
Moderator: S.W.A.T. Commanders
Monte Cristo wrote: First, temporary cuffs will be used in such scenarios:
Wanted AFK while we're at checkpoint, civilians trying to destroy the vehicle, we simply tcuff them to avoid getting the vehicle exploded instead of swat /cuff which we'll have to uncuff later on, not complicated at all.
Monte Cristo wrote: /swatrepair , most of time SWAT get rammed and driveby deathmatched , to improve the gameplay of SWAT and not get the vehicle destroyed before we reach pay'n'spray, we can have such command to be added. Also, not everytime there's a mechanic available to team up with SWAT as well as /smh can be ruined.
Suggestions list updated.
Monte Cristo wrote:Your suggestion: Adding Seasparrow helicopter , one at each base.Only removed so that it could be added to ARMY. We wont be getting our sea sparrow back.
Reason: Adding such vehicle will help SWAT to gain more mobility in water/sea, since it was denied by "very high ranked staff" I was thinking about adding a simple rule for it:
Used only against boats and players in water/sea.
Nilikos wrote: EVERYONE in this server is being rammed and or driveby deathmatched .Cry a river, please.
If S.W.A.T get's a fix command then add it for any player no matter wich class.
In my opinion S.W.A.T already has a huge advantage with /smh.
If you use it wisely you can avoid being chased by other wanteds while detaining suspects.
justanote:
S.W.A.T is not a mechanical team it's a law enforcement group.
Monte Cristo wrote:"Cry a river, please"Nilikos wrote: EVERYONE in this server is being rammed and or driveby deathmatched .Cry a river, please.
If S.W.A.T get's a fix command then add it for any player no matter wich class.
In my opinion S.W.A.T already has a huge advantage with /smh.
If you use it wisely you can avoid being chased by other wanteds while detaining suspects.
justanote:
S.W.A.T is not a mechanical team it's a law enforcement group.
Ever seen someone's vehicle getting deathmatched by more than 5 players? No.
Monte Cristo wrote: _______________________________________________________________I don't think this is too bad of an idea. I'll hear what CresP has to say and also what you others have to say, if people mostly agree then I see no reason not to add this.
Your suggestion: Adding /tempcuff ( /tcuff ) command
The function of this command is to cuff suspects as well as civilians for a temporary amount of time, same other LEO cuffs, but suggested time 10-15 seconds
Reason: SWAT faces a lot of drive-by DMers and other people who just jump on the vehicle to ruin our game-play, adding such command will reduce the amount of such kind of players.
Monte Cristo wrote: Your suggestion: Ability to /swatdive to SFPDI don't believe we can add this for SFPD, the only reason we've been allowed to add it for LV and back is due to us having an actual base there. I have however considered removing the mechanism which forces you to go with another player. The reason for this is that I've noticed how often we have one excess player who isn't able to swatdive.
Reason: Lately, SWAT got base at LV which is really nice, by time /swatdive from LS to LV and vice versa was added, so instead of asking for swat base in SF, just add the ability for swat members to use the command there.
Monte Cristo wrote: Your suggestion: Adding Seasparrow helicopter , one at each base.I'll bring this up with Drastic again, but I don't think we should have our hopes up. The reason it has been denied before is because senior staff has felt like it crosses a bit of a line, since S.W.A.T. usually does not kill. I'll ask him what he thinks about it if we have this sea rule though.
Reason: Adding such vehicle will help SWAT to gain more mobility in water/sea, since it was denied by "very high ranked staff" I was thinking about adding a simple rule for it:
Used only against boats and players in water/sea.
Monte Cristo wrote: Your suggestion: Adding /swatrepair commandI'm sorry but this is not something that would suit the S.W.A.T. faction so much and I believe something similar has been rejected by server management before. I personally see the reason why, there was a suggestion a few years ago about adding classes to S.W.A.T: and with it a mechanic class that would be able to do something similar, in that way it would have made more sense to have it because you'd also be nerfed in other ways for the perk. But as for now, I think we already have a few good cooldowns and adding something such as this would be too much.
Reason: This command works like mechanic class, some beta info about it:
It can be only used by Specialist rank and higher
Works only on SWAT vehicles.
It repair to 500 HP only.
Cooldown around 5 minutes or even more.
Can be used by the driver only
This suggestion is not fully complete, yet.
Monte Cristo wrote: Your suggestion: Removing the failure attempt to /drag suspect from inside interiorI personally don't even understand why there's a failure attempt. It's just annoying and unnecessary, it doesn't give the suspect a better chance at escaping, what it usually does is just waste more of their time or force other S.W.A.T. members who often prefer not driving to drag.
Reason: I really don't understand why such thing was added in first place, other LEO can /arrest inside interior while we can't /drag, it has to be removed cause it make no sense.
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