractor if they finalize the job if they wish.
Important Notice
The contractor has 5 minutes (300 seconds) to reach the safehouse. If they do not show up, the target is released automatically, the contractor does NOT receive any refund, and you keep the money cashed in on delivery.
A contract already delivered can no longer be cancelled: it survives even the agent's death or disconnection.
Releasing the Target
7.7 If an officer handcuffs a target you are holding, your claim ends immediately and the mission returns to the tracking stage. The law takes precedence over the contract: do not contest, do not obstruct and do not try to recapture the player from the hands of the police (sanction: Faction Warn).
7.8 Immediately recapturing the same target after a release is forbidden, whether the release came from the leash breaking, from the immobilization cap expiring or from the contractor not showing up. Capture is a single, assumed act, not a harassment loop (sanction: Faction Warn).
7.9 Deliberately provoking or inciting the target's disconnection during a capture is forbidden (sanction: Faction Warn or dismissal).
Important Notice
A player who disconnects during a capture automatically receives 150 garbage to collect at community service, and the contract is settled in your favor.
8. Clearing Wanted (Clear Wanted)¶
Important Notice
Every COMPLETED contract (target killed or delivered) brings you 1 point. Releasing a target pays nothing and brings no points.
A clear costs 2 points for every star and always clears the entire wanted level, not just part of it. A wanted 6 therefore costs 12 completed contracts.
Point Cap by Rank
| Rank | Maximum points* | Maximum wanted that can be cleared |
|---|---|---|
| 1 | 4 | 2 |
| 2 | 6 | 3 |
| 3 | 8 | 4 |
| 4 | 10 | 5 |
| 5 | 12 | 6 |
| 6 | 14 | 6 |
| 7 | 16 | 6 |
* Points accumulated above your rank's cap are lost at the moment they are granted. They do not add up and are not recovered on promotion.
General
8.1 Between two clears there is a cooldown of 60 minutes.
8.2 The destination is chosen randomly from among the 31 safehouses, at a distance between 1000 and 3500 meters from you, and it stays the same.
8.3 Every successful clear is logged and automatically announced to the police on duty, together with your name and the last wanted level you had.
8.4 You cannot work a contract and run a clear at the same time.
9. Relations with the Police and the Government¶
The Company is part of the government bloc and shares the [/g] chat with the Police and the Government, but it enjoys no legal immunity. Cooperation stops exactly where the faction's operational secrecy begins. Conduct on [/g] is regulated in section 13.
Operational Secrecy
9.1 Transmitting contract targets, contract details, information obtained at Recon, agents' identities, the cover names used or the safehouse locations on [/g] or through any other channel is strictly forbidden (sanction: dismissal).
9.2 It is equally forbidden to use information heard on [/g] from the Police or the Government to gain an advantage in a contract: suspect positions, ongoing actions, chases or searches announced there (sanction: Faction Warn or dismissal).
No Legal Immunity
9.3 The cover grants you no legal protection. The police can give you a wanted, arrest you, search you, confiscate items and ammunition and revoke your licenses exactly as with any civilian — The Company does not appear in the list of protected factions.
9.4 An agent caught in the act answers for their own deeds alone. Invoking membership in The Company, the contract you are working or a superior's orders as a shield in front of the police is forbidden (sanction: Faction Warn).
9.5 Opening fire on the police outside the execution of a contract assigned to you on that very officer is forbidden. If you are ordered to stop without having a contract on that officer, run or surrender; do not engage (sanction: Faction Warn or dismissal).
9.6 The police have precedence at the scene. If an officer intervenes on your target, you withdraw without discussion; the contract is resumed later, if it is still valid. The full conduct toward a police action is described at 6.9 (sanction: see 6.9).
9.7 Self-complete contracts are automatically suspended while the target has a wanted, because The Company does not kidnap a player the police are already chasing. The server refuses the takeover and the start of such a contract — wait for the target to lose their wanted.
Contracts Placed by the Police
9.8 Contracts placed by the police are paid from the police safe, and upon execution the target is automatically sent to prison, with a sentence of 10 minutes for each wanted level they had (minimum 10 minutes).
9.9 Before working a police contract you are required to check that it is still justified. If the suspect has already served their sentence, hunting them based on a contract left active by mistake is forbidden; report the situation to the Leader (sanction: Faction Warn).
Important Notice
Contracts placed by the police are NOT deleted automatically when the suspect is arrested, when they serve their sentence or when they clear their wanted level. They remain in the system until they are withdrawn by the police or until they expire.
