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Announcement PRTA One-Life Event - Op. Barracuda - 19:00 PRT, 2nd December 2018

Discussion in 'News' started by PRTA Bot, Nov 27, 2018.

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    PRTA Bot PRTA Bot Robot Factory

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    One-Life Event - Op. Barracuda
    __________________


    [​IMG]

    PRTA Presents: One-Life Event - Op. Barracuda| 19:00 PRT, 2nd December 2018

    [​IMG]

    Server: PRTA | EU - OneLife Event
    Server Password: onelife
    Map: Op. Barracuda AAS Alt
    Time/Date: 19:00 PRT, 2nd DECEMBER 2018
    tracker link
    battlerecorder


    The situation

    A remote vietnamese island has been under scrutiny by US Intelligence, which has recorded heightened activity in the last weeks - Cargo ships being unloaded offshore and many merchant ships doing runs, even at night. Gathered information called for intervention as the ammount of movement pointed to something larger than just a fuel depot or a forward sea base.

    Three MACV-SOG operators were sent in for boots-on-the-ground investigation as the aerial photos were not useful either due to the height or weather. Reports came back that the main activity lies on the road from the docks to what seems like a well guarded depot, although due to no outgoing cargo it can be a weapons installment. A smaller airfield lies on the west side of the island but was never used. In the centre there is a underground barracks setup, presumably for quick response in the case of beach invasion. Above the beaches there is an observation post that most likely holds some kind of AA equipment.

    A smaller contingent of US Marines is deployed in the area together with 1st Calvary Division which provided some equipment. Exact number of NVA troops is unknown but at least a platoon is present and if need be - well dug in.

    Mission intel


    USMC assets: 2x Trans Chopper, 1x CAS Chopper, 1x Light CAS Chopper, 1x Logi Truck, 2x Patrol Boat, 2x APC
    NVA assets: 1x Light Tank, 4x Trans Truck, 2x Logi Truck, 1x Jeep, 1x MG Jeep

    No mortars. USMC team holds in main for 20 minutes.

    USMC has four primary objectives: Docks, Airfield, Observation Post and the Bridge. Seizing control of the docks is of utmost importance to prevent further influx of enemy cargo. Securing and destroying the bridge is also a vital step in preventing them to move on or off the island. Capturing the airport will allow for a secure link to the carrier. The AA nest is self explanatory - Unrestricted airspace can greatly benefit the troops on the ground. If all the objectives are met, assault on the main facility is in order.
    NVA has one objective: Defend your island.

    [​IMG]

    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. Picking up enemy kits is enabled.
    • 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. Amount 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

    Long time no see - Assault/Defense style. Its simple, NVA has to hold as much ground as possible while US can pick their targets. There is no fixed AAS path, all objectives are active at once. Only Bridge and Docks are re-cappable by NVA. NVA main base has no DOD, you can freely walk in it at any time, therefore NVA has to defend it in sufficient numbers so they can resupply.

    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: Dec 2, 2018
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    Arnoldio Arnoldio Noot noot!

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    that was fast :cat:
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    WeedT0aster WeedT0aster The APC is pounding the FOB

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    Jaden12 Jaden12 Leader of the most unprofessional unit in PRTA

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    Arnoldio Arnoldio Noot noot!

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    Happens, i couldn't be arsed to tag unit leaders separately. :biggrin:
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    WeedT0aster WeedT0aster The APC is pounding the FOB

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    I didn't get a tag too btw, tobi-the-fraggel what did you break this time I wonder :biggrin:
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    Jaden12 Jaden12 Leader of the most unprofessional unit in PRTA

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    Well, you're not a Member or Leader, which were tagged, so no surprise you didn't get an alert :wink:
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    And btw, fix your broken signature :wink:
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    Arnoldio when do you assign teams for clans?
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    I don's assign anything. I expect clan leaders to balance it out.

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