<div class="IPBDescription">Kill skulk -> know where hive is.</div> In command mode, if you are at hive location and skull got killed/repoped, you can hear bulping sound. Is that bug or a feature?
Commanders have a faster way of hearing the hive : they listen to its node , the alien RT always emmits "glurps" that are easily recognizable. Theses are the cheap ways of figuring the hive location , as opposed to skulk rush backtracing / counter rush scouting. For now , the comm can hear sounds anywhere , this is partly a nice feature (comm warns marines when he finds skulks nearby) , and partly a cheap rush tactic (comm hears hive , drops shotguns , medspams : GG)
How about a fog-of-war method? If a marine has been in the area, then the comm will be able to hear what's happening from then on. There's also the so called fading fog-of-war where, over time, the ability to hear what's going on fades away after marines have left the area.
Come to think of it, this could also be used for the commander's visual display of the map. That is, until marines enter an area, the map shows black (and of course doesn't show sounds). Eh, well not my best idea but still interesting to think about.
It hink the reason for this is the fact that the cc is connected with the ship's (map's) sensory interface, that is why he can see the whole map and hear all sounds. He can not see the aliens or their structures due to bacterial infestations.
Comments
Come to think of it, this could also be used for the commander's visual display of the map. That is, until marines enter an area, the map shows black (and of course doesn't show sounds). Eh, well not my best idea but still interesting to think about.