10. Abuses¶
10.1 Any use of a contract, of the cover, of a vehicle, of a weapon or of any other faction tool for a purpose other than executing an assigned contract is considered abuse. It does not matter whether the act brought you a gain or not and it does not matter whether you were caught by a server system or not: what matters is that you used a The Company advantage when the situation did not call for it (sanction: Faction Warn or dismissal).
Important Notice
Every takeover, assignment, reassignment, abandonment and contract request, every application and removal of a cover, every capture, delivery and wanted clear are logged automatically, with the time and the cover name used. The fact that an offense was not noticed at the moment it was committed does not mean it can no longer be sanctioned.
Arranged Contracts
10.2 Procuring work for yourself is strictly forbidden. You may not ask or suggest to a friend, an acquaintance or a secondary account to place a contract that you then work, and you may not work a contract that you know was placed for you (sanction: dismissal and FP 60).
10.3 The Company members cannot place NEW contracts — the server refuses this — but contracts placed BEFORE joining the faction remain active.
10.4 Working a contract that you yourself placed before joining the faction is strictly forbidden. On a self-complete delivery the server will accept you without any problem as the contractor of your own delivery — do not take advantage of this. If you spot a contract you placed on the board, you are required not to take it and to report it to the Leader (sanction: Faction Warn).
10.5 Arranging to die in front of your target and coming to any kind of understanding with a target in order to clear their bounties is strictly forbidden (sanction: dismissal and FP 60). When the target kills their pursuer, ALL the contracts on their head are deleted and fully refunded, including those placed by the police — an arranged death is, mechanically, a purchased amnesty.
Contracts for Information
10.6 A contract is taken in order to be EXECUTED, not for what it shows you. Taking a contract in order to find out where a player is by reading the real-time distance, in order to spy on them at Recon through the 15-second preview, in order to obtain their portrait or in order to enter a locked house — and then abandoning the contract — is forbidden (sanction: dismissal).
10.7 Taking and abandoning contracts in a row in order to look for a convenient, nearby or weak target, or in order to gather information about several players, is forbidden. Abandoning a contract has no cooldown and no penalty in code, but the pair of takeover and abandonment logs is exactly what the Leader watches (sanction: see 4.6).
10.8 Transmitting outside the faction, in any way and to any person, operational information obtained through a contract is STRICTLY forbidden: a target's position, what vehicle they drive, where they live, who they are with, what you saw inside their house or during a Recon session. Revealing the contract details themselves is regulated at 6.2 (sanction: dismissal and FP 60).
Cover Abuse
10.9 The cover is a contract tool, not a second life. Using the cover for offenses unrelated to the contract, for personal conflicts, to enter somewhere under a false identity or to get past the police is forbidden.
10.10 The cover allows you to use weapons in safe zones. This permission is used for NOTHING ELSE than executing your assigned target: do not open fire in safe zones on other players, do not respond to provocations and do not use the zone as a battleground (sanction: dismissal).
10.11 Staying under cover after the contract has ended or after you go off duty is forbidden, as is using the false identity for business, deals, personal conflicts or access to places.
Abandonment and Disconnection
10.12 Disconnecting in order to avoid death in front of the target, in order to keep your contract or in order to prevent the target from cashing in the contract on your head is forbidden (sanction: Faction Warn on the first offense, dismissal if it continues).
10.13 An agent's disconnection DELIBERATELY keeps the contract assignment in the database, so that you can resume your chase when you return, and it carries NO penalty — unlike the target's disconnection, which is sanctioned automatically. This asymmetry exists for the convenience of honest agents and is not a loophole: using it as a method of escaping a lost confrontation is sanctioned.
10.14 Dying intentionally or disconnecting in order to get rid of a cover that has become inconvenient or in order to avoid answering to the police (sanction: Faction Warn).
Rank Abuse
10.15 It is forbidden for a member of rank 4 or higher to assign the valuable contracts to themselves or to friends before the access ladder opens for everyone else (sanction: Faction Warn or dismissal). The assignment made by a manager deliberately bypasses the access ladder, so that a junior can be guided when needed — not so that superiors can reserve the board for themselves.
10.16 Withdrawing a colleague's assignment without a real reason and systematically refusing juniors' requests are forbidden (sanction: Faction Warn or dismissal).
