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Fat Clemenza

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Fat Clemenza last won the day on December 2 2016

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About Fat Clemenza

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    The One With The High-Calibre Vocabulary
  • Birthday 11/09/1994

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  1. Fat Clemenza

    Go on reddit. Lots of info on there. I've got friends in who love it. I've got friends in who hate it. The guys who hate it are/were in line units. The guys who love it are/were in SOC units.
  2. Fat Clemenza

    You've come along way since this. I'm gonna miss you, buddy. #RLTW
  3. Fat Clemenza

    Hmmm. I can't play the video. Maybe he took it down? I wonder why...
  4. Fat Clemenza

    Unless I’m very much mistaken, this 32 BiT character’s the same guy who lied about his parents being dead. Had a few aliases too; 64 BiT, Airborne, Spartan, Jookie, and Tigner if memory serves.
  5. Fat Clemenza

  6. He's talking to your woman, dude. You gonna check him or what, foo? 


    1. Show previous comments  40 more
    2. Panda :)

      Panda :)

      G R A B  H I S  NECK.

    3. Dangus


      GOD damn did I just have a good laugh. We got a meme to start off the thread, then @Ebzekro has a mental breakdown and GOAT claps back at him and they fight. Then a ref comes OUT OF NOWHERE and starts ejecting people! These threads happen once in a blue moon, but they're so worth it.

    4. Referee


      Unsportsmanlike conduct #7 @Panda :)

  7. Hello, The MCSD will be accepting applications continuously until we reach capacity. If you meet the requirements listed below, feel free to apply. Good luck. Requirements: Must be 18 years or older. Must have a minimum of 102 hours on Olympus servers. Must not have any bans within two weeks of application. Application Format: Why do you want to join the MCSD? Why should the MCSD accept you? What do you bring to the table? What is your past experience? If none, type "N/A." What is your availability? Do you have anything to add to aid us in our consideration of your application? If this format is not followed, your application will be denied.
  8. Fat Clemenza

