🏰7. Base Building & Raiding

Bases on BSRP are not loot depots--they are expressions of survival, identity, and power.

Whether it's a lone outpost or a faction fortress, your base must contribute to the world. Its design, purpose, and presence should serve a narrative function--not just protect your gear.

Raiding is part of the danger. But raids should feel like events, not just a looting chore. They should involve buildup, tension, and visible aftermath. Your choices as a raider must mean something--not just take something.

This system exists to create a balance between fear and fairness, between risks and realism. These rules ensure that base-building and raiding support immersive storytelling--not exploitative gameplay.

7.1 What Classifies as a Base

A base is any area that has been physically blocked off or fortified to limit public access. This includes locked doors, barricaded windows, fences, walls, or any other construction meant to signal ownership or restricted entry.

  • You may maintain one primary fortified structure per player or per group

  • A faction may choose to have a small outpost as well, but must surrender it if it develops a settlement off-site from its main base area

  • A Faction counts as a Person. This means when you join a faction, you lose your right to a personal codelock limit. The Faction has the Person Codelock Limit. Faction members should trust one another and share resources. Each faction member may have ONE personal codelock; and it must be used for the player and only the player; not others or the faction.

  • If a settlement is used, it is recommended that it be connected to your Faction base to allow for an outpost in the future

  • Attempting to bypass this rule through multiple characters or secret alt-bases will be treated as rule exploitation.

7.1.1 Codelock Limits

  • A base may contain up to 10 locks total, including doors, gates, and storage.

  • Faction Settlements may place 10 locks for the betterment of settlers

  • Individual homes within the settlement may use up to 3 additional locks per home (this means settler home; not faction housing).

7.2 Just Because You Can, Doesn't Mean You Should

DayZ gives you options. Some servers turn those off through configs or custom mods. Mat is not that talented--so he crosses his fingers and hopes you'll do the right thing.

Just because the game allows something doesn't mean it's valid in the roleplay.

If your only justification is "because the game lets me," you're already off course.

Examples:

  • The game lets you cut a codelock with a hacksaw--but that's considered a Hard Raid, and requires staff approval

  • The game lets you convert a wall into a gate with wire--but doing that to escape a compound you're locked in? That's exploiting mechanics, not roleplay.

  • You can dismantle a wall from the inside--but unless it's a staff-approved Hard Raid, it's not allowed.

When in doubt, open a ticket. We'd rather clarify beforehand than sort out chaos afterward.

7.3 Soft Raiding (Non-Destructive Entry)

A Soft Raid is any intrusion into another player’s base that does not involve breaking locks, damaging or modifying structures, or glitching mechanics.

Soft Raids do not require staff approval, but are subject to review. You are expected to follow these rules and record your actions in case staff requests proof.

What Is Allowed:

  • Entering through unlocked or open access points (e.g., doors, gaps in walls, missing fences, open rooftops).

  • Taking items from clearly accessible storage (not behind locked barriers or dismantled structures).

  • Removing flags for in-character reasons (e.g., starting beef, marking territory, leaving a message).

  • Leaving notes, calling cards, symbols, or clues that you were there.

What’s Not Allowed:

  • Stacking items (fireplaces, barrels, coats, garden plots, etc.) to scale walls, reach windows, or access rooftops.

  • Boosting with another player or using vehicles to gain access to rooftops, over walls, windows, or into base interiors.

  • Glitching through models (squeezing through visually intact walls, windows, etc.).

  • Misusing mechanics — such as adding wire to convert fences into gates to enter or exit.

  • Placing items to trap, block, or sabotage, including placing codelocks or barricades inside another player’s base.

  • Exploiting non-player caused breaches (map holes, invisible walls, or mod/server bugs).

  • Dismantling anything that requires tools (e.g., lockers, gates) — this is considered a Hard Raid.

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A Soft Raid should feel like a quick snatch-and-grab, not a base wipe. If you can’t explain how your character pulled it off without referencing a mechanic or bug, you probably shouldn’t be doing it.

7.4 Hard Raiding (Destructive Entry - Requires Staff Approval)

A Hard Raid is any raid that involves cutting locks, breaking walls, or modifying a structure to gain entry.

All Hard Raids require staff approval. No exceptions.

You must submit a Raid Approval Ticket (Other) before initiating the raid. Staff will review your request and respond with a decision or follow-up within 48 hours.

Hard Raid Approval Requires:

  • A clear in-character reason (e.g., revenge, ideological conflict, resource war, territory dispute -- not just loot).

  • The target location, including map coordinates, a map screenshot, and a visual of the base.

  • The faction(s) or player(s) involved -- both the attackers and intended defenders.

  • A brief explanation of what you plan to do inside the base.

  • A clear case for why this raid matters to the story.

If your request is approved, staff will give you parameters and authorize you to proceed under strict guidelines.

7.4.1 Hard Raid Conduct Rules

  • You may breach one point of entry to the base. Once inside, you are allowed to remove additional code locks to navigate, but only as necessary.

  • You may only destroy what is absolutely required to gain access -- not to grief, erase, or “punish” the base.

  • You must leave a trace -- notes, symbols, graffiti, flags, messages, or other in-character evidence of your presence. The raid should continue the story.

  • You may not destroy decorative items, non-blocking storage, or unrelated structures unless they are part of your justified path.

  • All mechanics must be immersive and valid -- no stacking, glitching, or clever object placement to bypass design.

Staff will follow up post-raid to ensure all guidelines were followed and roleplay standards were upheld.

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All Raids (Soft and Hard) need to be recorded and logged so they can reviewed at a later time if necessary.

7.5 Griefing Is Never Allowed

Griefing ruins immersion, disrupts stories, and punishes players instead of characters. It has no place on BSRP.

The following are considered griefing -- whether during a Soft Raid or an approved Hard Raid:

  • Raiding the same base more than once per week

  • Dumping loot on the ground to intentionally despawn it

  • Destroying decorative, aesthetic, or personal items without meaningful RP justification

  • Blocking or sabotaging rebuilding efforts after the raid

  • Using the raid to punish the player, not the character

  • Placing code locks inside another player’s base to deny them access or reclaiming rights

Griefing will result in:

  • Staff Warnings

  • Compensation to the victims

  • Temporary or permanent bans depending on severity

Every raid should serve the story -- not spite.

7.6 Combat During Raids

Raids are dangerous -- but not a free-for-all. The rules of engagement still apply, and how a raid escalates matters just as much as whether it happens at all.

  • If you catch someone mid-raid actively breaking in (e.g., cutting locks, dismantling structures), you may engage without formal initiation. They’ve already started a hostile act.

  • If someone enters non-destructively (e.g., through an open door or soft raid method), you must initiate first, unless they fire on you.

  • If you are the intruder -- whether soft or hard raiding -- you may not shoot first unless you have engaged in RP with the person you intend to shoot. You must roleplay the confrontation.

Once combat begins, all standard hostile RP rules apply -- including NVL, fair play, and no excessive rule lawyering mid-scene.

7.7 Raiding is Storytelling, not Scorekeeping

We get it – base raiding stings. People spend hours building, decorating, and gathering what they need to survive. But in the world of BSRP, raids aren’t about loot – they’re about impact.

When done right, a raid shifts power, deepens conflict, starts vendettas, or sends a message that echoes across the map. It should push the story forward, not just set someone back.

So before you break in, ask yourself:

“What story am I telling by doing this?”

If the answer is “because they had guns” or “I was bored” – you’re not ready.

Play to shape the world, not just strip it.

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