One-Life Event - Frontier
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PRTA Presents: One-Life Event - Frontier | 18:00 PRT, 17th of JULY 2016

Server: PRTA | EU - OneLife Event
Server Password: onelife
Time/Date: 18:00 PRT, 17rd of JULY 2016
Map : Yamalia CnC Inf
The situation
Couple of years after the Cold War has ended, NATO is still performing submarine scans in the Barents and Kara sea. A reconnaisance plane CP-140 Aurora was MIA in the Yamal region searching for a submarine pen. Canadian Army immediately deployed a search and rescue mission that also faced difficulties. After a small unit of Royal Canadian Regiment's paratroopers dropped into the area, the secondary aircraft suffered severe wing frosting due to extremely cold temperatures and foggy weather and missed the drop points. Members of the M Company salvaged as much as possible and were forced to stand ground for almost three days due to unrelenting conditions. A platoon sized airmobile infantry force was deployed as support, arriving in the morning dark on the third day.
11th Airborne and some units from 24th Spetsnaz from the Russian Armed Forces were acting as a QRF defence force in the area, but despite being trained and used to harsh weather, any progress towards the target was deemed pointless until the weather cleared.
After three days of extreme conditions, the fog lifts and two scout elements get in a meeting engagement. Shots fired, but no casualties, both parties return to their positions with intel about enemy presence. Both sides will fight for their survival over the Siberian tundra.
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.
Event uses signed-up CO's, who can prepare the squad structure and layout prior to the battle, so squads are to be created only as the CO will call them out, and are to be filled to the specified number of players. No SL signups - first one to create a planned and properly named squad is the leader. CO has the highest authority over the team. Not following orders can and will result in removal from the event. If there is no appointed CO's, any player can take the role when the event starts.
- CA CO is ArkUTD
- RU CO is Arnoldio
Additional tweaks
- Round timer set to 4 hours. If neither team is victorious by this 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.
- 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.
- 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 15 minutes. After a soldier is revived, he will be killed instantly if shot to death again. After 15 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 1 FOB 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 400m from the FOB, if the necessary crates are in 200m range.
- Max static deployables is 100 per team. This includes foxholes, razorwires, sandbags etc.
- No TOWs, no AAs, 16 HMGs, no Mortars, no UAV. Adjusted to the scenario.
- CO artillery is disabled. Due to metagame and indestructabilty. Mortar count has been increased to counter this.
- FOB status is checked after 15 minutes. Your team has 15 minutes to deploy and build a fob, otherwise ticket bleed occurs at a rate of 1 per 10 seconds. If the fob is destroyed, a new one has to be build in 5 minutes to prevent ticket bleed. Fob destruction removes 50 tickets.