    Chapter I - Professional Standards Conduct Deputies are allowed to conduct themselves casually with civilians, so long as they do not go out of their way to excessively insult a civilian or go outside the boundaries set forth by the server rules. Deputies are expected to treat all players with respect. This is a two way street. Deputies are expected to obey the directions of higher ranking Deputies. Street language is not frowned upon in the MCSD, you may RP freely so long as you don't cross the lines of harassment, racism, and other extreme vulgarities. Deputies that do not intervene when other Deputies are breaking rules are subject to discipline, depending on severity and on a situational basis. Role Playing Deputies are expected to role play in every scenario they encounter. Deputies are expected to maintain their character in every scenario they encounter. Rule quoting while on duty as a cop or off duty may be met with disciplinary actions. If a situation arises where you feel that you were wronged, you may try informing the person in a constructive manner. If a report is submitted, it will be evaluated on a case by case basis. Metagaming - See Server Rules Deputies are not to use information gathered while playing as a civilian to carry out their duties as an Deputy. Deputies are not to use information gathered while playing as a cop to play as a civilian. Deputies are to wait at least 15 minutes in between switching factions to prevent metagaming if you are on the same server. Individual Deputy Redeployment Deputies may respawn to any MCSD station if there are 2 or less Deputies on the server. Deputies are discouraged from respawning at a checkpoint unless an MCSD station is under attack. Server Redeployment Server redeployments should be conducted by Deputy Sheriffs and higher when it appears that Deputy placement is unbalanced. Deputy Sheriffs must be on the server at the time of the redeploy. All Deputies are expected to follow redeploy instructions. Chapter II - Application Process, Rank Progression Application Process - Support section Application - These can be found in the support section of the forums. All answers must be filled out and be truthful otherwise the application may be denied. You will know your application was approved upon receipt of an approval message from a Sergeant. Interview - The interview is completed by Sergeants to judge each individual's competency with the MCSD Handbook/Rules/Ticket Guide and their ability to employ them in potential scenarios given. The interview may last anywhere from 5 to 20 minutes and may contain any number of basic questions that a Deputy Sheriff Trainee in the MCSD may face. Repeatedly questioning Senior MCSD about getting an interview is a sure way to delay your test. Rank Progression Deputy Sheriff Trainee (DST): This is the lowest rank of the MCSD. In this rank an individual is re-enforcing their knowledge of the rules and learning basic role-play. Deputy Trainees if at all possible should partner up with a Deputy Sheriff while playing on the server. Trainees are limited to remaining inside the cities unless they are partnered with a Deputy Sheriff or higher, or a federal event/pharmaceutical robbery is taking place. Upon enrollment to Deputy, any time logged on the server for the next 3 days must be on MCSD. If you log into CIV within this period, you will be terminated. (This may or may not apply to previous Deputies of the MCSD depending on the circumstance.) Promotions: The DST will be given a test by a Sergeant or higher. This test will include reviewing the practical abilities as well as asking a number of questions regarding rules and scenarios that the Deputy may run into while on duty. This test occurs seven days after joining the department. Be sure to study up. NOTE - Repeatedly questioning Senior MCSD about getting a test is a sure way to delay it. Deputy Sheriff I: Deputy Sheriffs should know and understand the rules of the MCSD. These individuals should be focused on high level role-play. They should be mentoring DSTs and newly promoted Deputy Sheriffs and partnering up with them for patrols. At this level Deputies may take the initiative to patrol illegal zones. Promotions: A Deputy Sheriff must show competency in all rules and show a major effort in role-play. After this is seen by Senior MCSD the member will be tested again through a verbal test on questions and scenarios that the Deputy may run into. Repeatedly questioning Senior MCSD about getting a Deputy Sheriff test is a sure way to delay it. Failure to show competency in the MCSD rules may result in demotion to Trainee. Deputy Sheriff II: Deputy Sheriff II or “DS II” will be a position awarded to Deputy Sheriffs who’ve met time in grade and voluntarily commit to train and mentor new members of the MCSD. Sergeant: Sergeants are the backbone of the MCSD. These individuals have shown great knowledge when it comes to the rules and role-play. Not only do