Sometimes I have the sim running at 5sec having set my boys to a patrol mission while I get a cup of tea or something - if it would shout "new contact, goblin!" I know I should run back! :)
Sunburn, i think what would be most helpful right now for this would be some audio cues when the UI is being accessed. I would think maybe also cues for incoming missiles or torpedoes also. I am not sure i want a Vampire Vampire Vampire call out. For one, anything other than the Vampire call out we all grew up with (Harpoons) will simply not cut it for most people. And this is not Harpoon 2013.
UI/interface audio cues (clicks and thumps that sort of thing) and alarm sounds for game events such as incoming missiles.
I think that sound effects have two purposes. For this game, the order of priority they should be:
1) Give information useful to the player/decision maker. IMHO, in a game like this, with a lot of events happening, these sound cues are very important. 2) Add atmosphere to the game
For the "Giving Information: category, I would suggest the sound effects be tied to the following events. The actual sound events to be used IMHO should be radio calls, as this is what the commander would be receiving (except for damage, which could be explosions, or similar effects). I also believe that this would add atmosphere, because this is what the commander/watch officer would be hearing.
Incoming Missiles Attacks made/Units engaged Units Damaged Units Lost/Destroyed Contact made Contact Lost EMCON changes Aircraft RTB Aircraft Landing Aircraft Take off Logistic operations completed (reloading/refueling aircraft, UNREPS) Units WINCHESTER/BINGO Communications lost (Can be delayed until the time the game implements comms/NTDS networks) Major EW events (Major Surveillance Radars detected/lost, Fire Control Radars activated/lost)
For atmosphere, I just play a background of CIC chatter that someone posted a couple of months ago
< Message edited by CV60 -- 11/21/2013 11:56:43 AM >
Please please please don't make sounds over the top--seems folks want a lot of sounds that could get distracting/old over time. Personally, I like the sounds as they're currently implemented and wouldn't want much mroe
Agree with CV60 regarding the two functions of sound effects. Keeping these functions separate in the game would allow me turn off any "atmospheric" sounds that are annoying while keeping "information" sounds that I find very helpful.
Of the possible new sound suggestions, I could see as useful: *a/c take off *EMCON condition change *audio feedback from U/I interaction (sometimes it's hard to tell when a selection actually "takes") *different sound volume levels depending on whether or not event is on or off screen
< Message edited by ExMachina -- 11/21/2013 12:24:29 PM >
Posts: 391
Joined: 2/1/2011 From: Auf Wiedersehen, Pet Status: offline
Whatever you do,make it optional ;) One mans atmospheric sounds are anothers headache.
For me, seahags voice-over reading contact reports adds a lot of immersion. It misses loads though and seems to read old reports sometimes.
Rather then whooshes and clicks or canned repeating radio chatter, I'd rather have speech. Its more functional and fits the game IMO.
_____________________________
"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix
Regarding sounds, how about some of those that were on the original Command Trailer that introduced a particular scene, gave you an explanation for why combat was necessary and the like? It was one of the things that attracted me to the game originally and I was a bit disappointed when the actual game had very few sounds.
However, failing that, I would like to see the following sounds available for:
1. Confirmation when you give or execute a command 2. Indication when aircraft take off 3. Bingo fuel/Refueling indications so that so many of my planes don't go crashing out of the sky when they run out of fuel unexpectedly or I can have some advance warning of directing them to a tanker 4. And most of all, some kind of "Taa Dah" when the scenario is successfully completed so that my fragile ego can be stroked (sort of like playing the national anthems in Harpoon) knowing that I have saved King and country and am now free to move on to bigger and better things!
< Message edited by GBOATZ -- 11/21/2013 2:46:39 PM >
Posts: 391
Joined: 2/1/2011 From: Auf Wiedersehen, Pet Status: offline
quote:
How about some of those that were on the original Command Trailer
That trailer was awesome. Let that guy loose on the game for a week! In fact, just use the sounds and GFX from that trailer. You've already paid for them. No reinventing of wheels necessary!
And make the start screen globe rotate like the video. There is an unwritten rule somewhere that all globes in video games have to rotate*,**.
*unlike real planetary globes, whose rotational rules are well documented
** and have live Teletype style text appearing with background radio commms chatter.
< Message edited by coolts -- 11/21/2013 2:55:32 PM >
_____________________________
"Gauls! We have nothing to fear; except perhaps that the sky may fall on our heads tomorrow. But as we all know, tomorrow never comes!!" - Chief Vitalstatistix
Posts: 903
Joined: 7/3/2002 From: Southeastern USA Status: offline
Just don't overdo it. I liked SeaHag at first but it has really become a distraction trying to read the messages with a voice that I can barely understand. Just a signal like a single word ie. Skunk, Bogie, Goblin, Vampire that will make us look at the message list for the detail. I play now with no sound but the messages roll by so fast at times I miss some things. This is where an audible signal would help. Just my 2 cents. I also like the sound of a plane taking off which tells me a mission has begun.