10.17 It is forbidden for a member of rank 6 or higher to make large and irreversible expenses from the faction safe — buying or selling a faction vehicle, permanent fleet upgrades and any other operation that cannot be undone — without the Leader's explicit agreement (sanction: Faction Warn or dismissal).
Tool Abuse
10.18 Using the taser on faction colleagues or on any player who is not your assigned target is forbidden (sanction: Faction Warn).
10.19 Using the "Respawn All" button or the individual respawn in the garage panel to leave colleagues without a vehicle is sanctioned according to 2.3.
10.20 Emptying the faction safe through repeated equipping from the armory, taking out kits you do not need and equipping yourself without having a contract to work are forbidden (sanction: Faction Warn). The armory is paid for entirely from the faction safe.
10.21 Placing, or causing to be placed through third parties, a contract on the head of a fellow agent is forbidden (sanction: dismissal and FP 60). Contracts on The Company members are silently accepted by design and cannot be assigned to any agent — the only way one is ever settled is for the target your colleague is hunting to kill them, and the payment to the killer goes up to $200,000.
11. Language and Behavior¶
- As a member of The Company we expect you to act diplomatically; you have freedom of expression, but without creating a toxic or disturbing environment for others.
- A certain freedom of expression is allowed, including jokes or irony, as long as these do not become excessive, repetitive or intentionally offensive.
11.1 Examples of sanctionable language toward other players:
Sanctioned with Verbal Warning:
- light insults and mockery.
Sanctioned with Faction Warn:
- serious insults or slurs.
- excessive mockery or repeated harassment.
- toxic behavior.
- discrimination of any kind or racist language.
11.2 Examples of sanctionable behavior toward colleagues:
- there must be harmony among colleagues; no insults or jokes are accepted, unless they are allowed between you.
The following are not tolerated:
- minor things that cross the limits of common sense, such as disobeying a higher rank (Faction Warn).
- things of a serious nature (Faction Warn or Dismissal).
11.3 The rules above apply identically when you are under cover as well. The false name does not exempt you from the conduct required of a faction member (sanction: Faction Warn).
12. Deathmatch (DM) and Drive-By (DB)¶
12.1 DM or DB without a valid reason is forbidden (sanction: Faction Warn).
12.2 The only valid reason for which you have the right to INITIATE fire on a player is an active contract, assigned to you, on that player. Self-defense against a player who attacked you first is allowed under the conditions of 12.4. Outside these two situations you have no right to attack anyone, regardless of rank (sanction: Faction Warn).
12.3 You may not kill a civilian if they ask you to do so, nor ask one to kill you (sanction: Faction Warn).
12.4 If you are attacked, first gather proof, then you may defend yourself, strictly as much as is necessary to defend yourself.
12.5 You are required to have proof for any fire opened on a player, in case of a complaint. The lack of proof will be treated as DM without a valid reason (sanction: Faction Warn).
13. Faction Chats¶
13.1 Faction Chat [/f]
13.1.1 The faction chat [/f] reaches all The Company members who are online, whether they are on duty or not, and is used for internal coordination: contracts in progress, requests for support, fleet announcements, meetings.
13.1.2 The following are not allowed (sanction: Verbal Warning on the first offense, Faction Warn if it continues):
- interrupting a higher rank while they are speaking.
- taunts, tasteless jokes, irony, mockery, comments.
- spam, writing in capital letters and using the chat for discussions unrelated to the faction.
- arguments (sanction: Faction Warn on the first offense, dismissal if it continues).
13.1.3 Rank 0 candidates may not speak on this chat except when taking the entry test (sanction: failed test).
13.2 Government Bloc Chat [/g]
13.2.1 The common chat [/g] reaches all online members of the Police, the Government and The Company and is used to discuss important and official matters: requests between factions, coordination at leadership level and answers to the questions asked there. It will mainly be used by the Leaders and Subleaders of these factions, the others being able to use it with their approval.
13.2.2 The following are not allowed (sanction: Verbal Warning on the first offense, Faction Warn if it continues):
- using this chat without the approval of a Leader or Subleader, or without being asked something by one of them.
- interrupting a higher rank while they are speaking.
- using emoticons on [/g] (this includes *smile*, *laugh*, and so on).
- taunts, tasteless jokes, irony, mockery, comments.
- personal discussions, complaints about colleagues and internal faction matters, which are discussed on [/f].
- arguments with members of the Police or the Government (sanction: Faction Warn on the first offense, dismissal if it continues).
