Threat/target approaching audible warnings

Deon Beauchamp shared this feedback 9 days ago
Not Enough Votes

Audio messages for hostile objects approaching firing range and if necessary a 'Weapons Offline' warning.

Audio message for hostile objects entering firing range.

Replies (3)

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An audio message for characters/NPCs boarding or disembarking could be useful too.

AND a control block to switch individual warnings on and off.

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could be an interesting thing to see and add some depth. +1

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-An audible "Hostiles Detected" for hostiles coming within 2.5km is just an AI defense block and a sound-block...

---With an added alarm for turrets being off would also require a timer or two and an event controller...

-An alarm for people boarding or disembarking is just a sensor and a sound-block (something more precisely specifying direction would probably be the domain of a few sensors and sound-blocks)...

All of these already exist unscripted in vanilla SE1, so it would stand to reason that they'll be in SE2.


More sounds on the other hand as well as more precise detection of distance would be a nice thing to have... bonus points if the distance-notifications are voiced by Michael Dorn X)

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Your comments are perfectly fine for experienced SE1 players, but Keen has voiced a need for SE2 to be more ready for new players that would otherwise be put off by the games complexity. If these warning message sounds were on by default it would aid new players with gameplay, the warning control block would be for the more experienced player that wishes to choose which warnings that they would like to be automated. The boarding warning would cover the entire ship, not just the entrances.

The use of the AI blocks, once again is for advanced game play.

I do agree, more Michael Dorn please.

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... The AI Defense block is easier to setup than a sensor, it doesn't need control of the ship and you don't need to setup dimensions, it just needs to have the block's AI turned on. The action-setup is identical...


...That might actually make for a decent story-tutorial to start the game with, leading people through setting up an AI defense-alert would seem a logical step in some manner of "surviving in an abandoned outpost after pirates shot you down" scenario...


Anyways, this is an engineering game, and there needs to be a level of complexity, but I do see your point... I wonder if we can come up with a turret-ai approach, where the base block gives you an imperfect but functional detection-range (the turret) which you can then augment the range of with another slightly more advanced block (the ai)...

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I would like to see some work done on the use of scaled sensors with useful data translations, from long range down to the characters suit.

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