Deactivating some global sounds ?(Minelayers, medics, mecha)
Deactivating some global sounds ?(Minelayers, medics, mecha)
Not very important issue, but ...
Some people complain about the clickety sound of the Minelayer while reloading.
I would add to that : the sound of medics, and mechanics. Why would they even make a sound ? They are not using noisy weapons.
These are cool sounds, it's part of RA, and I like it ... but from a gameplay point of view, it can reveal your position / army composition to the enemy.
Some people complain about the clickety sound of the Minelayer while reloading.
I would add to that : the sound of medics, and mechanics. Why would they even make a sound ? They are not using noisy weapons.
These are cool sounds, it's part of RA, and I like it ... but from a gameplay point of view, it can reveal your position / army composition to the enemy.
Last edited by FRenzy on Tue Aug 02, 2016 6:57 pm, edited 2 times in total.
I understand the reasoning, on the other hand, the noise could play a psychological factor into the enemy's mind.
I myself would prefer to place mines in silence without the alerting the enemy but I understand the other stance as well. Whereby being on the other side, not knowing where the mines are being placed.
I myself would prefer to place mines in silence without the alerting the enemy but I understand the other stance as well. Whereby being on the other side, not knowing where the mines are being placed.
True ! The psychological factor aspect can indeed play a role :)
For minelayers however, I think the global sound could quickly alert the enemy, who could then react by building a counter minelayer to escort his army, and detect the minefields. The surprise effect of mines is then suppressed.
I think the surprise effect of the mines acts as an even greater psychological factor on the enemy : he loses some units, he loses time reacting and building a counter minelayer, he doesn't know how large is the minefield, or if other regions are mined like you said, etc ...
Same reasoning for medics and mechas. Plus, add the position reveal of the army (although that can be a used as a lure ? ^_^ )
Sooooo I don't know ... I'm kinda hesitating between both options lol, but I'm leaning towards deleting these global sounds ^_^
For minelayers however, I think the global sound could quickly alert the enemy, who could then react by building a counter minelayer to escort his army, and detect the minefields. The surprise effect of mines is then suppressed.
I think the surprise effect of the mines acts as an even greater psychological factor on the enemy : he loses some units, he loses time reacting and building a counter minelayer, he doesn't know how large is the minefield, or if other regions are mined like you said, etc ...
Same reasoning for medics and mechas. Plus, add the position reveal of the army (although that can be a used as a lure ? ^_^ )
Sooooo I don't know ... I'm kinda hesitating between both options lol, but I'm leaning towards deleting these global sounds ^_^
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At least in TD, crushing infantry in shroud should be silent along with the removal of "civilian killed". I've seen many APC rushes get foiled due to them accidentally crushing civilians and alerting the other player to its position. It also gives the other player the info as to what faction you are and what your starting units are.
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Personally I don't think they should be global sounds.
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- Materianer
- Posts: 199
- Joined: Mon Jul 04, 2016 8:27 am
I agree with the minelayersound and healer sound shouldnt be heard by enemys.
Often in early game when some rifleman are fighting and you hear the healer working you just know where they standing and you know someone could build a big infantry army..
Thats a bit unfair you can prepare for an early rush wich should'nt be like this.
That the minelayersound should'nt be heard is clear too because of same reason it just reveals your strat wich is lame.
I'm not really sure about if the mechanic sound should be removed from global sounds, because he is already really strong and a bit op in my opinion.
Althought i think mecha sound should'nt be removed i vote here for removing because this is an important thing for makeing early infantry rushes and minelayer better !!!
Often in early game when some rifleman are fighting and you hear the healer working you just know where they standing and you know someone could build a big infantry army..
Thats a bit unfair you can prepare for an early rush wich should'nt be like this.
That the minelayersound should'nt be heard is clear too because of same reason it just reveals your strat wich is lame.
I'm not really sure about if the mechanic sound should be removed from global sounds, because he is already really strong and a bit op in my opinion.
Althought i think mecha sound should'nt be removed i vote here for removing because this is an important thing for makeing early infantry rushes and minelayer better !!!
- Graion Dilach
- Posts: 277
- Joined: Fri May 15, 2015 5:57 pm
Neither of the sounds the topic brought up are global sounds, but the whole discussion is related to https://github.com/OpenRA/OpenRA/issues/9487.
TLDR: the sound distance code is bogus and it probably would make more sense to mute sounds under FoW instead.
TLDR: the sound distance code is bogus and it probably would make more sense to mute sounds under FoW instead.
Basically, combat units are noisy and should make sounds.Graion Dilach wrote: ↑TLDR
Non-combat units shouldn't ^_^
(but open to debate, especially for minelayers and hijackers)
I see two problems in here :Graion Dilach wrote: ↑mute sounds under FoW instead
- if you get attacked by a ranged unit under FoW
- in FFA mode : it's interesting to hear a battle happening under FoW, although without knowing exactly what is happening. So you have to scout to find out.