IN-GAME CREW SYSTEM REVAMP
# 1. Creation & Foundation
Initial Investment: A player can found a new crew by paying a designated registration fee.
Upon payment, an in-game menu opens to customize the Crew Name, Tag, and Description.
Probationary Period: All newly formed crews enter a 15-day trial period. During this phase, Server Management monitors the group; the crew can be disbanded immediately if any server rules are violated.
# 2. Rank Hierarchy & Permissions
The Crew Leader has full control over the internal hierarchy, with the ability to create custom ranks (e.g., Recruit, Soldier, Lieutenant, Co-Owner) and assign granular permissions.
Permissions include, but are not limited to:
Modifying Crew Name, Tag, and Description.
Inviting new players / Accepting or declining pending applications.
Promoting or demoting members (up to their own rank level).
Managing Crew Vault funds (depositing/withdrawing).
Changing the Crew Headquarters (HQ) location.
# 3. Communication & Combat Mechanics
In-Game Crew Chat: Members gain access to a dedicated,in-game communication channel (e.g., /cw [message]).
This allows strategic coordination that is completely hidden from non-members and police radio.
Friendly Fire Prevention (No Damage): To ensure smooth teamwork during chaotic Cops and Robbers shootouts, teammates cannot harm each other. Damage between members of the same crew is automatically disabled.
# 4. Discord Integration
Automated Discord Roles: The in-game system seamlessly links with the server's Discord bot. When a player joins a crew in-game, they are automatically assigned a unique Crew Discord Role for their crew (and a synchronized rank role if applicable). If they leave or are kicked from the crew, the roles are instantly revoked.
# 5. Slot Expansion & Anti-Monopoly Scaling
Starting Slots: New crews start with a baseline of 10 member slots (the Leader + 9 players).
Controlled Growth: Once the 15-day trial period ends and the crew achieves "Established" status, they can purchase additional slots to expand their roster.
Weekly Purchase Cap: To prevent giant factions from instantly swallowing the player base, crews are limited to purchasing a maximum of 5 new slots per week.
Exponential Economy Scaling: The cost to unlock new slots increases exponentially with each upgrade. This keeps the server economy balanced and ensures that only active, dedicated groups can sustain a large roster.
# 6. Headquarters (HQ) & Utility
Crowdsourced HQ: The Leader can designate any property owned by any current crew member as the official Crew Headquarters (the Leader does not need to own the property personally).
Shared Spawn Point: Once set, the HQ serves as a tactical, shared spawn point for all members of the crew.
# 7. Financial Upkeep & Crew Vault
The Crew Safe (Vault): Inside the HQ, the crew can access a secure Vault that acts as the crew's shared bank. Members can deposit cash here to fund operations.
Contribution Transparency: To help leaders manage their crew, the Leader has access to a live Contribution Log showing exactly how much money each member has deposited over time and filter it per week/month/year.
Dynamic Crew Tax: A Crew Tax is automatically deducted from the Vault once per real day or week (depends how you want).
The tax scales dynamically based on the total number of members: larger crews pay significantly higher upkeep fees per capita than smaller, tighter groups.
Bankruptcy & Disbandment: If the Crew Vault lacks sufficient funds to cover the tax, the crew goes into arrears. If the debt is not settled within 31 consecutive real-time days, the system will automatically disband the crew and wipe its data but keep record of crew name and tag.
# 8. Crew Heists & Rivalry (PvP Mechanics)
Vault Raids: Once per gameweek, rival crews can attempt to breach an enemy HQ to break into their Crew Safe and steal a percentage of the stored funds.
Fair-Play:
To prevent offline-raiding, a heist can only be initiated if both the attacking and defending crews have an equal number of players currently online (or meet a minimum balanced threshold, e.g., at least 3v3).
Stolen funds can either be split among the attackers or deposited into their own Crew Safe.
# 9. Crew Responsibility Guidelines
Each crew member is personally responsible of own actions, however Leaders are responsible of their crew and their conduct.
A leader is responsible of not hiring cheaters,rulebreakers or known toxic individuals.
In general, members should follow MCNR rules and use common-sense, failing to do so results in your crew being infracted and/or disbanded depending severity of the violation or repeated offenses.
# 9.1 Crew Infraction System
Crews can be infracted for not following the rules, hiring cheaters and/or all other rules violations, reaching 10 infractions the crew will instantly get disbanded.
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