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Announcement PRTA One-Life Event - Ignition - 19:00 PRT, 19th November 2017

Discussion in 'News' started by PRTA Bot, Nov 12, 2017.

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    PRTA Bot PRTA Bot Robot Factory

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    One-Life Event - Ignition
    __________________


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    PRTA Presents: One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

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    Server: PRTA | EU - OneLife Event
    Server Password: onelife
    Map: Wanda Shan AAS Inf
    Time/Date: 19:00 PRT, 19th NOVEMBER 2017

    The situation

    The 2018 NATO invasion of North Korea is complete, but the West now faces new challenges as China amasses forces on the border. Panzergrenadierbrigade 41, a German Mechanised Infantry brigade, has been tasked with securing the mountainous region of Wanda Shan as a signal to China that they mean business.

    An outraged Xi Jinping orders the Shenyang Military Region Quick Response Unit, nicknamed "Siberian Tiger", to hunt and destroy the German motorised platoon. They are fast, mobile and well-trained for hit and run warfare. They expect to take the slow, cumbersome Germans completely by surprise with the ability to outmaneuver them.

    As soon as reports of the engagement are relayed back to NATO, war is declared. The world descends into chaos, but the outcome of the battle for Wanda Shan is decisive. Both China and NATO want to claim the first victory in the new global conflict, and neither side can afford mistakes.

    Mission intel


    PLA assets: 1x Mi-17, 3x FAV, 3x UAZ Trans, 2x Truck Trans, 1x Truck Logi
    GER assets: 2x G-Wagon Trans, 2x Truck Transport, 2x Truck Logi, 4x Fuchs APC

    All assets are avaliable from the start.
    2 FOBs per team, TOW and AA disabled as emplacements. 1 Mortar per team.
    Both teams hold in main for 10 minutes.


    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.
    • Improved weapon damage system. Events use a custom damage system that elevates the lethality of the rounds and is based on the incapacitating features of wounds. Headshots are instakill. Shooting from cover and long ranges is extremely important for higher chances of survival.
    • Revised stamina system. Soldiers can sprint much further, but the stamina regenerates at a very slow rate. There is also variations between Heavy, Light and No armor, the last two featured in non-conventional forces.
    • Vehicles have no respawn. Vehicles now spawn only once and do not respawn! There is also no delay on spawning available vehicles so everything is available 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. Medics are limited to 1 per squad, Snipers are limited to 1 per team and one squad can have 2 Combat Engineers and 2 Spotters.
    • 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 2 minutes.
    • Both teams hold in main bases for 10 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 the attacking team has to wait in main for 20 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. Number of FOBs may vary per scenario.
    • Max static deployables is 50 per team. This includes foxholes, razor wires, 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

    Asymmetrical balance on this one. A recon high mobility hit and run force against a motorised infantry platoon. With a revised sprint system there will be more emphasis on transport in order to keep troops fresh.


    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: Nov 12, 2017
    Wicca, Danielj15, mectus11 and 2 others like this.
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    Arnoldio Arnoldio Noot noot!

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    Danielj15, Wolf, Chav and 2 others like this.
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    Arnoldio Arnoldio Noot noot!

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    Another change will be in effect. - Kits will only be dropped from dead-dead people, meaning if a medic goes down, you will have to find another medic to revive him. You can still drop kits manually.
    This will further elevate the need for keeping squadmates alive and will reduce the situation where you can become a medic in a second and be HAT the next.
    Furthermore, ragdolls will interact with vehicles and other forces, which is also fun.
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    WeedT0aster WeedT0aster For god & country, Geronimo

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    Arnoldio Arnoldio Noot noot!

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    50 minutes till start!
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    GHOST_-DK- GHOST_-DK- "We are neutral in Finland, we attack everyone"

    Operations Teamspeak Lead Tester Foxtrot

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    Arnoldio tracker please :smile:
    And sorry for killing you with LAT in the truck xD
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    Member Foxtrot

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    that flying trans cas tho
    tobi-the-fraggel likes this.
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    Arnoldio Arnoldio Noot noot!

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    tobi-the-fraggel tobi-the-fraggel 'Princess Negativity'

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    :biggrin:
    We were bleeding tickets having 30 left in total. Desperate times ask for desperate actions. We needed to do something to give the few survivors at radio relay a chance. It would have been a success already, if we would have distracted ze German attacking forces a little. The mg3 taking down the hip so fast was something I didn't expect however.
    I also freely admit that it was end of the game and I wanted to have some fun as well. It's been the only time my chopper got a bullet and I flew constantly for the whole game.

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