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Announcement PRTA One-Life Event - Battle of Grozny - 18:00 PRT, 16th September 2017

Discussion in 'News' started by PRTA Bot, Sep 10, 2017.

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    PRTA Bot PRTA Bot Robot Factory

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    One-Life Event - Battle of Grozny
    __________________


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    PRTA Presents: One-Life Event - Battle of Grozny | 18:00 PRT, 16th SEPTEMBER 2017

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    Server: PRTA | EU - OneLife Event
    Server Password: onelife
    Map: Assault on Grozny AAS Alt
    Time/Date: 18:00 PRT, 16th SEPTEMBER 2017

    The situation

    The First Battle of Grozny was the Russian Army's invasion and subsequent conquest of the Chechen capital, Grozny, during the early months of the First Chechen War. The attack lasted from December 1994 to March 1995, resulted in the military occupation of the city by the Russian Army and rallied most of the Chechen nation around the separatist government of Dzhokhar Dudayev.

    The initial assault resulted in very high Russian Army casualties and an almost complete breakdown of morale in the Russian forces. It took them another two months of heavy fighting, and a change in their tactics, before they were able to capture Grozny. The battle caused enormous destruction and casualties amongst the civilian population and saw the heaviest bombing campaign in Europe since the end of World War II. Chechen separatist forces recaptured the city in August 1996, ending the war.

    Relive the intense battle in the ruins of Grozny as a soldier in the atacking Russian armed forces or hold the capital to the last man as a Chechen militant. Will history repeat itself?


    One life?

    Fight in the upcoming One-Life event and be a part of one the most thrilling rounds of PR you have ever played! Every decision you make on the battlefield might be your last, as there is no forgiveness with the no-respawn policy. Work closely with your squad mates, keep them alive and listen to every order your squad leader gives you, take your squad on an epic and immersive path to victory as a squad leader or even command the battle if you can take the pressure. Tactical movement, situational awareness, suppression, retreating and many other skills are vital to the well-being of your squad and team. Remember, the lives of others depend on your actions!

    One-Life, or perma-death events are created to bring you the ultimate emotional experience PR has to offer. Although the events have a slightly altered game mechanics, the core gameplay stays exactly the same. However, competitiveness and continuous action take the back seat to the incredible adrenaline rush of having just one shot at the mission and planning every move with utmost care.


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    Rules

    Once you give up, or the revive timer hits zero and you are forced to respawn (you get 1 on the death count), you are not eligible to play any more and will be automatically removed from the server with a temporary ban for the duration of the event.

    Although the event does not feature sign-ups of any kind, chain of command is to be respected at all times. If there is a CO present, squad leaders must act out his orders unless specified otherwise - Same goes for squad members. Any insubordination is a kickable offense.

    There are no other rules (except standard PRTA Server Rules), so the outcome is completely in the hands of the team.

    Additional tweaks
    • Automatic temporary ban of dead players. There will be no way to respawn after you die as you will be temporarily banned from the server which lasts for the duration of the round.
    • Vehicles have no respawn. Vehicles now spawn only once and do not respawn! There is also no delay on spawning avaliable vehicles so everything is avaliable right away in the main base. In the case of a amphibious assault the non-amphibious vehicles spawn on the mainland when the designated CP is captured. In some more scenario heavy situations, vehicles may spawn if a certain flag is captured.
    • Kit request on crates is disabled. To avoid situational exploits, change of kits will require a trip to the nearest vehicle depot, or a fixed crate found in the main bases.
    • Commander slot is disabled. If you wish to lead the whole team as a commander, your squad must be named CO an you have to use an Officer kit at all times, however the squad specialization is free. (CO APC, CO ARMOR, CO CAS etc.)
    • Round timer is set differently per event. If neither team is victorious by the end time, tickets will be the judge, resulting in a "Minor Victory" for the winning side, as opposed to "Complete Victory", if all the flags had been captured or all objectives destroyed.
    • Start timer is increased to 5 minutes. This gives more time for the teams to prepare their strategy and roles. Squads can be created at 4 minutes.
    • Both teams hold in main bases for 5 minutes. This creates time for players to claim the vehicles and get organised, while the CO is presented with the squad layouts and capabilities. In the case of attack/defend events, only one team has to wait in main for the predetermined ammount of time.
    • Wounded time is back to default of 5 minutes. Due to client-bound restrictions, the time to revive fallen/critically wounded soldiers stays 5 minutes.
    • Revive time is increased to 10 minutes. After a soldier is revived, he will be killed instantly if shot to death again. After 10 minutes, he will regain the option of critically wounded. This encourages medevac actions back to main.
    • Tickets reduced to 200 per side. Tickets are now an additional end-game factor as they represent overall army morale. Deaths of soldiers, loss of vehicles and loss of ground will have a negative impact on the side you are playing on and in the case of losing tickets/breaking morale, the army forfeits the battle and surrenders.
    • Scoring is disabled.
    • Rally points are disabled. To prevent any transport exploit and to increase realism.
    • Only 2 FOBs per team. To place an FOB, 3 large crates are needed and for deployables, additional 3 large crates are needed. Double the value with small crates. You can now deploy statics up to 300m from the FOB, if the necessary crates are in 200m range.
    • Max static deployables is 50 per team. This includes foxholes, razorwires, sandbags etc. A team has 50 in total at disposal, they all can be used on one FOB or split in any manner if 2 FOBs are built.
    • 2 TOWs, 2 AAs, 8 HMGs. As with deployables, that is the total available number per team and they can be used in any combination between built FOBs, except mortars, which have to be bound to one.
    • Mortars limited per map size and/or event situation.
    • Max 3 hideouts. Due to guerilla nature of insurgent/rebel factions, they have more freedom.
    • Only 2 caches to destroy. As the approach to each cache in 1L mode will be much slower and cautious, the number has been lowered.
    • Intel gathering is different. Blufor needs 100 intel points to get info about the second cache, and it will take 20 minutes to reveal one. If you capture an insurgent with the restrainers, you will get 100 IP, however you can get 10 IP by killing insurgents in a range of 100m. Shooting and killing a civilian will deduct 50 IP, destroying a civilian car will deduct 25 IP. Blufor also doesn't get a ticket boos when destroying a cache.
    • You can only wound 1 civilian. Respecting ROE is a must. When you down the second civilian, you die - therefore the server will automatically remove you.
    • Civilians are much more important now. It only takes 10 seconds after dropping and INS/HAMAS kit to become a civilian, and 10 seconds after getting in a civilian vehicle for the vehicle to become a civilian vehicle. However being in close proximity to armed fighters for any amount of time will reset the timer and you can be shot for helping the insurgency.