they command patrols and take charge of major incidents, but they ensure proper MCSD staff deployments and are responsible for interviewing and training MCSD applicants. Sergeants assist the Sheriff in resolving disciplinary issues, promotions, blacklisting and whitelisting. Sheriff: The end all be all of the Sheriff’s Department. The Sheriff has overall decision making power when it comes to anything related to the MCSD. Chapter III - Use of Force Your First Weapon Your first weapon is always your voice. Always attempt to defuse a situation without firing a shot. If necessary, you may bring your weapon at the ready while continuing to use your voice. Non-Lethal Force The use of taser rounds are permitted when a suspect attempts to flee on foot or in a vehicle, or presents any weapon. The use of non-lethal weapons may be used to disable fleeing vehicles by targeting the operator or their vehicle Lethal Force Lethal force is authorized only when non-lethal force has failed or is inadequate to resolve the situation. Exception - Lethal force is always authorized in any Rebel Outpost. If you have loaded lethals during a situation against a single group and another group joins that situation, lethals are still authorized against all opposing forces. Lethal force may also be authorized when a Deputy Sheriff+ is outnumbered by a ratio of 3:1 If at any point while executing the duties of an Deputy you come under fire without prior warning you are immediately allowed to return fire with extreme care for life and property of the people of Malden until the situation has been neutralized. If a Deputy is tased during an active engagement lethal force is authorized against the group that tased the Deputy regardless of wave. Vehicle Shooting The Deputies may only fire back when they have a positive location of the unit(s) that have fired. Exception - All MCSD ground vehicles in active pursuit. Chapter IV - Civilian Interaction Dealing with the Public Respond to 911 Texts if possible. Deputies are encouraged to find out more information from a 911 dispatch by texting the original caller. If flagged down, try to take note of the citizen’s requests for service or questions. Civilian on civilian accusations are not to be considered actionable evidence. Civilians may be detained if they are interfering with an ongoing investigation for a maximum of 15 minutes. When detained, the civilian must be notified as to why they are being detained. When detained, civilians are not to be left in an area that is likely to cause harm or death. (e.g. a roadway or balcony where they may fall off.) Making Contact Always announce yourself as a member of the MCSD or Sheriff’s Department. Always follow the Use of Force guidelines when dealing with any suspect. Suspects are not to be restrained while in combat. They must either be tased, or have their hands up and be notified why they are being restrained if hands are up. Dealing with Worker's Protection License (WPL) Holders (see Server Rules for more information regarding WPL) Civilians in possession of a WPL or related gear are required to provide identification upon request of the Deputy. Civilians in possession of a Worker's Protection License are able to legally carry a TRG-20, ACP-C2, SPAR-16 (Khaki) or Katiba Carbine. Chapter V - Hostage Situations A player may not be pardoned if their bounty is $1 Million+, if they have an escaping jail charge, and/or hostage situation charge. If their bounty is over the above amount or have the said charges then they can negotiate for something else. The hostage taker may not: Request for MCSD to issue a warrant to go into a house/gang shed. Request for MCSD to conduct a search/impound/seizure of any vehicle/person. If the hostage is an MCSD member that MCSD member can not offer negotiations. This means the MCSD hostage can not give you a pardon or money. Force the MCSD to send another player directly to jail as a request The MCSD member may still drop items they have on their person if that is the request. An MCSD member (the highest available rank near the situation) can delegate a negotiator to text the hostage takers stating his/her name and intentions. This text primarily serves as a means to let the hostage taker(s) know the MCSD are on the way. The negotiator entering the area must enter unarmed. The negotiator can not be taken as a new hostage nor may they be robbed. The negotiator may be killed. Hostage situations may be defined as failed if: The negotiator is killed. If an agreement cannot be made after proper attempts by the MCSD. If any type of hostile action is taken towards the situation by the hostage taker(s). (E.G. Shooting often, threats, or just killing) Any MCSD who enter must first allow proper negotiations before attempting to fire on the suspects. A Sergeant or higher may make the call to immediately engage on the hostage takers if they feel they can remove the said hostage(s) safely. Deputies may set up vantage points