PRTA One-Life Event - Op. Vigilant Resolve - 18:00 PRT, 8th OCTOBER 2016

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temexter
Posts: 397
Joined: 2009-11-23 15:50

PRTA One-Life Event - Op. Vigilant Resolve - 18:00 PRT, 8th OCTOBER 2016

Post by temexter »

One-Life Event - Op. Vigilant Resolve
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PRTA Presents: One-Life Event - Op. Vigilant Resolve | 18:00 PRT, 8th OCTOBER 2016

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Server: PRTA | EU - OneLife Event
Server Password: onelife
Map: Fallujah West INS Inf
Time/Date: 18:00 PRT, 8th OCTOBER 2016
The situation

Following the escalating fighting during 2003 and the deaths of four Blackwater PMC operatives in April 2004, USMC launches Operaton Vigilant Resolve. 1st Marine Division surrounds the city in order to push towards the centre.

West part of Al Fallujah holds pockets of insurgents with ammo stockpiles and they show no intention to lose ground. The Marines have light vehicles at their disposal to patrol the area and locate the caches and douse the uprising.


Come morning, USMC will be leaving the base and mounting an assault. Insurgent forces will be well prepared and armed with russian weaponry, most likely including RPG and other similar AT equipment, that could make the job harder.

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.
  • 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 no, 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 insurgency with civilians. The idea is to realistically represent the trouble with insurgents being in and out of ROE. USMC should take great care to positively identify targets and make absolutely sure they are firing at a valid target. Consequences are extremely harsh as the second kill of an unarmed person will get the player arrested and removed from the battlefield for violating the ROE and the Geneva Convention.

Feedback after the event would be much appreciated and can be posted here <link to be added>.

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Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: PRTA One-Life Event - Op. Vigilant Resolve - 18:00 PRT, 8th OCTOBER 2016

Post by Heavy Death »

Make sure you come a bit earlier to get a spot on the start of the round. And due to popular demand it's on SATURDAY!
ArkUtd and Arnoldio will command the US and INS factions respectively, to demonstrate the new CO concept.

US will have to check targets at all times and risk lives going door to door. Who's going to be the pointman? :)
INS will hopefully exploit the civilian rules to maximum effect and make it very hard for the Marines to advance. Does anyone have the guts to go out in a bomb car?

Probably the toughest and most intense event yet. See you on the battlefield!
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: PRTA One-Life Event - Op. Vigilant Resolve - 18:00 PRT, 8th OCTOBER 2016

Post by sweedensniiperr »

I assume civilian martyr deaths will also get you removed?

I think this will go as such: US will cap one civi and wait in main until a cache appears. After which they will try to and maybe take it, if it's in a favorable position. If another cache is called for they will do the same thing, wait 20 minutes after which they will fail to take the next cache or the players will run out.
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Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: PRTA One-Life Event - Op. Vigilant Resolve - 18:00 PRT, 8th OCTOBER 2016

Post by Heavy Death »

sweedensniiperr wrote:I assume civilian martyr deaths will also get you removed?

I think this will go as such: US will cap one civi and wait in main until a cache appears. After which they will try to and maybe take it, if it's in a favorable position. If another cache is called for they will do the same thing, wait 20 minutes after which they will fail to take the next cache or the players will run out.
If he is helping the insurgents, he is free to be shot without consequence. If he is outside the ROE (you died as a martyr), then blufor gets punished.

And I think it will go as such: US doesn't ned to cap one civi to get the first cache, they only have to wait 20 minutes. Then I don't know how it will go, so it's best if we attend and see. :D
Drobotttttt
Posts: 1
Joined: 2016-10-08 18:17

Re: PRTA One-Life Event - Op. Vigilant Resolve - 18:00 PRT, 8th OCTOBER 2016

Post by Drobotttttt »

Woke up an hour early to participate, joined before the map started, and am banned for teamkilling without even firing my weapon or having done anything. Must have been a mistake but fuck...double check who you're banning.
VTRaptor
Posts: 330
Joined: 2015-06-25 14:49

Re: PRTA One-Life Event - Op. Vigilant Resolve - 18:00 PRT, 8th OCTOBER 2016

Post by VTRaptor »

It's been fun. Looking forward for another life!
LimitJK
Posts: 104
Joined: 2016-02-06 21:25

Re: PRTA One-Life Event - Op. Vigilant Resolve - 18:00 PRT, 8th OCTOBER 2016

Post by LimitJK »

i joined 2h+ after round start and had fun (was awesome to sweep the streets with about a platoon of infantry in close formation), but generally i would love to see a more agressive playstyle (do not read as uncautious), in order to force a decision instead of dragging it for too long without any team making any steps towards victory.
Heavy Death
Posts: 1303
Joined: 2012-10-21 10:51

Re: PRTA One-Life Event - Op. Vigilant Resolve - 18:00 PRT, 8th OCTOBER 2016

Post by Heavy Death »

Thanks to all who joined. This time we experienced a drop of total player by about 30%, but had fun nontheless.

Blaze_02
Posts: 7
Joined: 2016-10-08 17:32

Re: PRTA One-Life Event - Op. Vigilant Resolve - 18:00 PRT, 8th OCTOBER 2016

Post by Blaze_02 »

8-) This was a helluva event!
Looking forward for the next life, as VTRaptor said 8-)
Last edited by Blaze_02 on 2016-10-15 14:40, edited 1 time in total.
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