Forged Alliance Forever Forged Alliance Forever Forums 2015-07-05T09:21:26+02:00 /feed.php?f=42&t=10200 2015-07-05T09:21:26+02:00 2015-07-05T09:21:26+02:00 /viewtopic.php?t=10200&p=103196#p103196 <![CDATA[Re: Add more message/warning sounds]]> Statistics: Posted by Aulex — 05 Jul 2015, 09:21


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2015-07-05T08:49:23+02:00 2015-07-05T08:49:23+02:00 /viewtopic.php?t=10200&p=103194#p103194 <![CDATA[Re: Add more message/warning sounds]]>
keyser wrote:
So? - Right now you can also send scout, not bother looking, and look at the symbols under the Fog of War a minute later.
The difference is, beginning players are alerted to the fact that there is something important, and advancing players get some important reminders.

Also, if one pro is trying to TML snipe another pro, then he will build his fire-base where he does not expect scouts to fly over, and build a stealth generator to hide from radar.


1st mobile unit disappear after scouting. So if you don't look at it when you are scouting, you shouldn't be able to know that the exp is coming/being build.

then someone should know where he has send a scout, and look there to notice if any important building have been build. With this notification, you could be able to not look at all at your opponent base, and know anything of important matter. This shouldn't happen imo.

Experimentals are extemely important units in the game, and they don't actually depend on surprise to be effective. Pro's will often know an experimental is coming before even scouting.

Watching the scout plane is still important, if you didn't watch then you don't know where the experimental is, and whether it is escorted by flak, mobile shields, or nothing.

I think we fundamentally disagree here, but since this game needs more beginning players to stick around I think my point is better for this game.
keyser wrote:
grabing information is already super easy on this game (scout are cheap, does provide a lot of intel and keep telling information until crash...). Don't make it even more easy.

It is not, not compared to other games. One big problem is that you cannot run a unit into the enemy force/base to see something, as radar and T2 PD will destroy it long before it gets there.

But the biggest problem is that bases in FAF are sooo big, whereas in Starcraft the map forces you to build your structures in predictable areas and gather your forces in predictable areas. Also, the size of the bases in FAF makes it possible that your scout dies before reaching the middle of the enemy base.

A T1 scout might be superior to many other RTS scouting units, but it has so much more work to do that it performs worse.

Statistics: Posted by Valki — 05 Jul 2015, 08:49


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2015-07-04T22:28:05+02:00 2015-07-04T22:28:05+02:00 /viewtopic.php?t=10200&p=103161#p103161 <![CDATA[Re: Add more message/warning sounds]]>

So? - Right now you can also send scout, not bother looking, and look at the symbols under the Fog of War a minute later.
The difference is, beginning players are alerted to the fact that there is something important, and advancing players get some important reminders.

Also, if one pro is trying to TML snipe another pro, then he will build his fire-base where he does not expect scouts to fly over, and build a stealth generator to hide from radar.


1st mobile unit disappear after scouting. So if you don't look at it when you are scouting, you shouldn't be able to know that the exp is coming/being build.

then someone should know where he has send a scout, and look there to notice if any important building have been build. With this notification, you could be able to not look at all at your opponent base, and know anything of important matter. This shouldn't happen imo.
grabing information is already super easy on this game (scout are cheap, does provide a lot of intel and keep telling information until crash...). Don't make it even more easy.

Statistics: Posted by keyser — 04 Jul 2015, 22:28


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2015-07-04T20:03:35+02:00 2015-07-04T20:03:35+02:00 /viewtopic.php?t=10200&p=103126#p103126 <![CDATA[Re: Add more message/warning sounds]]>
ckitching wrote:
Interestingly, sound effects for quite a few of these already exist in the game, but aren't used.

I've dug them up and indexed them, interested to hear suggestions on how to use them:
https://www.dropbox.com/sh/vcvgbumrz45o ... UfUwa?dl=0


I particularly want to do something with "Enemy nuke inbound" and "strategic missile destroyed" :P


Pretty unrelated to the topic, but XGG_Computer_CV01_04753 certainly puts to bed what the intended pronunciation for Czar is :D

I'd like to play a game with all of those enabled (obviously picking one for each of the many duplicates) just to see how crazy it would be. I'd probably lose my mind half way through.

Statistics: Posted by CodingSquirrel — 04 Jul 2015, 20:03


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2015-07-04T18:11:11+02:00 2015-07-04T18:11:11+02:00 /viewtopic.php?t=10200&p=103099#p103099 <![CDATA[Re: Add more message/warning sounds]]> Statistics: Posted by Flexable — 04 Jul 2015, 18:11


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2015-07-04T17:04:55+02:00 2015-07-04T17:04:55+02:00 /viewtopic.php?t=10200&p=103095#p103095 <![CDATA[Re: Add more message/warning sounds]]>
Zock wrote:
This might be of interest: viewtopic.php?f=41&t=9432

I like the idea of adding more sounds to help new players getting easier access to the game. Do you have more ideas what can be improved to help?

That looks really useful as well.

