MULTI-PLAYER GAME FEATURES
Multi-Player Features
Co-Operative Features Deathmatch Features

 

DEATHMATCH FEATURES

Deathmatch is a competitive, force on force version of SWAT3, where individual players or teams strive for survival or a high score. Battles can be timed, and can be played in a variety of ways. Specific rules and scoring are documented below.

 

Deathmatch

Standard deathmatch is a battle for points; players compete to gain the highest score by the end of the game. All players, and any armed suspects, are fair game. If you are neutralized during game play, you will automatically return to the game in a new location with your weapons fully capable.

Scoring

Points are scored by neutralizing other players and armed suspects, and by handcuffing suspects and civilians, and protecting them until their evacuation.

More points are scored for handcuffing suspects than for neutralizing them. However, all handcuffed individuals must be protected until evacuation occurs to receive the points! Note that the evacuation of a handcuffed suspect/civilian occurs twenty seconds after evacuation is requested.

If another player moves within a few feet of your handcuffed suspect/civilian during the twenty-second evacuation timer, and you are not nearby, the timer resets and you are no longer eligible for the handcuffing/evacuation points. If no other player causes the timer to reset, the player who “stole” your bounty receives the points for evacuation.

Points are lost by neutralizing unarmed suspects, neutralizing civilians, and by dying  yourself.

Points

+1:    Neutralizing Another Player or an Armed Suspect
+2:    Handcuffing and Evacuating a Suspect or Civilian
 -1:    Neutralizing an Unarmed Suspect or Civilian
 -1:    Player Neutralized

 

Team Deathmatch

Team Deathmatch is a force-on-force battle for points; players choose either good guy or bad guy sides, and fight each other for dominance.

Watch your handcuffed suspects awaiting evacuation! If an enemy player gets too close to them before they are evacuated, they will be freed.

During the game, each player has access to the communications menu; the leader of each side has access to the command menu, and the assaulters on that team have access to the response menu and the visual aids. For more information on the available commands, responses, and visual aids, see the Co-Operative Play Features - Communications section.

Scoring

The good guy players score points for neutralizing bad guy players and armed suspects. They can score more points, however, by handcuffing civilians and suspects, and protecting them until evacuation; these points are applied to the entire team. The good guy players lose points for neutralizing unarmed suspects or other good guy players. Points are lost for dying, as well.

Good Guy Points

+1:         Neutralizing an Armed Suspect or Bad Guy Player
+2:         Handcuffing and Evacuating a Suspect or Civilian (Awarded to Entire Team)
 -1:         Neutralizing an Unarmed Suspect or Civilian
 -1:         Neutralizing a Good Guy Player
 -1:         Player Neutralized

 

The bad guy players score points for neutralizing good guy players. They also score team points for handcuffing civilians (taking them hostage) and protecting them until evacuation. Points are lost if a bad guy player, suspect, or civilian is neutralized. Points will be lost for dying, as well.

Bad Guy Points

+1:     Neutralizing a Good Guy Player
+2:     Handcuffing and Taking Hostage a Civilian (Awarded to Entire Team)
 -1:     Neutralizing a Suspect or Bad Guy Player
 
-1:     Player Neutralized

 

Last Man Standing

Last man standing is a fight for survival; all players fight each other until only one player is left. If you happen to be neutralized, you will not respawn. The host may change this setting in Operations to allow more than one respawn. In this case, you may only respawn a number of times equivalent to the host’s selection.

When the “Life Support” option is activated in a Last Man Standing game, each player slowly loses health. Health can only be regenerated by inflicting damage on other players and armed suspects, or handcuffing civilians and suspects.

At the conclusion of the game, each player will be given a ranking equivalent to the amount of time they stayed in the game. The last man standing takes first place.

Scoring

When “Life Support” is activated, you receive health points for damage inflicted on other players and armed suspects.

If you are able to handcuff and protect a civilian or suspect until evacuation, you will be restored to full health, whether or not “Life Support” is on.

If you shoot an unarmed suspect or civilian, you will be penalized by a drop in health, whether or not “Life Support” is on.

The winner is the player who survives the longest. The game will automatically end when there is only one character (player or AI suspect) left alive.

 

Debrief

The Debriefing Screen for Multi-Player Deathmatch functions in the same fashion as the single-player Deathmatch Debrief Screen, with the addition of a chat box for you to talk to the other game participants. For information about the debrief screen, see the Single-Player section.

 

Additional Enhancements

Flashbangs

Flashbangs are an important tactical aid, even in deathmatch. When a flashbang detonates within the proximity of a player and is within their sight cone, their screen will flash, temporarily obscuring their vision. Also, their reticule will shift, disrupting their aim. The amount of visual and reticule movement disruption depends on how close the flashbang is to the player upon detonation, and whether or not the player is looking at the point of detonation.


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