Original Post — Direct link

Hey guys installed swat 4 a week ago, then downloaded the elite force mod which as lead me here, as the guy who created it is apparently on the dev team, this is fantastic! I can't wait for this game and when I have the cash I will buy a supporter pack, I remember playing swat 3 from a young age which probably set the foundation for me joining the army, deploying and security contracting over the years, I've watched the trailers and the realism seems great, the guy getting he's jugular zapped by a round was great, it really shows that shot placement in highly stressful environments makes all the difference. Question for the dev's

How much will terminal ballistics be implemented in the game? obviously circuitry shots provide immediate incapacitation with cerebrum, cerebellum and medulla oblongata (bridge of nose) and are easy and are a sure lights out for your threat, but hydraulic shots (excluding spine shots) are kind of interesting as a human heart that has been completely destroyed is still capable of voluntary movement approximately 10 seconds after has been completley destroyed so the threat can still fire he's weapons in your direction in that time, albeit poorly as they are just about to die. but gut shots and other types of shots could put the player in jeopardy if he doesn't have the suspects weapons cleared and make sure the individual isn't a threat, that would make great dynamic gameplay, also those individuals screaming in pain in the background would make it hard to hard to hear what's going on and give another dimension to gameplay.

Same with civvies, I have a few mates that have been in specialist police groups and they have a job to do but they are human like us, a lot of my mate have been on jobs that really haunt them, I guess I would like to see some kind of moral choices to be made. If your room is cleared, instead of stacking on the next door, provide basic lifesaving medical attention to the screaming civvy that needs a tourniquet on their leg or has an open open pneumothorax, so they don't die before preceding on to the next door, thats the same for your team if they are injured, but I guess we are gamers so you would have to find a way to tug at our heart strings.

I guess as far as the tactical aspect goes I think you guys have it, that being said I want this game to be raw and confronting and that my actions have consequence, maybe have a morale score, if you're a f*ck head team leader, your team morale goes down and become less effective, but then again thats how some people operate....

like I said can't wait, going to be great game, btw can Fbi Hrt get 10mm mp5's and glocks (FBI pioneered 10mm apparently) I guess its not as much work for the modellers, but it gives supporters something to be proud about in game, cheers.

External link →
over 5 years ago - /u/Gruntr - Direct link

And thank you for your support! I'll try to answer a few of these questions :)

With regards to terminal ballistics, we're trying to strike a good balance between realistic and enjoyable. Some parts of the body will be ignored, for example the gut and some arteries will be ignored (at least for now). But we aim to ensure that all of the stuff we keep in is as visceral and brutal as we can pull off.

We likely won't have a medical system on gold release, though in the future perhaps we'll implement a hardcore mode that requires a medical SWAT officer to trail the lead element. I have fond memories of ArmA 2 ACE mod, having two medics operating on me while under fire. It's definitely an area worth exploring in the future if we have the opportunity and it fits the existing game design.

Thanks for your questions!