An optional training would be the best, however I don’t see the point in this as we can’t add a requirement for X amount of taser officers as it wouldn’t work for those who don’t have a taser and they might be the units IRL that would deal.
Also, would we have a credit bonus for sending taser officers? The Met have over 6,000 officers trained with taser, where as critical care you may have 50 in a county max although I see your point with a system in a similar way to that of critical care.
Having worked IRL with 4 different police forces, the vast majority of officers I’ve encountered have had taser, those who haven’t have tended to be specials or newer officers.
I’m not ruling it out entirely, but these are the reasons I am against it, I welcome people to suggest ways to overcome the points below, and come up with a system that works and is fair to all players, not just them in their alliance/setup.
A: I’m playing devils advocate
B: To add trainings that start micromanaging trainings which are pretty much core is dangerous, where does it stop and what stops the devs from seeing this as a way to sell more coins by making people train staff in minor things thus filling up courses and schools.
C: How is it fair to players who have thousands of staff that would need training, as I say this is way more widespread than a training such as command support.
D: On the counter, how do we make it fair to players who have trained a lot of their staff to make it worthwhile.
E: What benefits will this actually have in game other than allowing players to have taser cars, something which I don’t believe is something that is done anymore (I may be wrong here) unlike back when taser was first introduced as seen in traffic cops.
F: and to add to the above point, could the player not just assign a current police car or ARV to do the same using custom dispatch categories. As I say, you can’t have taser replace dogs as a dog is way more than just a way of subduing someone who is kicking off.