Tarkov, The 2nd Raid.
Time & Location
About the Event
The follow on to our blow out Looter Shooter Event, Escape:From Tarkov (Based on the BSG game Escape From Tarkov)
Will feature a more streamlined and updated systems for: -Completly redone NPC system doing away with boss hit sponge, and focusing on dynamic missions. -Loot & Loot System -More Deployments and Closer Deployments. -More Extracts. -Better base ammo, and higher end ammo quality/weight. -Dynamic Night portion requiring lights during firing and or tracers (high quality tracer ammo will be available for in game currency) -Revamped and Streamlined Armor system. -etc
oh, and faction patches and options to reg as a faction specific raid team.
$50 Pre Reg Includes PVC faction patch for PMCs
$55 At the Door
NOTE: the raffle will be AT THE END OF THE EVENT. The longer you stay and the more bitcoins/rubles you trade to the vendor the more chances to win.
----ESCAPE Event SYSTEM 2.0!------
-Loot Rules Revised
4 loot items total may be taken to extract.
Player may carry as many previously extracted loot items as they want that they have extracted back into play.
If killed any non extracted loot is left behind on the spot. Previously extracted loot or shop loot stays with the player.
When being looted by another player ANY POUCHES CAN BE LOOTED, looter can pick what they take.
Money, maps, documents, and keycards do not count toward your total loot items.
Money, Maps and Documents may be folded.
Keycards must be worn on lanyard and displayed.
Personally owned grenades, Magazines and other items are NOT LOOTABLE.
-Trader 2.0 The trader and redeploy zone has been moved closer to the field. The trader has SOME leeway in prices and may mark player cards with a discount for quest completion. Or a penalty for hostility, negative actions etc.
The Trader will still collect used bandages, armor cards, NVG cards, and assign the new deployment zone.
-Deployment/Redeployment Expanded! There are now 4 deployment zones at all times. They are marked with red flags and lights. Players and or groups will be randomly assigned one on initial deployment and on respawn. PLAYERS MUST GO BACK TO THE TRADER ON EACH DEATH AND BE ASSIGNED A NEW DEPLOYMENT.
Players may loot GPS units in game to trade for a detailed loot map OR they can select their next deployment zone!
Players may spend a significant sum of in game currency and BUY a single use deployment zone choice.
If you go to the parking lot for any reason you MUST be assigned a redeployment by the trader.
-Extraction Expanded! There are 4 regular extraction zones, marked in green. Each individual player must goto the extraction point and enter a combo into a pad lock INDIVIDUALLY TO EXTRACT. Once the lock is opened and then closed again they may call them selves safely out and extract with up to 4 items looted during the raid.
Players must then go back to the trader for redeployment.
-Medic Rules 2.0 When hit with no armor a player must call it or act it out, and go to ground. They may crawl to the nearest cover, or they may bleed out in place.
THEY MAY NOT WALK OFF.
YOU MUST BLEEDOUT IN PLACE OR PHYSICAL CRAWL TO COVER IS REQUIRED.
Bleed out is 3 minutes. THERE ARE NO MORE PHASES.
At any time during bleed out the player may self administer bandage or be bandaged by any player. There is no limit to how many bandages may be applied.
If a player is looted during bleed out they are now dead and must WAIT THE ENTIRE BLEED OUT BEFORE DUMPING NON EXTRACTED LOOT AND HEADING ALL THE WAY BACK TO THE TRADER TO BE ASSIGNED A NEW DEPLOYMENT.
If a player bleeds out they call them self out, raise their hands (or display a dead rag or kill light) and MUST RETURN TO THE TRADER FOR A NEW DEPLOYMENT.
Armor has been simplified. Helmers count as an extra head hit. Solid plates count as an extra body hit. For 2.0 there will be no added tiers. Armor Bands are purchased with in game Currency from the trader.
Vests provide a SINGLE Extra hit from the neck down. It is NOT LOCATIONAL. This is a single hit TOTAL, NOT PER ENGAGEMENT.
If a player is wearing REAL armor or a REAL helmet they will start the event with ONE free armor band.
Armor Band will be worn in plain view on the right bicep.
Armor bands refresh helmet and vest BOTH WHEN PURCHASED.
When killed with an Armor Band, it is turned in to the trader when redeploying, every time, regardless if it was a head or body kill.
Armor Bands are not lootable from a dead player. Players may not have more than one Armor Band.
-NVG 2.0 NVGs rules have not changed. You must purchase a green NVG band. It must be worn on the right arm clearly visible, in order to use your NVGs.
NVGs are considered "destroyed" on death and you must get a new NVG card.
-Night Play Revamp! We are moving back to requiring a gun light be activated while firing, or if you have them you may use tracers. .28g tracers are available in the traders shop.
This applies to all players, with and without NVGs.
-Faction NPCs 2.0 Faction NPCs will replace the old boss system.
Faction NPCs are marked by a blue armband on their right arm.
Faction NPCs function the same as players, if wearing a vest or helmet they have an extra locational hit.
Faction NPCs may be revived by bandage or by dragging to cover and applying aid for 45 seconds.
Faction NPCs may apply aid for 45 seconds to a player and revive them.
Faction NPCs will provide tasks, missions, and objectives, or may BE the objective.
Bounties, Capture and Kill orders on NPCs must be limited in number and occurrence and approved through game management.
-RAID BOSS KILLA 2.0 Killa has been revised. He has a 20 minute respawn. Is NOT always in play. And has 5 hits per head, and 5 hits per body