but may not fire until negotiations have failed (or been called off by a Sergeant+). If the negotiator is going to restrain said suspects, the suspects must be in a tased state or have their hands up as per standard restraining rules. If negotiations are done and both parties have come to an agreement once the situation is over then both parties are to go there own way. This means MCSD must wait a minimum of 5 minutes before attempting to arrest/capture the hostage taker(s) If it is clear the hostage taker(s) intent is to not leave the area or cause trouble, the MCSD are authorized to intervene and catch the criminals. Anyone clearly partaking in the negotiation or ‘pulling security’ can and will be appropriately charged with hostage situation. Any player who partakes in the restraining and/or robbing of an MCSD Deputy will be charged with hostage situation. Chapter VI - Processing Suspects Processing Suspects Suspects are to be notified as to why they are being restrained. Suspects must be processed within 15 minutes after being restrained. Exceeding the 15 minute limit is grounds for cruel and unusual punishment and all charges are pardoned. The 15 minutes DO NOT start until the situation has been fully neutralized. If processing 5 or more suspects, then MCSD is allowed to go over the normal 15 minute rule within reason. If the civilian chooses to RP the situation, such as just randomly talking or asking questions, the 15 minute rule starts at the end of the RP session. Suspects may be taken to a safer area (E.G. a Sheriff Station) to be processed. If a suspect is killed while in police custody, their charges will be pardoned ONLY if the death was a direct result of the actions of the Deputy. (E.G. A Deputy crashing a vehicle that results in death, etc.) (Not someone ramming the cop vehicle/someone killing the cop causing them to crash or suspect being killed by another civ) Suspects may request a higher ranking Deputy, provided they have a valid reason to do so. The handling Deputy must make an attempt to request their immediate superior Deputy. If the higher ranking Deputy is too far or busy, they can decline to respond, and the suspect is processed by the handling Deputy. The 15 minute rule does not take effect until the higher-ranking Deputy has entered the area if they are going to handle the request. (E.G. if no Deputy is talking or engaging in RP with the civ) Processing a Criminal When processing suspects always follow the L.I.S.T. acronym: L – Licenses. Check licenses. I – Inventory. Search the player and their backpack if you have probable cause. S – Seize weapons if you have probable cause. T – Ticket the suspect. Chapter VII - Dealing with Vehicles Vehicle Interaction Deputies are never to enter/unlock a civilian vehicle, unless: Making the roadway safe for other drivers if there is no intention to impound or seize the vehicle. Turning off the engine for ease of discussion. Entering a vehicle to extricate a deceased individual. Moving a vehicle that is blocking an area that Deputies are attempting to gain access to. Deputies may impound vehicles: Obstructing public roadways or spaces. If the owner is in MCSD custody If the owner is not in sight. Pulling Players out of Vehicles Players may only be pulled out if the vehicle is not moving, at least half of its tires have been disabled, or the player has been tased while inside the vehicle. Stopping a Fleeing Vehicle Unrealistic tactics such as head-on collisions with any vehicle in an attempt to stop vehicles is prohibited (also covered under Server VDM rules). Deputies may use conventional PIT maneuvers and roadblocks not likely to cause death and destruction in efforts to stop fleeing/evading vehicles. Illegal Vehicles Illegal vehicles are defined as any armed vehicles, Ifrits, Striders, and Hunters Illegal vehicles are subject to search and seizure after the situation has been neutralized. Chapter VIII - Probable Cause (Check Ticket guide for charges with PC) Definition of Probable Cause Probable cause is defined as reasonable grounds to conduct a search or make an arrest. Examples of Probable Cause Deputy witnessing a suspect or vehicle within an illegal area. Deputy sees an illegal weapon Deputy sees a suspect or vehicle leaving from within an illegal area Deputy sees or hears a suspect conducting illegal activities (further examples found in the MCSD Ticket Guide). Deputy sees a civilian in possession of a TRG20 or ACP-C2 (Provides probable cause only to check licenses). Eyewitness Accounts Eyewitness accounts by civilians are not considered actionable evidence or probable cause. Chapter IX - Searches and Seizures Searching in Combat Searching and seizure of equipment and vehicles should not occur until combat has been deemed 'clear' or 'not a factor' by the highest ranking Deputy at the situation. Example - Armed Jeep that has clear intent to stall searching/seizure of equipment/vehicles. Obviously if people are dying or taking