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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.
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.
Points are lost by neutralizing unarmed suspects,
neutralizing civilians, and by dying yourself.
Points
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.
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.
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.
Return To FAQ Main |
Previous: Co-Op Features |