One-Life Event - Golden Beach __________________ PRTA Presents: One-Life Event - Golden Beach | 18:00 PRT, 18th FEBRUARY 2017 Server: PRTA | EU - OneLife Event Server Password: onelife Map: Muttrah City Alt Time/Date: 18:00 PRT, 18th FEBRUARY 2017 The situation US presence in the gulf of Oman is at an all-time high as the coast are littered with naval units. MEC army is supposedly being involved in the recent insurgency outbursts and is even speculated to be privately funded by various corporations and individuals. US Marines are deployed to the coasts to uphold a strategical balance until the issue resolves. A large logistics port in Muttrah city is a big strategical point for MEC and since the US intervention, they have it actively defended and the civilian population has been evacuated a week ago. Although US have the port blockaded, MEC are always strenghtening their defense day by day and if no action is taken they worry that heavy armour will be called in from surrounding regions, which would make the Muttrah coast an impenetrable wall. US officers have already recieved orders to seize the coastal town and the operation is imminent. 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. 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. Kit request on crates is disabled. To avoid situational exploits, change of kits will require a trip to the nearest vehicle depot, APC or a fixed crate found in the main bases. Heavy AT, Anti Air, Sniper and Combat Engineer are only requestable at vehicle depots or main base crates. 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. 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. 1km map has none, 2km map has 1, 4km map has 2. 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 ammount of time will reset the timer and you can be shot for helping the insurgency. Authors notes This is the first time the 1L event goes full-on beach assault. Keep in mind that the attackers have to hold on the carrier for the first 20 minutes. Defenders should have the beach secured by then and the operation can begin at the CO's discretion. Don't forget about the new vehicle system (that isn't unique to beach landings) and the no-kit-request-at-crate change. This is the proper way to present an invasion as the defenders will have to cover the whole line to prevent attackers from landing. Additionally there might be a mediaman present with a camera kit. He is independent and should not be shot, easily recognizable with a black body armor and a black helmet. Feedback after the event would be much appreciated and can be posted here http://prteamwork.com/threads/onelife-event-february-18th-2016.25676/.