Small suggestions topic
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@wikingest said in Small suggestions topic:
Make friendly nuke launches sound different from enemy nuke launches. Or just make friendly nuke launches without sound.
Sound is important even for friendly nukes, but I like the idea of having a different sound/voice for friendly nukes vs. all other nukes.
Friendly nukes do already get a special map ping but maybe it would be good to have a little bit more than just a ping.
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@deribus said in Small suggestions topic:
Make radar selection not make the exact same sound as a ping
If you can bring me an alternative then I can set it up .
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Same for the suggestion of @wikingest / @arma473 . Please keep a tab on the license of the sound.
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@Jip Which license(s) would you accept for sounds?
If someone creates a new sound and donates it to FAF, that would work, and anything that is 100% in the public domain should work.
Are there any kind of open source licenses that you would accept, e.g. which of the creative commons licenses is acceptable? Is the FAF project willing to include a sound if it means you have to give "attribution" to the author? That seems like a relatively easy thing to do, just distribute a file with the FAF files that lists all of the "attributions." I don't know if FAF already has something like that.
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Just an idea, could we just cut the existing sound? "Nuke launch detected" for enemy, and "Nuke launch" for allie?
Going further on this. If multiple nuke launches follow in very short time, will every new notification stop earlier one? I mean for 3 nukes: "Nuke nuke nuke launch detected"? In this case both notifications should start differently. So it would be possible to differencie in spite of overlapping notifications. "Nuke launch detected" for enemies, and "launch detected" or "n-launch" for allies. So in overlapping case it would be: "n-lau n-lau nuke launch detected". So it would be possible to understand only from hearing, that there was two friendly and one enemy nuke launched.
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Suggestion: SACU explosion should be different from the ACU. I think even Gyle mentions it several times that it is really distracting.
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@deribus Oh god yes, this please!
I had a look on audiojungle and there are plenty of good sfx for a dollar or two. A basic license is included which would allow FAF to put it in their game. Here's two great possibilities for the radar ping -
The second part of this SFX might suit a SACU explosion
I'd be happy to buy a SFX and donate it to FAF.
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@jip said in Small suggestions topic:
If you can bring me an alternative then I can set it up .
I'd just give it the default structure selection sound, don't see a reason for it to have a special one
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I don't know about you but my radar sounds more like this. Especially the UEF radars that I make.
I'm not confident that their license applies to FAF, I quote:
9. You must not permit an end user to extract the Item and use it separately from an End Product.
Extracting is quite possible. We won't permit it of course, but that doesn't mean they can't use it seperately.
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@ctrl-k said in Small suggestions topic:
Add x button in players search field in client to clear it
I think this would be one for @Sheikah
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Show the total score of each team in the lobby. To make it easier to balance
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Suggestions on where to show that? Please be visual - take a screenshot and draw it out.
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this might be the easiest location. whats the maximum number of teams the game can hold? six?
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Suggestion: Make the "repeat build" keyboard hotkey work the same as the UI button you click with your mouse.
Right now, they almost but not quite behave the same: If you select multiple factories, some with repeat build on and some off, the UI will show repeat build to be off for them.
If you click the repeat build UI button, repeat build will turn on for all of them.
If you press the repeat build hotkey for the same setup, repeat build will turn off for all of them.Not only is this inconsistent (why should the behavior vary between mouse and keyboard?) but the UI button behavior is actually preferable:
If you select multiple factories, some with repeat build on, some off, the button will show repeat build to be off. As such, you can't be sure if repeat build is off for only some, or all of the factories selected.
For the UI button, this doesn't matter. In both cases (some or all off), pressing the UI button with the mouse will turn on repeat build for all of them. The behavior is predictable.
The problem is that the keyboard hotkey behavior is not predictable in this situation.
If all of them are off, pressing the keyboard hotkey will turn them all on.
If only some of them are off though, pressing the keyboard hotkey will turn them all off.
This is bad, because from just selecting the factories you couldn't have known their repeat build state a priori!Interestingly, the "pause" button does work the same way for both the keyboard hotkey and the UI button, in both cases using the preferable behavior.
TL;DR: Make the "repeat build" keyboard hotkey work the same as the UI button because the current behavior is inconsistent between the two and the UI button's behavior is preferable.
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@scout_more_often said in Small suggestions topic:
this might be the easiest location. whats the maximum number of teams the game can hold? six?
Try that with a map that is generated .
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@Scout_More_Often
Thank you for printing the score of each team. It would have taken me a long time to print this.@Jip
The "Settings" window mostly occupies empty space. I propose to reduce its height and put the "Points of each team" block in place.
Here are two options for how it will look.
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@deribus said in Small suggestions topic:
This is added by the extended ringing feature. You can right click a t1 point defense to add walls.
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Suggestion: infinite build button for movable experimentals.
Result: the builder will Keep trying to build a new experimental on the same spot.
There is a key combination for it I believe, but a button is probably easier to find.
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@jip said in Small suggestions topic:
This is added by the extended ringing feature. You can right click a t1 point defense to add walls.
Not at all the same
Can't be queued with PD, can't be dragged, and doesn't demonstrate to new players the template system