I would suggest to include both in FAF under default enabled checkboxes:
  • Tutorial popups
  • Expanded Notifications

Statistics: Posted by Valki — 04 Jul 2015, 17:04


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2015-07-04T16:35:23+02:00 2015-07-04T16:35:23+02:00 /viewtopic.php?t=10200&p=103091#p103091 <![CDATA[Re: Add more message/warning sounds]]> Statistics: Posted by pip — 04 Jul 2015, 16:35


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2015-07-04T16:32:37+02:00 2015-07-04T16:32:37+02:00 /viewtopic.php?t=10200&p=103090#p103090 <![CDATA[Re: Add more message/warning sounds]]> viewtopic.php?f=41&t=9432

I like the idea of adding more sounds to help new players getting easier access to the game. Do you have more ideas what can be improved to help?

Statistics: Posted by Zock — 04 Jul 2015, 16:32


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2015-07-04T16:17:52+02:00 2015-07-04T16:17:52+02:00 /viewtopic.php?t=10200&p=103089#p103089 <![CDATA[Re: Add more message/warning sounds]]> Statistics: Posted by theManfet — 04 Jul 2015, 16:17


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2015-07-04T14:27:58+02:00 2015-07-04T14:27:58+02:00 /viewtopic.php?t=10200&p=103075#p103075 <![CDATA[Re: Add more message/warning sounds]]>
keyser wrote:
i feel like these one :
Base under attack
Units under attack

would just get me crazy since we can have game with continuous fight. and can be completely cheaty if there is a ping to tell you where you are attack. And btw what about cloack unit ? the goal is to stay hidden, even do dps without opponent notice it (same of stealth). If there is sound telling you that your opponent is doing an hidden base, that you haven't scouted yet...

These notifications would have a cooldown timer, like in all games, so they are not continuously yelling. Also, you would have the option to disable these (present in most games).

Cloaked units would trigger the notification, if a cloaked unit is attacking a mex then you would see the mex slowly losing hitpoints (and possibly the projectiles of the cloaked unit).

keyser wrote:
i feel like these one :
T2/T3 factory detected
Experimental detected
Tactical missile launcher detected
Strategic missile launcher detected
T2/T3 artillery detected

are completely cheat. You would need only to send scout, and not even bother looking at your opponent base while scout flying over it.

So? - Right now you can also send scout, not bother looking, and look at the symbols under the Fog of War a minute later.
The difference is, beginning players are alerted to the fact that there is something important, and advancing players get some important reminders.

Also, if one pro is trying to TML snipe another pro, then he will build his fire-base where he does not expect scouts to fly over, and build a stealth generator to hide from radar.

Statistics: Posted by Valki — 04 Jul 2015, 14:27


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2015-07-04T14:06:04+02:00 2015-07-04T14:06:04+02:00 /viewtopic.php?t=10200&p=103073#p103073 <![CDATA[Re: Add more message/warning sounds]]>
keyser wrote:
i feel like these one :
Power stall
Build too expensive (when a new build project consumes more than base mass/energy income)
Mass/power overflow


Did anyone ever watched casual sc:fa stream?
There are 2 types of people:
One that has 300 mass overflow and 3 t3 engies of build capacity total
Or one that spams more and more and more hives/kennels useing themself and then makes stuff with 5k mass stall

I think those notifications would be good for new people who does not like game cause "everything is so slow, i told them to build this t3 pgen went AFK for 10 mins and it is still not done"
"This game takes so long to tech up" said guy on isis that grabbed 5/8 base mexed and tryes to push t3 mex while produceing t2 pds with 10 t2 engies...

Some people really need help to understand how eco works
Notifications do not have to be sound, can be text

Statistics: Posted by ZLO_RD — 04 Jul 2015, 14:06


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2015-07-04T13:53:25+02:00 2015-07-04T13:53:25+02:00 /viewtopic.php?t=10200&p=103072#p103072 <![CDATA[Re: Add more message/warning sounds]]>
i feel like these one :
Power stall
Build too expensive (when a new build project consumes more than base mass/energy income)
Mass/power overflow

are really assisting too much. you should be able to know if you start something too important, or watch your resource going down too much or high too much.

i feel like these one :
Base under attack
Units under attack

would just get me crazy since we can have game with continuous fight. and can be completely cheaty if there is a ping to tell you where you are attack. And btw what about cloack unit ? the goal is to stay hidden, even do dps without opponent notice it (same of stealth). If there is sound telling you that your opponent is doing an hidden base, that you haven't scouted yet...

i feel like these one :
T2/T3 factory detected
Experimental detected
Tactical missile launcher detected
Strategic missile launcher detected
T2/T3 artillery detected

are completely cheat. You would need only to send scout, and not even bother looking at your opponent base while scout flying over it.

Statistics: Posted by keyser — 04 Jul 2015, 13:53


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2015-07-04T13:40:36+02:00 2015-07-04T13:40:36+02:00 /viewtopic.php?t=10200&p=103070#p103070 <![CDATA[Re: Add more message/warning sounds]]>
More audios than what speed mentioned would be great too, and can also use aeon sounds for sera because whatever, maybe add special sera sounds later.
That would be really cool.

Statistics: Posted by ZLO_RD — 04 Jul 2015, 13:40


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2015-07-04T13:34:57+02:00 2015-07-04T13:34:57+02:00 /viewtopic.php?t=10200&p=103069#p103069 <![CDATA[Re: Add more message/warning sounds]]> Statistics: Posted by ckitching — 04 Jul 2015, 13:34


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2015-07-04T13:30:55+02:00 2015-07-04T13:30:55+02:00 /viewtopic.php?t=10200&p=103068#p103068 <![CDATA[Re: Add more message/warning sounds]]> Statistics: Posted by speed2 — 04 Jul 2015, 13:30


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