Page 1 of 2

PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-15 17:04
by temexter
One-Life Event - Foreign Affair
__________________


Image

PRTA Presents: One-Life Event - Foreign Affair |18:00 PRT, 22nd OCTOBER 2017

Image

Server: PRTA | EU - OneLife Event
Server Password: onelife
Map: Dovre Winter AAS Std
Time/Date: 18:00 PRT, 22nd OCTOBER 2017

The situation


As NATO-Russian relations continue to deteriorate, a Russian invasion force has swept over Scandinavia in a rapid and unexpected strategic move. They are securing the railroad connections in order to facilitate the arrival of the bulk of the Russian army - in preparation for a final advance onto Oslo. The Norwegian army has collapsed and Dutch forces have retreated, leaving NATO with only one more roll of the dice.

They have sent in a German relief force to 'hold the line' and keep the Russians in the mountains. The two sides have begun to skirmish in the valley surrounding the village of Dovre, a strategic railway and river base.

The attacking Russian airborne and marine forces are well equipped for fighting in the Winter. A light armour unit accompanies them as they look to go on the offensive and take control of the valley. The German army, on the other hand, is without armoured support - a smaller convoy of lighter vehicles is all they have, the infantry being transported to he staging area via helicopter.

Heavy engagement is now inevitable, with both armies heavily focused on achieving their goals. The rest of the world watches in anticipation.


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.

Image

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.
  • Vehicles have no respawn. Vehicles now spawn only once and do not respawn! There is also no delay on spawning avaliable vehicles so everything is avaliable 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.
  • 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.
  • 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.
  • 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 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.[/FONT]

Authors notes

Again an infantry meeting engagement. RU side gets 1x Logi, 1x BMP2, 1x BRDM support and GER side gets 2x Logi, 2x Jeep, 1x Fuchs APC. Mortars disabled.
Feedback after the event would be much appreciated and can be posted here: One-Life Feedback Thread

Image Image Image Image Image Image Image Image


Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-15 20:46
by Heavy Death
I need to add - Russians get their vehicles after they capped the second flag in order.

Need CO's for both sides. Volunteers write to my inbox!

Flag areas for this event: http://gametactic.org/pr2?room=F0DJIyLqmITf9E

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-15 21:25
by bolevole
Asking for second time, can we have recordings of both sides?

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-15 21:40
by Lugi
How about snipers being disabled?

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-15 22:29
by Heavy Death
Event is now using a modified damage system, check it out here: https://www.realitymod.com/forum/f388-p ... ost2175139
bolevole wrote:Asking for second time, can we have recordings of both sides?
I can only guarantee filming on the side Deviro is on, as he is official PRTA mediaman. If someone can do the other side is out of my hands. I know some people record (Shinyredbullets) but they are not on regularly. I can only do so much.
Lugi wrote:How about snipers being disabled?
One seems fitting. With my damagemod (link above) they are not instakill (except headshot, which is instakill in any case), so you have a chance at longer range. This time both factions also have scopes, so that will also put snipers at a disadvantage.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-16 00:04
by Lugi
Heavy Death wrote:One seems fitting. With my damagemod (link above) they are not instakill (except headshot, which is instakill in any case), so you have a chance at longer range. This time both factions also have scopes, so that will also put snipers at a disadvantage.
Great job, cant wait to test it out.

Also, by "instakill" do you mean dead-dead?

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-16 06:36
by Heavy Death
Yes, Dead-dead. This time it will be extremely important not to get shot. At all. Especially in the head.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-16 12:25
by Lugi
Heavy Death wrote:Yes, Dead-dead. This time it will be extremely important not to get shot. At all. Especially in the head.
I think this is a bad idea. Why? Because it encourages people to go for headshots, as they're worth FAR more than a shot to the center of mass, while in reality it's quite the contrary (at least on tactical level).

When you shoot at the enemy combatant you don't care if you kill him right away, incapacitate him or if you paralyse him. You shoot him so he stops being a threat to you. In reality bullet to the head and bullet to the abdomen have basically the same effect - that person is unable to fight, so you eliminated a threat.

