Phase Gate Sounds

juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
<div class="IPBDescription">Easy cool change for the new feature</div> Ok, so I hear 2.0 has it so that phase gates play a "zoop!" sound whenever a marine exits OR enters the pg, instead of only when exiting.

I remember many times hiding around the corner or in a vent by a marine sub-base with a phase gate, listening to the phase gate sounds so I could tell when there were no more marines. It's cool because you have to count and keep track of them, so you can get as much unguarded attack time as possible.

The thing is, before the change I could tell when they were arriving, and hear the "zoop!" sound and add 1. Now I'm worried I can't do that anymore because the same sound plays whether marines are coming or going. (I'm assuming the same sound is used, sorry if that's incorrect.)

I think it would be really easy to make a phase gate "leaving" sound different from a phase gate "arriving" sound, and add to the audible information available to a sneaky skulk planning the perfect time to strike. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

-----> No flames pls for not putting this in the suggestions and ideas forums, it is just as much a comment on the upcoming version 2.0 as it is a suggestion <-----

Comments

  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Nice idea, but how did you keep track of them before 2.0 when you couldn't hear them arriving?
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    edited July 2003
    You used to be able to hear the 'use' sound when they left and the usual sound when they arrived.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    I'd imagine you'll still be able to tell (assuming it's still the same sounds as previously) from the "ping" you hear when someone hits the use key on a useable(sp? :/) object. I must admit, i've been known to sit in earshot of a defended area, listening for the "ping" of a marine using the PG to go elsewhere, before attacking.

    So, hopefully the ping sound will sitll be there, and you'll hear it a split second before the PG sound. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'd imagine you'll still be able to tell (assuming it's still the same sounds as previously) from the "ping" you hear when someone hits the use key on a useable(sp? :/) object. I must admit, i've been known to sit in earshot of a defended area, listening for the "ping" of a marine using the PG to go elsewhere, before attacking.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    good call arson
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    pfft.. tbh half the time i play with sound off...

    music is better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    Great idea, juice <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    <!--QuoteBegin--[WoLF]+Jul 12 2003, 05:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([WoLF] @ Jul 12 2003, 05:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> pfft.. tbh half the time i play with sound off...

    music is better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Bahhh, sound is probably more important than sight in alot of cases on NS, it's saved my hide on countless occasions. A good set of headphones helps, too.
  • MaDMaxXMaDMaxX Audiophile (NS sound guy) Join Date: 2003-01-04 Member: 11835Members, Retired Developer, NS1 Playtester
    I've replaced the phase sound with a new one in v2.0, its a kinda electrical teleportation type sound, erm, i can't really describe it tbh, you'd have to hear it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> - the inf portal, pg and rr spawn are all different sounds now, so easily told apart.

    You can still hear the "use" "click" when you activate a pg so its not gonna be a problem.
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