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Announcement PRTA One-Life Event - Offset - 18:00 PRT, 14th July 2018

Discussion in 'News' started by PRTA Bot, Jul 8, 2018.

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    PRTA Bot PRTA Bot Robot Factory

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    One-Life Event - Offset
    __________________


    [​IMG]

    PRTA Presents: One-Life Event - Offset| 18:00 PRT, 14th JULY 2018

    [​IMG]

    Server: PRTA | EU - OneLife Event
    Server Password: onelife
    Map: Nuijamaa AAS Inf
    Time/Date: 18:00 PRT, 14th JULY 2018

    The situation

    A humid summer overcast evening sets the tone of this meeting engagement between Russian light mechanized infantry and French garrisons in Finland.

    Fog and low visibility means that both sides are most likely to use less conventional methods.

    Mission intel


    RU assets: 2x MT-LBM, 2x Truck Logi, 1x Truck Trans, 1x GAZ Tigr Support, 1x GAZ Tigr MG, 1x Boat
    FR assets: 3x VAB VTT, 2x Truck Logi, 2x Truck Trans, 1x Boat

    1x Mortar for each 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.


    [​IMG]

    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. Additionally, kits cannot be obtained from critically wounded soldiers.
    • 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 15 minutes. Fallen players can now stay critically wounded for 15 minutes. Body model disappears after 5 minutes, however revive is still possible by following local mumble voice, marker or shadows.
    • 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 are reduced . 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. Ammount of assets can vary depending on the event.
    • 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

    Simple head to head round, this time however, there is no ticket loss on flags, but tickets are reduced to 125 and capping the last flag means bleed for the other team. 15 minute critically wounded timer is still in action, and while bodies and kits do disappear, markers, shadows and player's voice remain, making it possible to revive, albeit with much more difficulties after the initial 5 minutes have passed.

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



    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    Last edited by a moderator: Jul 8, 2018
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    Arnoldio Arnoldio Noot noot!

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    Heskey, Chagall, cassius23 and 4 others like this.
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    hey can i be a part of this event i mean i dont have my Boyz with mee
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    Arnoldio Arnoldio Noot noot!

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    In war, you become one of the boys even if you show up alone.
    Chagall, agus92 and cassius23 like this.
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    Pink Panther Pink Panther lord of bliss

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    People keep on joining throughout the match, so don't worry
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    9ª Compañía de Infantería

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    that mortar is gonna hurt
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    VTRaptor VTRaptor Szeryf

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    That green men tho.
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    tobi-the-fraggel tobi-the-fraggel 'Princess Negativity'

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    Yeah!

    Onelife is back and again I don't get my chopper :cry:
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    Arnoldio Arnoldio Noot noot!

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    Next one should have whirlybird.
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    Goblin Goblin And they shall know no fear!

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    Will i need to be in a unit in order to join the event?
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    VTRaptor VTRaptor Szeryf

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    Everyone is free to participate.
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    Arnoldio Arnoldio Noot noot!

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    GOOD NEWS EVERYBODY!

    There will be a slight change in the ticket system that I wanted to have in the last event, but wasn't possible. Both teams will now start at 100 tickets, and there is additional 100 tickets split amongst flags. For every capped flag a team gains the proportionate ammount of tickets, and for every lost flag, the defenders lose the same ammount.

    It's a gameplay decision that I was looking for for a long time - With this model, counter-attacks are encouraged, since you can regain tickets. Now I hear you screaming "But why not just disable loss on cap and you would be at the same point in the end!", but fear not, you need extra tickets for vehicles. A jeep or a truck are small losses compared to a 40 ticket loss of a jet fighter. The more ground you hold, the more you can afford to lose without running out of tickets.

    I believe it will put more emphasis on objectives as they will serve a better function, not just keeping your enemy as far away from main as possible. On top of that, CO's will have to play with risk factors of puting expensive vehicles out on the field before their tickets can even afford losses.

    One slow clap for cassius23 , he made it happen.
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    PR:BF2 Resident Administrator Mapper Jednostka Wojskowa Komandosów

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    9ª Compañía de Infantería

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    claaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaap.
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    GHOST_-DK- GHOST_-DK- "We are neutral in Finland, we attack everyone"

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