But in PR it doesn't work that way. If you incapacitate an enemy without outright killing him he goes into this invincible state, where all it takes for him to be a threat is one medic and 30 seconds. That's why making someone outright dead-dead is so valuable - it's a difference between inflicting a casualty vs inflicting a minor inconvenience.

That's why I think headshots should not be that deadly, but we'll see how this turns out during the event.

Btw are all the changes server-side?

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-16 14:22
by DogACTUAL
Disagree, headshots are already pretty valuable because of the one hit incapacitation. Even with the current model, if you find an unaware enemy standing still close to you, pretty much everyone will go for a headshot so the guy can't turn around and spray you after the first shot. Especially if you don't have a fully automatic weapon available.

Will headshots become more valuable and will they be used more often in some situations? Yes, but in most engagements where the enemy is shooting back or is far away, you will not take a long moment to aim for a headshot because either he will hit you first in center mass or you will miss him from far away and make him aware of your presence.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-16 15:16
by Lugi
DogACTUAL wrote:Disagree, headshots are already pretty valuable because of the one hit incapacitation. Even with the current model, if you find an unaware enemy standing still close to you, pretty much everyone will go for a headshot so the guy can't turn around and spray you after the first shot. Especially if you don't have a fully automatic weapon available.
Yes, that's why I think it would be best to give both headshots and body shots instant incapactitation ability (for assault rifles).
DogACTUAL wrote:Will headshots become more valuable and will they be used more often in some situations? Yes, but in most engagements where the enemy is shooting back or is far away, you will not take a long moment to aim for a headshot because either he will hit you first in center mass or you will miss him from far away and make him aware of your presence.
Imagine a situation: you have a deployed AR(or anything else with no recoil and high rate of fire) overwatching an alley. You see an enemy running through that alley, straight at you. What a soldier IRL (as well in PR with vanilla state of damage) would have done is just cut him down with a burst.

What would happen if headshot were instakill: the AR will try to go for a headshot instead for a center of mass, because the shooter knows it is better thing to do - infilicting a sure casualty. This is neither realistic nor good for gameplay.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-16 20:42
by Heavy Death
Protip: Don't run into alleys like a mong.

Keeping the distance will be cruicial as in real life. Nobody wants to go CQB unless absolutely necesarry. Without insta death, you can go rambo and take down 4 guys, and your squad goes in behind you to mop up the rest, then revive you and ta-daaaam, magical rambo is revived. Now you will risk death going in like that.

Seems fine by me. If you want watered down mechanics, there is public servers. These events are mine and I aim to make them as realistically brutal as possible. When people learn to immerse themselves and play patiently, we will see long rounds with long firefights, tactical retreats and running out of ammo. Until then, there will be crying and shorter rounds.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-16 21:07
by Lugi
Heavy Death wrote:Seems fine by me. If you want watered down mechanics, there is public servers. These events are mine and I aim to make them as realistically brutal as possible. When people learn to immerse themselves and play patiently, we will see long rounds with long firefights, tactical retreats and running out of ammo. Until then, there will be crying and shorter rounds.
It's not about what I want (cause I would like to see is even harsher gameplay than what you propose, utilizing medevac and temp banning players that get revived - for about 10 minutes, so they get back into the game).
It's about consistency, all I'm saying is that this will probably bring more unrealistic things than it will bring realism to the event, but thats just only my opinion.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-16 21:44
by Heavy Death
I do all changes on intuition and foreseeable scenarios.

For this event, both sides have body armor, so anywhere you get hit, its a two shot kill. If you stand close enough that the recoil of the gun on full auto will retain such a small grouping that two bullets will hit consecutively, you are in trouble. If you engage from such a distance that a follow up shot is less likely, you have a chance - If you get shot once and there is a medic behind the corner, you can get instantly healed and proceed without consequences. So in this case, 100+ meters is a safer place against assault rifles. AR, DMR, MG and sniper rifles are especially designed to be effective even beyond that range, hence the uselessness in closer ranges. Those are your worst enemies.
However, BOTH participants know that a shot in the head is instant death. So lets assume they are smart and engage from cover, at 100m+, while simultaneously spotting eachother. There is three options: Either you duck for cover without firing at all, keeping yourself out of harms way but allowing enemy a free move, OR you fire a burst in the general direction of the enemy to disorient, hurt or even kill him, but risk returning fire that can possibly headshot you, OR you aim for a headshot, hoping to kill him, but risk returning fire that will most likely headshot you, since you are still for more time.

