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Old 2018-04-05, 18:42   #1
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Default PRTA One-Life Event - Comeback - 18:00 PRT, 14th April 2018

One-Life Event - Comeback

PRTA Presents: One-Life Event - Comeback | 18:00 PRT, 14th APRIL 2018

Server: PRTA | EU - OneLife Event
Server Password: onelife
Map: Kashan Desert AAS Inf
Time/Date: 18:00 PRT, 14th APRIL 2018

The situation

The long standing storage facilities in the Kashan desert were evacuated after a succesful covert operation by Delta Force operators, which resulted in minor radiation in the area.

Now the the surrounding area poses very little radiation hazard so both sides are racing to secure roads and setup a communication network, ultimately sending HAZMAT teams to the sticken sites to start the cleanup process and seize the facilities.

Although originally in MEC hands, now the USMC sees a great opportunity to take the bunkers since the area is basically unguarded. Without total domination of the surroundings however, it is not possible for either side to move in.

Mission intel

MEC assets: 1x Mi-17, 1x Truck Logi, 1x Boragh APC
USMC assets: 1x Truck Logi, 1x Huey M240, 1x Up-Armored HMMV
Respective Outpost flags have to be captured in order for assets to spawn at main.
2 FOBs per team, TOW, Mortar and AA disabled as emplacements, HAT kits disabled.
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.


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 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.
  • 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. Additionally, kits cannot be obtained from critically wounded soldiers.
  • 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 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 reduced to 100 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. However for each flag in play that is captured (even from neutral), respective team gains the amount of tickets a flag is worth, (100 divided by # of playable flags) making the battlefield worth additional 100 tickets.
  • 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, 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. 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.
Authors notes

Symmetrical infantry-focused long range desert patrols. Bunkers area is out of AAS in order to prevent bottlenecks and forced stalemates, only the village and outpost flags are in play, two at a time to further split the fighting to squad-level sizes. 15 minute critically wounded timer is back in action, and while bodies and kits do disappear, markers, shadows and player's voice remain, making it possible to revive, albeit with much more difficulties after the initial 5 minutes have passed.

Feedback after the event would be much appreciated and can be posted here: One-Life Feedback Thread

temexter is offline
Last edited by temexter; 2018-04-09 at 13:48..
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