Add Specialists and Classes, Special Abilities

Right now none of the SWAT characters have any personality. They should have catch phrases, and each specialist can have a unique special ability.

Think about it. In real life SWAT teams each have their own abilities as well. One guy is the battering ram expert, another guy is the flashbang/stinger expert, one of the guys is the sniper expert, one guy is the Medic. Another guy is the SWAT truck driver.

It's unrealistic to assume that every SWAT individual can do every single role on the team. Even Navy Seals and Delta Force, each guy is a specialist for his own unique role.

Sl1m-Sh@dy replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:18:48 am PST
Sl1m-Sh@dy replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:18:48 am PST

i lol'd

McKinstrey replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:18:49 am PST
McKinstrey replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:18:49 am PST

Originally posted by Captain Price:
Right now none of the SWAT characters have any personality. They should have catch phrases, and each specialist can have a unique special ability.

Think about it. In real life SWAT teams each have their own abilities as well. One guy is the battering ram expert, another guy is the flashbang/stinger expert, one of the guys is the sniper expert, one guy is the Medic. Another guy is the SWAT truck driver.

It's unrealistic to assume that every SWAT individual can do every single role on the team. Even Navy Seals and Delta Force, each guy is a specialist for his own unique role.

I don't think it's a good idea to fix the characters to have their own job, like you said(breacher, prepper etc.)
You should assign these things before going into mission, it's your teams responsibility to assign these jobs to themselves.

PsyWarVeteran replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:21:15 am PST
PsyWarVeteran replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:21:15 am PST

Wrong game.

Ragin'Dude replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:46:10 am PST
Ragin'Dude replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:46:10 am PST

This ain't TF2...

Mac replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:55:15 am PST
Mac replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:55:15 am PST

The game is fine the way it is. You can decide whichever team member will complete whichever role you want by assigning them the gear accordingly. There's no need to lock these things into gamey "specializations and abilities)

Castor replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:56:25 am PST
Castor replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:56:25 am PST

How about slowing down on your ideas for the game for a few days. They all pretty much suck.

Reapercussion replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:57:35 am PST
Reapercussion replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 10:57:35 am PST

lmao absolutely not

Abstractn replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 12:15:40 pm PST
Abstractn replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 12:15:40 pm PST

If you want to bring and use the battering ram or the shield or whatever else you just agree with your team and do it. It doesn't have to be the game to restrict you with an arbitrary set of classes. There are no "special abilities" in real life: like in any other simulation game, you pick your own personal path, train with it and become a specialist by being good at that role.

Rick James Bish replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:01:14 pm PST
Rick James Bish replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:01:14 pm PST

Originally posted by McKinstrey:
I don't think it's a good idea to fix the characters to have their own job, like you said(breacher, prepper etc.)
You should assign these things before going into mission, it's your teams responsibility to assign these jobs to themselves.

This ^
and if it were coded into the game what exactly would you expect? That if you lost your grenade specialist, you would no longer be able to use them, or the person that took over would really suck at it because its not his skill? When you form an actual team, you will figure out who is best at what so it kind of already happens.

I do think that if a team member goes down, for example the person carrying the battering ram, we should be able to pick up that tool and use it if any of the remaining team have room to carry. I have not actually tried that so it may already be possible.

McKinstrey replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:07:45 pm PST
McKinstrey replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:07:45 pm PST

Originally posted by Rick James Bish:

I do think that if a team member goes down, for example battering ram, we should be able to pick up that tool and use it if any of the remaining team have room to carry. I have not actually tried that so it may already be possible.

While I am happy you agree with me, lol
I have to point out, that 'picking up' the said utility tools wouldn't really be realistic. Most S.W.A.T teams just simply pull out after one of the officers doesn't show life signs after being hit, except if it is a hostage situation. So if we wanna be realistic, when an officer is downed the whole mission should have to be repeated or started over from the beginning, I think that's why the option of not being able to pick up the tools of the downed officers was implemented in the first place

bandit replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:10:09 pm PST
bandit replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:10:09 pm PST

This isn't Siege bruh

Azrael replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:20:20 pm PST
Azrael replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:20:20 pm PST

You're incorrect on saying SWAT officers IRL are experts/specialists on things such as a "Battering Ram", "Stinger/flashbangs", etc. Every SWAT officer is trained to use those basic tools. As for medic, sure; that'd be neat and a bit more realistic but we'll see what they do.

Classes? No thanks. Just coordinate with your friends if you want there to be people with certain gear. I'm sure they'll add a map/mode at some point where an Officer can use a long range scope on the .308 bo rifle that I forgot the name of rn.

There is usually designated drivers for Bearcat's and things, but there's no driving in this game, so..

Rick James Bish replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:31:03 pm PST
Rick James Bish replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:31:03 pm PST

Originally posted by McKinstrey:
when an officer is downed the whole mission should have to be repeated or started over from the beginning, I think that's why the option of not being able to pick up the tools of the downed officers was implemented in the first place
I can go with that except how realistic is that you get a reset / do over ;) Lets go ahead and make it so the players actually have to retreat to the start or a safe zone. I would be all for that. Our team does start over though, unless we know we are right at the very end. As I stated in my comment, we have never actually tried to retrieve a tool from someone.

I am checking on the procedure for down team members now, as it applies to actual Swat. Not saying you are wrong but if I have the means to get it straight from the horses mouth I will.

McKinstrey replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:35:56 pm PST
McKinstrey replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:35:56 pm PST

Originally posted by Rick James Bish:
Originally posted by McKinstrey:
when an officer is downed the whole mission should have to be repeated or started over from the beginning, I think that's why the option of not being able to pick up the tools of the downed officers was implemented in the first place
I can go with that except how realistic is that you get a reset / do over ;) Lets go ahead and make it so the players actually have to retreat to the start or a safe zone. I would be all for that. Our team does start over though, unless we know we are right at the very end. As I stated in my comment, we have never actually tried to retrieve a tool from someone.

I am checking on the procedure for down team members now, as it applies to actual Swat. Not saying you are wrong but if I have the means to get it straight from the horses mouth I will.

Yeah, I understand that. I am no expert too, just watch lot of stuff Law Enforcement related. I got the intel from 'Chris The Cop' I don't know if you heard about him or not. 20 years experince in Police, S.W.A.T team leader as well. Of course the SOP and ROE could differ from agencies, so it's possible not all of them work the same way and take things exactly how others

Sprinkz replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:48:00 pm PST
Sprinkz replied to Add Specialists and Classes, Special Abilities January 11, 2022 @ 1:48:00 pm PST

no thanks

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