A question of style - [GhostRider]
There are many styles of play in the SWAT3 community. In game type alone, there are four: Co-operative, Deathmatch, Team Deathmatch, and Last Man Standing. These can often be further broken down into subcategories, such as "serious co-op" or sniper play. For this guide, we will focus on various aspects of co-operative style of play including team dynamics and modes of operation.
As you probably know by now, one player, known as the "Element Leader," hosts every co-operative game. The EL sets the tempo for the game. Some Element Leaders are very serious about their games, and expect that every player who joins will also play very seriously. You may have seen some of these hosts while playing. They often label their games "Follow Orders or I'll Kill You," or "Await Orders Or Be Killed." This sounds pretty serious! They will literally shoot you if you fail to act according to their orders.
Other hosts will have a not so serious approach. For instance, in a 30 suspect co-op, you may not receive an order from the EL for the entire game. It is just assumed that you know to shoot the bad guys. A majority of Element Leaders have a somewhat "middle of the road" approach. They expect you to follow orders and not go "Rambo" in the game. You are not constrained by these leaders as you are with some. You may be expected to act rather than wait, such as when covering the rear or when gassing unsecured rooms.
Either way, it is best to determine from the Element Leader at the beginning of the game what style of play he/she expects. Courtesy is expected in co-operative games and Element Leaders don't appreciate players that go off on their own or try to kill their teammates.
In a typical [furrygame], team members often act without awaiting orders. Many of us have played together so often that we know what is next and know what to do. One of us will always cover the rear. One of us will always deploy CS gas. One of us will always mirror the doors, etc. This person may change from game to game. You may develop this type of rapport with the members of your team or with others with whom you often play.
[furryclan] are committed to shaking up "standard" SWAT 3 tactics. Real SWAT elements don't stroll nonchalantly up to every doorway and mirror it. Not once the cat's out of the bag. When the action kicks off these guys move fast. So do we.
- A question of style - [GhostRider]
SWAT3 can be played in many different ways. Get on your Element Leader's side by knowing what he expects of you.
- The real world versus SWAT3 - [GhostRider]
SWAT3 is a simulation with various differences and similarities vis-à-vis the real world that you should be aware of.
- The role of the rearguard - rearguard.wmv
A short introduction to the role of the rearguard.
Positions and assignments
- Team assignments - [_Zero_], [furrycat]
An argument against a rigid team structure.
[GhostRider] talks about an alternative formation preferred by real-life SWAT elements.
- Principles of movement - [GhostRider]
How these formations work in practice.
- The Rolling Point - [GhostRider]
How the 10-man capabilities of SWAT3 v2.x make this formation feasible.
- Rearguard - [GhostRider]
How to be a good rearguard.
- Dynamic mode - [_Zero_]
Why "I'm going dynamic" is not the same as "I am a rambo."
- Two man room clearance - [furrycat]
The drill for a fast and furious room clearance.
- Dynamic entry - [GhostRider]
[GhostRider] elaborates on safe room entry and describes a team clearance.
- 30 suspect games - [furrycat]
These fun games test your tactic mettle more than you would think.