13.2.3 Rank 0 candidates may not use this chat (sanction: failed test).
14. Activity¶
Activity General
Important
Members who do not bring enough contribution to the faction and whose only action is to occupy a spot will be considered inactive (sanction: dismissal).
14.1 Meetings
14.1.1 During meetings you will listen to the leader, subleader or trainer until they allow you to speak. Until then, you are required not to speak without a valid reason (sanction: Verbal Warning or Faction Warn, as appropriate).
14.1.2 Members present at activities are required to follow the organizer's instructions, as well as to show discipline and respect toward them. Pointless jokes at their expense are not allowed (sanction: Verbal Warning or Faction Warn, as appropriate).
14.2 Activity Report
14.2.1 Every member of rank 1-5 is required to complete the activity report. The Subleaders and the Leader have no report.
14.2.2 Faking the activity report, or helping a colleague fake it, is strictly forbidden (sanction: dismissal).
14.2.3 Favoring and discriminating against players are forbidden (sanction: Faction Warn).
14.2.4 Members may not stay on duty without carrying out a faction activity. The following are considered legitimate activities: working a contract, preparing for a contract (disguise, armory, garage), a wanted clear in progress, meetings and training sessions (sanction: Verbal Warning on the first offense, Faction Warn if it continues).
14.2.5 Exemptions from the activity report will be made through an inactivity request on the panel. In exceptional situations, the faction leadership together with the server staff may grant an optional report manually.
14.2.6 You can unlock a bonus by completing a report larger than the required minimum, a bonus which grants a double salary and a reduction of the minimum promotion period by 3 days for each unlocked bonus.
14.2.7 The number of points needed for the bonus will be shown on [/myraport].
Important Notice
The only actions that bring activity points in The Company are COMPLETED contracts. These are split into three categories: Normal Bounties, Self Kill and Police Issued.
The agent does NOT choose the category a completed contract falls into, only the contract they take. The category is set automatically by the server on completion, depending on the contract type and on who placed it.
The activity cycle is 7 days and is calculated individually for each member, not on a week shared by the entire faction.
Important
- players who fail to complete their activity report will receive a Faction Warn and enter recovery mode.
- if they still do not complete their report after entering recovery mode, rank 1 and 2 members will receive Dismissal while rank 3+ members will receive Rank Down.
- completing the report in recovery mode means recovering the unfinished points from the previous cycle + completing the current cycle's report.
- rank 3+ members who still do not complete their report even after receiving Rank Down will receive Dismissal.
- players with less than 14 days of seniority in the faction will be dismissed with FP 60.
- players with 14 days or more of seniority in the faction will be dismissed with FP 10.
14.3 Hours Played
14.3.1 All faction members are required to have a minimum of 10 hours played over the course of a month. Players who cannot make 10 hours per month will be sanctioned with Faction Warn on the first offense, followed by Rank Down, then Dismissal. Anyone who fails to play at least 5 hours per month will be sanctioned directly with Dismissal.
14.4 Inactivity Requests
14.4.1 All inactivity requests are made only on the panel. A member is entitled to at most 14 days of inactivity once every 45 days.
- rank 1 members are not entitled to inactivity.
- rank 2 members are entitled to at most one week of inactivity.
- rank 3+ members are entitled to at most two weeks of inactivity.
- rank 6 members are not entitled to inactivity until they have at least 14 days of seniority in the faction.
Important Notice
Members with an accepted inactivity request are allowed to connect to the server and play. They will be exempt from the activity report.
The inactivity request will extend the deadline for completing the member's current report by as many days as the inactivity request lasts.
15. Promotions¶
15.1 Rank promotion will be done by the Leader or Subleader, respecting the minimum promotion durations, when they consider that you have earned the promotion.
15.2 The minimum durations for rank promotion can be viewed in the Leader Rules -> Promotion Rules.
15.3 Every active Faction Warn will extend the minimum promotion period. Do not ask for a promotion before the minimum duration has passed (sanction: Verbal Warning).
15.4 The Subleader rank is assigned by the Leader when they consider that you deserve it, respecting the Leader Rules -> Choosing Subleaders.
Important Notice
If you are demoted from Subleader, you will receive a rank based on your total seniority in the faction.
For more details about demotion from Subleader and subsequent promotion, you can access the Leader Rules -> Replacing Subleaders.