    [​IMG]

    Authors notes


    Not much to add. Some vehicles were removed due to balance and infantry focus. Russians only get the 2x BTR and 1x MTLB, Militia gets the T62 later on in the game. Lighter types of vehicles stay the same.

    Due to to a suggestion, the flags now cost 100/(active flag ammount), in this case 14 tickets per flag, as Militia holds all the flags from the start. Militia cannot re-cap any of the flags and flags are played in "packs". Russians will first have to seize the NW part, then the centre and at last the SE part.

    As per usual, attackers (RU) need to wait in main for 20 minutes after round start, Militia can leave immediately if so desired.


    Feedback after the event would be much appreciated and can be posted here: One-Life Feedback Thread



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    Last edited by a moderator: Sep 10, 2017
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    Arnoldio Arnoldio Noot noot!

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    9ª Compañía de Infantería

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    Oh, looking forward to this!

    2. 9 Company - Member,

    9ª Compañía: preparen esos cojones; ¡este será nuestro bautizo de fuego!
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    Arnoldio Arnoldio Noot noot!

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    This time the mumble is one channel only, so you will be able to hear enemies on local.
    GHOST_-DK-, Blaze., Lunar and 3 others like this.
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    Arnoldio Arnoldio Noot noot!

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    9ª Compañía de Infantería

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    Whaaaaaaaaaaat?! Cool!

    I have wanted to experience this for the longest time.
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    SoggySpartan SoggySpartan [GI] Maj.

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    This looks really freaking cool. GreyStone International will be present!

    "A bonis ad meliora!"
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    PR:BF2 Resident Administrator Ten Good Men

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    worth checking out for the mumble alone. I hate this map but I will be there to see what the mumble in one channel runs like. Exciting.
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    Arnoldio Arnoldio Noot noot!

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    How can you hate this map, it is the most lifelike map in PR by far.
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    FakeFrost FakeFrost Herkese benden bir çay.

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    One mumble channel and grozny with heavy defence/attack love it.:thumbsup::thumbsup::thumbsup::thumbsup::thumbsup::thumbsup:
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    WeedT0aster WeedT0aster For god & country, Geronimo

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    let's hope I won't be hearing the enemy squad chat like junes OP.Wings onelife lol.
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    Member 9ª Compañía de Infantería

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    9ª Compañía de Infantería

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    Wait a second, question here about the one-channel mumble thingy:

    Is the local channel the only one shared? Meaning, do the other team hear me if I talk on squad/officer channel? Or is it that also when I talk in squad channel, I broadcast on local? How does this work?!
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    Basically just don't use local is how it works, squad chat still only goes to squad.
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    9ª Compañía de Infantería

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    Where is the fun in that (or in replacing mumble with a 3rd software, for that matter)?!

    No man, I want the real thing! And you can take for granted that I will taunt and threat the enemy through local during the firefights.
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    Ill be around, playing milita
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    WeedT0aster WeedT0aster For god & country, Geronimo

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    they can only hear you while talking in local, squad VoIP would make it unrealistic and boring, and actually bad for gameplay
    --- Double Post Merged, Sep 11, 2017 ---
    you should have applied for the CO, you are the perfect one mah lord :biggrin:
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    Pink Panther Pink Panther lord of bliss

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    I will be able to command militia. Needless to say the 20m deployement in advance is a potential I intend to put to full use
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    Arnoldio Arnoldio Noot noot!

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    It is indeed only for local, which is a shame, but then again you understand the enemy perfectly so that isn't really realistic anyway.
    So edgy that I can swiftly make sure you won't need neither local nor squad.
    Thats the spirit, Camel. :biggrin:
    Bring Huddie. :biggrin:
    Signed, sealed and delivered, Pink Panther is Militia CO.
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    Prekto Prekto When in doubt. C4

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    Not sure, if I'll be there but I'll be with Ark
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