Phase Gate Sounds
juice
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 <-----
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
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-->
good call arson
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-->
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.
You can still hear the "use" "click" when you activate a pg so its not gonna be a problem.