damage due to said Jeep, it is clearly deemed a factor. Searching of Persons In order to search a person for illegal items, one must have probable cause to do so. You must announce that you are searching the person. If questioned by the person, explain why you are conducting the search. Checking of Licenses You may only check licenses when the player is in possession of an item/vehicle which requires a license to carry/operate, when they have broken a law, or you have probable cause to do so. Searching of Vehicles In order to search a vehicle for illegal items, one must have probable cause to do so. You must announce that you are searching the vehicle. If questioned by the person, explain why you are conducting the search. Seizure of Weapons Illegal firearms are to be seized when it is safe to do so, preferably before transport. Blackwater items of note: Thermal NVGs (NOT COMPACT NVGs) are illegal. DMS Scopes. Silencers of any sort. Non-tan MX variants, these are not MCSD equipment. Suspects cited for any crime that requires a weapon (ie. Murder, Attp. Murder) permits seizure. (See MCSD Ticket Guide for further charges that warrant seizure.) Seizure of Vehicles Illegal vehicles are to be seized at the end of a situation. Any civilian vehicles left after a federal event will be seized. Vehicles containing illegal contraband valued at $350,000 or more are to be seized. Vehicles will only be seized upon the order of the highest ranking MCSD member at the situation. Warrants Raid Warrant Raiding a house/gang shed is authorized when: A suspect has taken refuge in a locked house/gang shed. A suspect is shooting out of a locked house/gang shed. MCSD must enter to rescue a hostage. Raid Warrants allow Deputies to enter a premises solely for the purpose of capturing a criminal and removing them. Deputy Sheriffs and higher can issue Raid Warrants. If issued by a Deputy Sheriff or higher, the issuing Deputy must be present. The Deputy that received the Warrant must state that the home will be raided before exercising the Warrant. Search Warrants Search warrants allow Deputies to enter a premises in order to capture suspects and/or search the premises for contraband. Sergeants and higher can issue search warrants. The issuing Deputy must be present to exercise the warrant. The Sergeant or higher that is exercising the warrant must state that the home will be raided before exercising the warrant. The Search of crates and inventory must be announced prior to a Sergeant searching the storage/crates. Searching a house/gang shed is authorized when: An MCSD member has a form of probable cause (bounty, illegal weapon, etc.) and witnesses a civilian interacting with, shooting out of, or taking refuge in a house/gang shed in any form. The Sergeant or higher has discretion on whether or not to conduct a search If the civilian is seen to be coming out and obeying to the Deputies command the house will not be searched if the following has been met: The Civilian did not shoot a weapon from with inside the house. The Civilian did not take refugee in the house from MCSD. The Civilian did not do a hostage negotiation in the house. Finally a Civilian was not seen interacting with the house inventory. Chapter X - Checkpoints & Patrol Guidelines Traffic Stops Deputies may conduct a traffic stop on vehicles when the driver or passenger is on the wanted list or is seen breaking traffic laws.. Deputies may check players for licenses only if the driver of a vehicle or the passengers are wanted/have committed a crime in front of the Deputy. Vehicles which fail to stop within a reasonable time may be cited for evading arrest. Speed Limits are as follows: Inside City limits - 50 Km/h Outside city limits / back roads - 75 Km/h Outside City limits / Highway - 100 Km/h MCSD Checkpoints A Deputy Sheriff or higher must be present. At least 3 MCSD members must be present to run a checkpoint. Police vehicles must be parked at each checkpoint entrance with their lights on to notify the public that the checkpoint is active. No person or vehicle can be searched without authorization from the owner of the vehicle. (Unless the Deputy has probable cause) If they decline the search they must go out the way they came in. If a civilian goes around the checkpoint it is considered checkpoint evasion and they can be pulled over and processed from that point. Deputies are discouraged from respawning at a checkpoint unless prior stipulations are met. DP Missions Deputy Sheriff+ can do DP missions at their own discretion. Chapter XI - Illegal Areas Drug dealers, drug fields, drug processing, Federal Events* (during robbery), rebel outpost areas, Cartels/Warzone, and any other area marked with a red crosshatch are all considered illegal areas. *Federal Events are defined as: the Federal Reserve and the Blackwater Weapons Facility. Deputies must announce themselves within any illegal area with code 3 (Lights and Sirens).