Take into account that when you aim for that sweet HS, there could be a second guy in a bush that is waiting for you to pop up and HS you instead, because you did a stupid move.

Its all a game of risk and knowing your surroundings. Do you stick your head out for longer or do you just blindfire to keep their heads down? Its a decision one has to make every second.

I'm done defending myself. If you managed to get headshotted, you were doing a stupid thing and was unaware of your surroundings. This is the reality now. If someone has time to actually aim for your head (sure, random headshots will happen, thats life), you were in a shit position and gave the enemy a chance.
Every corner, every house, every hill, hole, nook and cranny can have a machinegun just waiting for someone to get in the line of fire. Headshot or not, you were in a bad position. If the whole squad manages to get headshotted (Like some COD scene, where the SAS team takes aim and then everyone shoots at once) you deserve it, because that is the pinnacle of bad position, no awarness and no security.
In the case that you actually know the enemies spotted you and are probably aiming at you via AR or MG, and you STILL pop up and try to get a shot off (this is ery common in PR, like looking at enemy tanks with binoculars for some reason), and as a result get instantly a facefull of 7.62, you absolutely deserved it. Position was compreomised long ago, only solution is to relocate. If you cannot relocate then its checkmate.

tl;dr
Instad of focusing on killing and headshots, focus on surviving and completing the objectives instead.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-18 17:53
by Heavy Death
Update: Arnoldio is CO for germany. Still looking for ruskie CO. :)

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-21 18:36
by Arch3rAc3
Heavy Death wrote:Protip: Don't run into alleys like a mong.

Keeping the distance will be cruicial as in real life. Nobody wants to go CQB unless absolutely necesarry. Without insta death, you can go rambo and take down 4 guys, and your squad goes in behind you to mop up the rest, then revive you and ta-daaaam, magical rambo is revived. Now you will risk death going in like that.

Seems fine by me. If you want watered down mechanics, there is public servers. These events are mine and I aim to make them as realistically brutal as possible. When people learn to immerse themselves and play patiently, we will see long rounds with long firefights, tactical retreats and running out of ammo. Until then, there will be crying and shorter rounds.
This!!!
If most PR players just had this idea in their heads. It's getting so frustrating playing PR sometimes, overall infantry mindset seems similar to BF4 players, people don't care if they will get shot, squad leaders don't think about falling back ever (they rather have their squad dying and respawning, than thinking and planning a retreat), most SLs fail at planning a simple attack (most time they just order the whole squad to move towards the enemy, resulting in massive casualties) and squad members are way too much impatient that if you simply order them to hold a line and defend, 50% will move, bunch together or do something else.

Wish people would immerse themselves more and play more carefully, thinking before doing something.

Edit: Please have me as a squad member during this event xD

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-22 01:44
by Heavy Death
That's what PR has become sadly.

Squad will be open for all, so just hop in. :P Will do rear echelon stuff mostly, ammoruns and medevacs.

Still need Russia CO, if anyone wants to.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-22 15:42
by Arch3rAc3
Heavy Death wrote:That's what PR has become sadly.

Squad will be open for all, so just hop in. :P Will do rear echelon stuff mostly, ammoruns and medevacs.

Still need Russia CO, if anyone wants to.
Right, I'd be glad to be a corpsman in your squad. Here's hoping I manage to join before it fills.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-22 17:24
by Heavy Death
Don't forgetti, starts in 30 minutes!

You can join later, as usual, but best experience is from the very beginning!

Lugi will CO Russia.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-22 18:59
by Lugi
Well, I fucked up and got instakilled for it, fair enough.
But for future events I'd suggest a smaller map, where long range flanking by walking right near the edge of the to the back of the enemy lines won't be as effective.

Re: PRTA Presents: One-Life Event - Foreign Affair - 18:00 PRT, 22nd OCTOBER 2017

Posted: 2017-10-22 19:43
by Suchar
tracker pls