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Free Candy Van Project Reality
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Rules

1 - GENERAL


1.1 No racism or insulting (chat, player names, squad names etc.).
1.2 Do not use a different language than English within public visibility (team chat etc.).
1.3 Do not advertise and do not recruit players for your clan, community or server.
1.4 Do not falsely report any player and do not abuse the report function.
1.5 Do not use or show any type of explicit Nazi imagery (chat, player names, squad names etc.).
1.6 Do not stream on the server unless it has been authorized by the admins.
1.7 Do not impersonate any individual.
1.8 Do not debate admin decisions in-game.

2 - GAMEPLAY


2.1 Do not use any form of an unfair advantage (ghosting, cheating, glitching, etc).
2.2 Do not use a vehicle for the sole purpose of roadkilling.
2.3 Do not grief by intentionally disrupting gameplay in any way (teamkilling, spam, smoking main, etc).
2.4 If there are less than 40 active players on the server, do not attack caches, destroy FOBs or use heavy assets (heavy assets are vehicles with thermals/assets with caliber larger than 14.7mm) without the permission of an admin.

3 - COMMUNICATION


3.1 Every player must have a microphone and working mumble. Players without a microphone may be removed unless the server is seeding.
3.2 Squad leaders are required to use direct squad communication (num. 1-9) instead of all-squad communication when appropriate.
3.3 When talking to the commander, squad leaders are required to use direct commander communication (num. *) so as to not flood squad leader comms.
3.4 Recon squads will be disbanded if they are deemed to not be supplying information to the commander/other squad leaders.

4 - INFANTRY SQUADS


4.1 "Free kit" squads are not allowed unless the server is seeding and will be disbanded.
4.2 Duplicate squads are not allowed and will be disbanded (unless regular infantry).
4.3 Do not lock your squad if it has less than 6 people in it.
4.4 INF/Infantry squads may be locked only at 6 people or higher. Squad leaders are not required to have the squad leader kit at all times, however you are putting yourself at risk of being deemed a "free kit" squad and disbanded.
4.5 Recon squads are allowed (one per team) and may lock when they reach 4 people. If a recon squad has over 6 people in it, it will be warned and eventually disbanded.
4.6 MECH INF
      4.6.1 MECH INF squads are allowed (one per team) only on maps which offer more than three APC assets.
      4.6.2 This squad can only claim one APC.
      4.6.3 If MECH INF is created before APC squad, MECH INF can choose it's vehicle.
      4.6.4 If created after APC squad, MECH INF can only claim whichever vehicle the APC squad is not using.
      4.6.5 MECH INF cannot claim IFVs, however if they are given permission by APC squad leader they may take it.
      4.6.6 APC assets which do not require a second crewman are not claimable.
4.7 Mortar squads (one per team) are allowed to claim 1 logistics truck for themselves and may lock when they reach 4 people. We advise mortar squad leaders to lock at 6 people.

5 - ASSET SQUADS


5.1 Duplicate squads are not allowed and will be disbanded.
5.2 TANK
      5.2.1 This squad may not be locked with less people than required to properly man all it's assets.
      5.2.2 This squad must have "TANK" as part of it's name, otherwise it is not considered a tank squad and will be disbanded.
      5.2.3 This squad claims all tanks.
5.3 APC
      5.3.1 This squad may not be locked with less people than required to properly man all it's assets.
      5.3.2 This squad must have "APC" as part of it's name, otherwise it is not considered an APC squad and will be disbanded.
      5.3.3 This squad claims all infantry fighting vehicles.
      5.3.4 This squad claims all armored personnel carriers that require two crewman kits to be operated, unless there is a MECH INF squad in which case it is subject to the MECH INF rules above.
      5.3.5 This squad claims all reconnaissance vehicles (again, in accordance with MECH INF rules).
      5.3.6 APC assets which do not require a second crewman are not claimable.
5.4 CAS
      5.4.1 This squad may not be locked with less people than required to properly man all it's assets.
      5.4.2 This squad must have "CAS" as of part it's name, otherwise it is not considered a CAS squad and will be disbanded.
      5.4.3 This squad claims all jets, attack planes, and attack helicopters.
      5.4.4 As a jet, do not get close to the enemy main base when you are not dog fighting.
      5.4.5 As a jet, chasing an enemy jet you are actively engaged with into their main is permitted until the enemy jet touches the runway.**
5.5 TRANS
      5.5.1 This squad may be locked when the transportation and logistics needs are fulfilled.
      5.5.2 This squad claims all transportation and logistic helicopters.
      5.5.3 This squad must have "TRANS" as the first part of it's name, otherwise it is not considered a transport squad and will be disbanded.
5.6 AT Vehicles: Claimed by Tank or APC squad, first come first serve. Excludes SPG.
5.7 AAV: Can be used by any asset squad, not to be taken by INF squads. Excludes Zeus.
5.8 Do not steal any assets and do not take them if the squadleader does not tell you to do so.
5.9 Do not take assets if you don't know how to use them.
5.10 If an APC or TANK asset is not claimed by an asset squad other squads can use it. CAS always needs it's own designated squad. If the asset squad is created while another squad is using the asset, they have to wait until the vehicle is returned or destroyed.
5.11 It is prohibited to claim an asset squad and not use your assets.

RUSHING & BASE PROTECTION


6.1 Do not rush unless one of the rushing exceptions is in place.
6.2 Rushing is defined as any of the following happening before 10 minutes have passed:
      6.2.1 Attacking anyone inside the radius of the enemy's first cappable flag.
      6.2.2 Entering the radius of the enemy's first cappable flag.
      6.2.3 Stopping the enemy from entering the radius of their first cappable flag.
      6.2.4 Intercepting the enemy between any of their spawn points and their first cappable flag.
6.3 Rushing exceptions are defined as follows:
      6.3.1 The flag can be capped (i.e. it has an attack marker on it).
      6.3.2 There are only 2 neutral flags in the beginning on this map, layer and layout.
      6.3.3 Your team has paradrop spawns in the beginning on this map, layer and layout.
6.4 Do not attack, fire into, or out of the Dome of Death unless the last flag is in play. - If the mainbase is a carrier, that team's Dome of Death is free for all.
6.5 Do not fire into the enemy main base unless it has both a flag and an attack marker on it.
6.6 Do not fire out of your own main base unless you are using AA and ATGM emplacements or it has both a flag and an attack marker on it. Main Base is defined as follows:
      6.6.1 The compound, building(s), permanent spawn locations and carriers within any team's main base, and their immediate surroundings.
      6.6.2 Repair stations that cannot be destroyed.
6.7 Do not fire weapons in main base (rifles, grenades, etc.). Exception - heavy assets that need to reload a mag.
6.8 Do not camp the area between the first enemy flag and their main base with any assets (CAS, TANK, APC), AA kit or HAT kit unless their first flag is in play. Mining this area is allowed.