< Message edited by GBS -- 11/21/2013 4:37:35 PM >
Posts: 337
Joined: 7/31/2003 From: Finland Status: offline
My list for sounds:
Sound/radio for aircraft group forming ready! Simply click, click sound when opening/clicking someting Aircraft take-off/landing Incoming missile/torpedo (not sure do I want vampire, vampire everytime... get's soon very annoying in larger scenarios) Radio chatter / background battle sounds Ship sunk - "Ship down! Mayday, mayday!" Bingo fuel "Mission completed, heading back to base" radio Mission end fanfare if good points or funeral music for bad points
It's important that sounds don't get annoying. If I get "vampire, vampire!" scream EVERYTIME I see incoming missile I cant play with sounds on. Better is to simple warning beep/sound for new contacts, vampires, etc. This way sounds get useful. When I hear takeoff-sound, I know when aircraf has taken off. When I hear beep-beep sound I know I have spotted new contact. When I hear "BINGO, heading home" I know someone had bingo fuel Different explosions depending what is exploding
Random radio chatter and atmospheric sound is also important.
If possible if would be great if I can modify sounds effects which are used. In larger scenarios I could disble missile/torpedo warnings and in smaller it could be enabled.
< Message edited by El Savior -- 11/21/2013 4:54:03 PM >
When I voted for this I wasn't thinking so much of sound effects , but maybe a warning sound when an event such as incoming missiles, torpedos or bogeys was about to occur. Since many of us probably don't set and stare at the screen for the whole scenario, but only react when bad things are about to happen. I usually go look when I hear missile launch sounds from the computer, only to see my planes in a big dogfight or ships sinking. The message options already have a check box to pause the game for events, maybe you could tag on another box to sound a siren or something.
Posts: 231
Joined: 10/8/2013 From: Metro Station Vasileostrovskaya Status: offline
Random radio chatter actually kills the atmosphere for me because my brain is programmed to listen to it and let it help paint the situation for me while i am doing other tasks. Ability to mute it, while keeping on other sounds would be important for me.
If you make an array with sounds for all kinds of messages, I just might mod my own in there.
You can't make everybody happy. Just make a pack with default beeps and I am positive that a plethora of community soundpacks will appear within the blink of an eye.
< Message edited by Skyhigh -- 11/21/2013 8:19:34 PM >
what about using morse code, just a few 3 letter hints like
SKU (skunk detected) BOG (bogey detected) ACR (aircraft ready) RTB (returning to base)
or even
C132FFG (classified contact #132 as FFG)
I seriously think this would be a concise way of getting an idea of what's happening without looking, quick enough to work in busy situations and not too tiresome.
My 2 cents, and don't bite my head off BUT...something along the lines of the (GASP) Harpoon sound effects, but jazzed up for the 21st century (and no, no Zylons, please).
Posts: 1184
Joined: 8/23/2002 From: England Status: offline
For me, just vocal (voice acted) reports when certain conditions are met. Such as
airborne reached mission area ingress to target weapon launched rtb contact at 070 maneuvering launching ecm
and some of the harpoon stuff such as vampire, etc
I realise that with too much of this, when there's a lot going on there would be too much feedback. My suggestion to deal with that is to have 2 levels of reports... One for all units that is limited to reports such as airborne, ingress, bombs away and similar. And another, containing more details (weapon launch, vampire, going defensive etc) for the unit currently selected.
If done right (and I realise it wouldn't be easy) I think it would add a great deal to the immmersiveness of this excellent game.
SeaHag is great. Voices are the most useful thing. It's not needed a whole speech, just enough to catch your attention. I still remember the old Aces of the Deep: "Smoke in the horizon Kaptain". That was enough.
I agree with some "blips" and, above all, the option to add/mute.
If I recall, on Jane's Fleet Command, there was a dichotomy between the voices; The male voice did most of the action stuff "I've Got Him! He's History! Roger out!" etc and the female voice did the maintenance stuff (Contact bearing 090, Contact lost, etc).
I think Banquet's suggestion may be valid if more voices were added. I really like PrimarchX' deep sonorous voice on his tutorials as he reminds me of my DI from Boot Camp and would be an excellent candidate for voice talent!