16. Complaints and Proof¶
16.1 Reporting Colleagues/the Leader
16.1.1 Reporting colleagues or the leader directly on the website is forbidden, even from secondary accounts, with the exception of illegal businesses, account hacking, codes, forbidden mods, bug abuse, advertising, scams (sanction: Faction Warn on the first offense, dismissal if it continues).
16.1.2 Colleagues can be reported to the leader or subleader through a message on discord. The leader can be reported to the admins by opening a ticket on the website.
16.1.3 All The Company members are considered colleagues, regardless of rank.
16.2 Proof
16.2.1 All proof from the server must include the server markings with the date, time, the player's name and the server's name (otherwise invalid proof).
16.2.2 A piece of proof is valid for at most 3 days (otherwise invalid proof). You have 24 hours to bring proof in your defense, except when you have an inactivity request. In that case you have 24 hours after the inactivity expires to present the proof.
16.2.3 For browser proof, only videos in which the page is refreshed at least once, so that it can be seen the proof is not forged, are accepted (otherwise invalid proof).
16.2.4 Once a complaint has been made against a faction member, the leader must respond to it within at most 48 hours, and the reported player may bring (other) proof within at most 24 hours (sanction: Faction Warn).
16.2.5 You are required to have the chat enabled, with all its features, in your proof (sanction: Verbal Warning on the first offense, Faction Warn on the next).
16.3 Language and Witnesses
16.3.1 Seriously insulting or speaking vulgarly in complaints is forbidden (sanction: dismissal).
16.3.2 Pointless comments in a complaint, various offenses through the proof, incitement to argument, without bringing valid proof for the reported issue and without being involved in the actions that led to the reported issue, will be sanctioned as follows:
- for the witnesses added by the COMPLAINANT, as well as for them (the one who opens the complaint): the complaint will be ignored, without the right to remake it.
- for the witnesses added by the REPORTED person, as well as for them (the faction member who is reported): they will be sanctioned with Verbal Warning for minor things or Faction Warn for more serious things, in addition to the sanction they must receive for the complaint if they were guilty of something.
Minor things: light taunts, links with soft songs, light jokes, irony, etc.
More serious things: mockery, insults, links with offensive/vulgar songs, etc.
Important Notice
The rules above also apply to deleted comments, added witnesses, as well as proof posted in complaints.
17. Removing Sanctions¶
17.1 The removal of Verbal Warning and Faction Warn sanctions is done by the Leader or Subleader, respecting the minimum waiting period.
17.2 The minimum durations for removing sanctions can be viewed in the Leader Rules -> Promotion Rules.
17.3 A manual Faction Warn Clear is a privilege offered by the faction leadership, not a right. Do not ask the Leader or Subleader for an FW clear (sanction: Faction Warn).
18. Dismissal¶
Faction Punish 0/60
- an uninvite without Faction Punish is granted to members who have at least 2 weeks and submit their resignation request without having any active complaints.
Faction Punish 10/60
18.1 Any member who accumulates 3/3 Faction Warns will be dismissed with Faction Punish 10.
- the only exception being those who have under 2 weeks in the faction.
- 3/3 Faction Warns will be given to members who have at least 2 weeks in the faction and received a ban of 3 or more days.
Faction Punish 60/60
18.2 Any member who does not have at least 2 weeks in the faction will be dismissed with Faction Punish 60.
Important Notice
There may be certain exceptions in which players can leave without Faction Punish, these exceptions being decided by the admins.
18.3 In special cases, Faction Punish 60 may also be given to members who have over 2 weeks in the faction.
- members banned for codes will always be dismissed with FP 60.
- members who abuse their function (repeatedly working contracts without an active cover, arranging contracts for themselves through friends, acquaintances or secondary accounts, transmitting outside the faction targets, contract details or information obtained at Recon, using the taser on several players who are not their assigned target, abusing the wanted clear in order to launder their own offenses, spamming with or without insults/swearing on [/f], [/g], etc.) will always be dismissed with FP 60 as well as banned for 14 days for this.
- members who defraud the faction's applications (applying from secondary accounts with the purpose of forcing the applications to close for friends, having their friends apply with the same purpose or other such situations) — the sanction is given regardless of the faction you belong to, even if it does not match the one where you defraud, on all accounts where you are a faction member.
Important
If you received a ban of 3 or more days, you will only be able to remain in the faction if you are unbanned through an unban request.
Exceptions¶
19. Exceptions¶
19.1 We reserve the right to have exceptions to these rules. In certain cases the sanctions may be different.
19.2 These exceptions may only be made with the permission of an Admin 6.