*Texting to engage in an illegal zone is NOT ALLOWED* When using code 3 to enter an illegal area, this automatically engages all weapon-bearing civilians inside the illegal area. Deputies may only patrol illegal areas every 15 minutes. Deputies are not to remain in or near an illegal area if there is no apparent illegal activity. Looking into an illegal area is considered checking it. During active engagements in any illegal area, Deputies are to respond in “waves”. Each wave of Deputies are active until all Deputies at the incident have been killed or neutralized. If upon entering an illegal area and suspects are found, MCSD can call in backup. Backup can only enter on 1st wave as long as a member of the original group calling for backup is still on scene. If the first group is eliminated before backup arrives, then second wave begins, backup is no longer available, and normal wave rules apply. If 1st wave backup does not arrive to the illegal area in time prior to the last death of the original group, the backup can wait at their current location (and go no further) for the 2nd wave to catch up. If 1st wave backup witnesses the civilians leaving the illegal area, they are authorized to engage the civilians and resume normal engagement/wave rule. All waves after the second, must start with ALL Deputies responding to the engagement being present in an MCSD HQ, the only exception would be an HQ being controlled to an extent that it is no longer usable. In such a situation checkpoints should be used as substitutes for the HQs. Once all Deputies responding have returned to HQ, the next wave may begin. (Example: When the last Deputy dies the next wave may begin, even if the last cop that died has not respawned. The last cop that died In the first wave can still enter wave 2.) Any Deputies who are pulling out of responding to an incident or are retreating from the incident to start the next wave must return to a HQ before the next wave can begin. If a situation begins inside an illegal area and then moves outside the illegal area, waves are no longer required. Once an engagement within a red zone has been deemed clear by the highest ranking member present, all Deputies may return to the scene to clean up/provide prisoner transport. Deputies may only enter Rebel outposts: There is a Sergeant or higher in the group with probable cause. At least 3 Deputies in the squad. The whole wave must all enter code 3, or must all enter "dark" with an intent to verbally engage. No mixing and matching. (If shot at when doing Dark the Deputies may shoot back per engagement rules) This is only for each individual wave. MCSD May enter Rebel Outposts for hostage situations. Deputy Sheriff or higher to negotiate. Can be accompanied by other Deputies. Cannot return unless standard Rebel prerequisites (mentioned above) are met. For federal event robberies: No RP is required to engage rebels that are participating in a federal event. All MCSD are free to fire on rebels in these circumstances. If you see a rebel (Clearly participating in a federal event) you can shoot them. MCSD are not to enter the Federal Event domes prior to an active robbery unless: A Civilian is trapped inside. Any game error has occurred. Chapter XII - Fines and Penalties Ticketing Procedure When ticketing a suspect, always list their charges and tell them the total value of their ticket or bounty. Once a ticket is written, the cost is set. An Deputy cannot place additional charges on the suspect. Tickets may be less than the set price with approval of a Deputy Sheriff or higher. Suspects are granted two chances to pay the ticket. If the suspect refuses the ticket both times, he may be sent to jail. Trainees are to abide by the ticket values with no deviation from the fine amounts, even in the absence of higher ranking Deputies. Deputy Sheriff Trainees are only permitted to write a $100 pardon ticket when there are no Deputy Sheriffs or higher available to grant a pardon. Deputy Sheriffs and higher have the ability to give discounted tickets up to their own discretion. If a mistake has been made while adding charges, and it is noticed before the ticket is issued, the Deputy may manually adjust the ticket price to reflect the proper amount. If a ticket is accidentally issued for a higher amount than the actual bounty, that civilian must be pardoned and released. If a ticket is issued for a lower amount than the bounty then the civilian has a chance to pay the lower price. If they deny both lower price tickets, then they still go to jail for the full bounty price. If shots are fired in/around the HQ where processing is occurring, processing must cease until the threat is neutralized or not a factor. (AKA shooter is sitting 500+ meters out with no one dying) During the last 5 minutes before a restart, if an MCSD member is processing a wanted player they may continue to process said player even if shots are fired in the HQ area. The wanted player will need to be in a "Panic Room". If a