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PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-12 22:36
by temexter

One-Life Event - Ignition

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PRTA Presents: One-Life Event - Ignition |19:00 PRT, 19th NOVEMBER 2017

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Server: PRTA | EU - OneLife Event
Server Password: onelife
Map: Wanda Shan AAS Inf
Time/Date: 19:00 PRT, 19th NOVEMBER 2017
The situation

The 2018 NATO invasion of North Korea is complete, but the West now faces new challenges as China amasses forces on the border. Panzergrenadierbrigade 41, a German Mechanised Infantry brigade, has been tasked with securing the mountainous region of Wanda Shan as a signal to China that they mean business.

An outraged Xi Jinping orders the Shenyang Military Region Quick Response Unit, nicknamed "Siberian Tiger", to hunt and destroy the German motorised platoon. They are fast, mobile and well-trained for hit and run warfare. They expect to take the slow, cumbersome Germans completely by surprise with the ability to outmaneuver them.

As soon as reports of the engagement are relayed back to NATO, war is declared. The world descends into chaos, but the outcome of the battle for Wanda Shan is decisive. Both China and NATO want to claim the first victory in the new global conflict, and neither side can afford mistakes.

Mission intel

PLA assets: 1x Mi-17, 3x FAV, 3x UAZ Trans, 2x Truck Trans, 1x Truck Logi
GER assets: 2x G-Wagon Trans, 2x Truck Transport, 2x Truck Logi, 4x Fuchs APC
All assets are avaliable from the start.
2 FOBs per team, TOW and AA disabled as emplacements. 1 Mortar per 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.
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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.
  • 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.
  • 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.
  • 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.
  • 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.
Authors notes

Asymmetrical balance on this one. A recon high mobility hit and run force against a motorised infantry platoon. With a revised sprint system there will be more emphasis on transport in order to keep troops fresh.
Feedback after the event would be much appreciated and can be posted here: One-Life Feedback Thread

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Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-14 13:51
by mebel
Can't wait for it :)

btw US community should also have such events, it has become an essential part of PR that gives you 'proper' feel of what this game is about

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-14 16:59
by Heavy Death
Don't underestimate the new stamina and be caught exhausted at the wrong moment. ;)

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-14 20:19
by mebel
Heavy Death wrote:Don't underestimate the new stamina and be caught exhausted at the wrong moment. ;)
Could You provide some details about changes in stamina system?

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-15 08:31
by Heavy Death
You can sprint for around 1km, 3 minutes, however regain is 4x slower at 15 minutes from 0 to 100% and the no-return point is at 30%. Jumps do way less drain, taking only 10%.

There, basically use transport when possible, engage enemies when you have sufficient stamina. Exhausted troops cannot run away, so think twice. :D Additional effect will be a squad member that is more exhausted than others will be a hindrance to the squad. Decision, decisions...

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-15 11:39
by Lugi
Heavy Death wrote:You can sprint for around 1km, 3 minutes, however regain is 4x slower at 15 minutes from 0 to 100% and the no-return point is at 30%. Jumps do way less drain, taking only 10%.

There, basically use transport when possible, engage enemies when you have sufficient stamina. Exhausted troops cannot run away, so think twice. :D Additional effect will be a squad member that is more exhausted than others will be a hindrance to the squad. Decision, decisions...
Very good changes, especially with the jumps. Devs fucked up big time in this matter.

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-17 14:23
by Heavy Death
Another change will be in effect. - Kits will only be dropped from dead-dead people, meaning if a medic goes down, you will have to find another medic to revive him. You can still drop kits manually.
This will further elevate the need for keeping squadmates alive and will reduce the situation where you can become a medic in a second and be HAT the next.
Furthermore, ragdolls will interact with vehicles and other forces, which is also fun.

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-17 14:59
by Lugi
Heavy Death wrote:Another change will be in effect. - Kits will only be dropped from dead-dead people, meaning if a medic goes down, you will have to find another medic to revive him. You can still drop kits manually.
This will further elevate the need for keeping squadmates alive and will reduce the situation where you can become a medic in a second and be HAT the next.
Furthermore, ragdolls will interact with vehicles and other forces, which is also fun.
Great change. But is it going to be one medic per squad only?

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-17 15:13
by Heavy Death
Yes, that remains unchanged. As usual, don't get shot.

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-17 15:51
by Lugi
Next change should be aimed at ticket balance, because right now flags don't mean jack shit.

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-17 19:17
by Heavy Death
Working on it, but this event will most likely stay the same as the time is running short.

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-19 17:22
by doop-de-doo
One life events should be CnC maybe?

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-19 18:09
by Heavy Death
We tried CNC, was pretty meh.

Event starts in 50 minutes!

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-19 19:51
by Lugi
Ok, this is a fucking joke, out of 5 guys I saw dying every single one of them got killed with a headshot xD

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-19 20:18
by Heavy Death
Weird, our squad wasnt getting HS. :D

Tracker: http://eu1.prta.co/servers/prbf2/tracke ... 6.PRdemo#1

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-19 22:09
by doop-de-doo
It was a good fight

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-20 00:12
by Arch3rAc3
Sad (re)watching that last stand at the Radio Relay haha. Nice job holding them off for as long as we could, SQ7, nice playing with you guys.

Btw, VOG Hairyballs, you seriously did not get hit the moment when you climbed the watch tower inside the compound? I shot you right in the head, saw the blood puff, and assumed you were dead or wounded. OH well haha.

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-20 13:53
by LimitJK
stamina system is excessive in its current state and needs a change (for gameplay) + less realistic than old system (sprinting usually lasts less than a minute, recovering less than 5)

plus the "one medic-disappearing kit-only requestable in main" thing may need a little easing.

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-20 16:34
by Heavy Death
LimitJK wrote:stamina system is excessive in its current state and needs a change (for gameplay) + less realistic than old system (sprinting usually lasts less than a minute, recovering less than 5)

plus the "one medic-disappearing kit-only requestable in main" thing may need a little easing.
Well, the sprint does work exactly like that. 5 mintes recovery for 1 minute of sprint. Nobody forces you to use it all at once.

Im more interested if anyone had trouble with reviving people? Like legit trouble on flat ground, sticking epi in his butt but nothing happening kind of trouble.

Re: PRTA One-Life Event - Ignition| 19:00 PRT, 19th NOVEMBER 2017

Posted: 2017-11-23 09:28
by doop-de-doo
GER Commander POV

A bit boring because I'm not fighting.