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Old 2017-10-29, 22:13   #1
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Default PRTA One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017

One-Life Event - Alamo

PRTA Presents: One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017

Server: PRTA | EU - OneLife Event
Server Password: onelife
Map: Bamyan AAS Alt
Time/Date: 19:00 PRT, 5th NOVEMBER 2017

The situation

The year is 2001 as the US-led invasion of Afghanistan expands rapidly, Operational Detachment Alpha 553, (later known as OD Alamo) from 1st Battalion, 1st Marines has been inserted into Bamyan province with the task of flushing Taliban forces out and securing the main transport routes north ahead of three coalition battalions who are en-route.

3 hours before coalition reinforcements arrive, Taliban forces assisted by Pakistani militants and pockets of Al-Qaeda regroup in the nearby villages and launch a surprise assault against the US outposts. They are desperate to avenge the losses they’ve sustained so far, fighting with fanatic zeal and without fear of death.

Outnumbered and outgunned, ODA 553 have 3 hours to dig in, fight hard and keep the Taliban at bay until reinforcements arrive.

Mission intel

Taliban assets: 2x Logi Technical, 2x Technical, 1x Rocket Technical, 1x SPG-9 Technical, 1x Car bomb, 1x Truck bom, various civilian vehicles.
USMC assets: 3x Up-Armored HMMWV, 2x Trans HMMWV, 2x Logi Truck, 2x Trans Truck, 1x A-10 (90 min delay from LIVE! command)
Taliban will wait at main for 20 minutes prior LIVE! command, USMC are free to move out upon spawn. Flags can only be takeable by Taliban, in a manner of 3-2-1-1. Taliban are also on a slow ticket bleed of ~33/h, so the US flag losses are balanced on speed. If Taliban manage to capture Airfield, they stop the bleed and induce a round-ending bleed to USMC.
FOBs are disabled for USMC, and there is no mortars for both teams.

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 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. 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

This is the one I've been personally looking forward to since the inception of (current) One-Life events. Ironsights long range battle should produce intense situations with a higher chance of survivability, more akin to real life scenarios. Hopefully this will be both the most tense and the longest round played yet. A-10 comes in later to change the flow.

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

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Last edited by temexter; 2017-11-03 at 19:36..
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Old 2017-10-30, 16:13   #2
Heavy Death

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Default re: PRTA One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017

Temur will CO USMC, LimitJK will CO Taliban.

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Last edited by Heavy Death; 2017-10-31 at 21:40..
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Old 2017-10-31, 19:41   #3
Default re: PRTA One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017

Does PRT time change with winter/summer time? Last event was at 20.00 here in Sweden but this will be at 19.00 if PRT time will not adjust for wintertime. This will unfortunately be a bit to early for me. Last event was borderline.

Do you have any plans to schedule these events a bit later during the winter months?
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Old 2017-10-31, 20:16   #4
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Default re: PRTA One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017

Originally Posted by centipod View Post
Does PRT time change with winter/summer time?
PRT is UTC/GMT, so never changes.

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Old 2017-10-31, 21:41   #5
Heavy Death

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Default re: PRTA One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017

It's like war - never changes.

I didn't really plan on changing it, but since most of EU does muck about with the stupid time change, I guess we could postpone.

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Old 2017-11-03, 19:40   #6
Heavy Death

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Default re: PRTA One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017

Event postponed for an hour, to account for daylight savings change!

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Old 2017-11-05, 19:06   #7
Heavy Death

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Default Re: PRTA One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017

Server up, sorry for the delay, last minute tests!

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Old 2017-11-05, 21:26   #8
PR:BF2 Developer

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Default Re: PRTA One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017

top kek to the polish squads that bunched up in one compound and got assaulted by their entire team, aswell as the rpx squad bunching up in one building and guess what? got grenaded lul

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Last edited by mectus11; 2017-11-05 at 21:51..
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Old 2017-11-05, 21:28   #9
Default Re: PRTA One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017

so i just ended it for me.

shouted like a madman in local and it worked.

first hour+ really good game (from my perspective at least). plans worked out about as i had them planned. props to all those who trusted the (controlled) rushing tactics and pushed up agressively. it payed out.
thx also to those pulling security and providing overwatch.
second flag excellent gary by frag, pulped a full squad .
then push through the city. a little uncoordinated but effective.

i already send ppl to scout next flags which were sadly already occupied.

about that time we were loosing our manpower advantage slowly due to casualties and spread out squads, but also people going off due to it getting late. then flagbug kind of took the fun away.

ordered a last suicide push and proceded to go down myself.

someone wrote flags didnt cost any tickets which would be frustrating to say the least as our whole strategy was based on that.

all in all really GG stressfull but enjoyable for me, i hope it didnt feel too chaotic for my SLs, did good damage, gg, talibs won

EDIT: prtracker?

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Last edited by LimitJK; 2017-11-05 at 21:30.. Reason: edit
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Old 2017-11-05, 21:41   #10
Heavy Death

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Default Re: PRTA One-Life Event - Alamo | 19:00 PRT, 5th NOVEMBER 2017


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1800, 1900, 2017, 5th, alamo, event, november, onelife, prt, prta
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