Hi, Jassin
Thanks for your interest in BLISTER! SWAT4 was among the various influences of the game so as development goes on you will begin to see some more similarities (and differences) between BLISTER and SWAT4.
There’s plenty to respond to here so I’ll do it step by step:
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The SWAT4 crosshair is something we may introduce as an option for players, but it must be noted that guns behave differently in BLISTER to SWAT4. Weapons in BLISTER have a certain physicality and an aim-offset mechanic that is integral to the immersion of the gameplay and the “feel” of the weaponry. This is where we diverge from SWAT4 the most, but it does feel very natural and lends itself nicely to the smooth but tense gameplay experience.
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The weapons list we have planned for BLISTER is absolutely huge and you’ll see all the weapons you’ve listed plus many, many more before the game is released.
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Non-lethal gameplay is the other half of BLISTER’s gameplay, and if you watch some of our later videos you’ll see that we have been gearing up for the non-lethal mechanics for some time. We have a taser semi-implemented already and this is just the start of the non-lethal style playthrough (the pepper shotgun included). It must be noted that a non-lethal playthrough in BLISTER will be significantly more difficult than lethal.
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Optiwand, doorwedges, breach charges, breaching shotgun, grenade types, vest-types, anti-flash visors, gas masks, helmets have already or will be implemented at some point. There will be plenty to play with!
Just to reiterate, there are significant differences between BLISTER and SWAT4 but the experience will hopefully be just as intense and tactical. Soon we might release a public trello board so that people can see the whole development map for BLISTER planned out to understand the game better.