person enters the "Panic Room" and begins firing then the processing must be stopped. A panic room is classified as any room with a singular entrance and exit within the HQ. MCSD Ticketing Guide Jail When sending players to jail, Deputies must inform the suspect that they are being sent to jail. Deputy Sheriffs and higher may send a player directly to jail if they are seen blatantly breaking server rules. If a player has a combined total of 10 or more Murder, LEO Murder, Vehicular Murder, and Gang Homicide charges they are considered a serial killer. If a serial killer is found and restrained they may be sent directly to jail without a chance to pay any outstanding tickets. If a player has the "Hostage Situation" charge they are considered a hostage taker. Hostage Takers may be sent directly to jail without a chance to pay any outstanding tickets. Adding Charges Deputy Sheriffs and higher are granted abilities to add charges to a suspect. The crimes must be witnessed by an Deputy in order to be added to their bounty. Pardoning Deputy Sheriffs and higher have the ability to pardon players who have been added to the wanted list mistakenly, or have committed the acts in a justifiable manner. Players must notify the police via text message upon committing a justifiable offense. Other considerations may be used when pardoning a suspect. (e.g. desync kill, traffic accident, other glitches.) Chapter XIII - MCSD Equipment & Ground Vehicles MCSD Tools Weapons are to be carried in low-ready position when not engaged in a situation that warrants the use of the weapons. Tear gas, smoke grenades and flashbangs are to be used in tactical situations only. Tear gas masks such as the balaclava should only be utilized when handling tear gas. Spike strips are to be used on fleeing vehicles only. Defusal kits should be purchased when responding to a federal event. GPS Trackers may be used anytime, anywhere, for anything and give PC if eyesight is lost. Bolt Cutters are ONLY to be used by Deputy Sheriffs or higher when the owner of a house is NOT online. No exceptions. The SDAR can be used by Deputy Sheriff without approval of a Sergeant as long as the suspect is in the water or there is no other way of dealing with him. In all other cases, a Sergeant or higher will need to approve the use of an SDAR. This does not mean you will be able to store an SDAR in your backpack. After you have used the SDAR, seize it. MCSD Deputies are only authorized to use equipment available to them at their rank in the MCSD Shop. Road Kits may be used by Deputy Sheriffs or higher to invigorate roleplay as long as they are used in a non-excessive or non-abusive manner. Vehicles Police vehicles must be secured at all times. If an Deputy is expected to be away from their vehicle for a prolonged period of time, the vehicle should be impounded to prevent theft. This does not apply to active engagements or situations. Impounding any vehicle before a situation is clear is prohibited. Lights and sirens are to be used only in fulfillment of one’s duties as an Deputy. Chapter XIV - Training Facilities The MCSD Training Facilities (MCSD training Island) must only be utilized for the purpose of training. Any Deputies found abusing the features of the training dome/island or interrupting any ongoing MCSD training are subject to discipline. Chapter XV - Communication Channels Teamspeak All Deputies are required to be logged into the Olympus Teamspeak while on duty. Deputies must be within their appropriate channel dependent on the server and city they have been assigned to. The MCSD Teamspeak channels are to be used for MCSD operations only. Casual conversations can be held in other channels such as the MCSD Lounge. Deputies must use their name used for application in Teamspeak while performing the duties of a MCSD Deputy Channels City channels are to be utilized by all Deputies who are patrolling those areas. Unit channels are lead by Deputy Sheriffs or higher to perform specialized patrols on the ground. Deputy Sheriffs or higher are authorized to pull MCSD members into the Unit channels to make up their Patrol Team. Unit channels should hold no more than 5 MCSD members at a time. The federal event channels should only be utilized during those incidents and the highest rank on the server should be in command. In-Game (Direct) Direct chat is the main form of in-game communication with the civilian population. Vehicle chat may be used to speak to other occupants of a vehicle. In-Game (Group) Deputies are only to use Group chat to conduct map-wide operations between cities. In-Game (Side) Side chat is never to be used for voice communications. Chapter XVI - Case Law and Amendments The purpose of this Article is to present any case found within the parameters of Law Enforcement that are not previously addressed in this document. Case law and amendments are binding and effective as standard procedure.

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