Being an "auditory" person I have been enjoying the sound nuances in the game. As such... I have some suggestions.
1. Sounds of space dust and rocks hitting my hull. Whilst in a planetary ring, especially whilst doing something like mining, there should be constant sounds of dust and debris hitting the hull... especially if I engage in a lot of movement. Sounds that would be similar would include road ash and salt pinging off of my undercarriage while driving in the winter. The sound of a storm throwing material against my window during a stormy night. Etc. Some of the louder banging sounds should probably get me to jump out of my seat. I can see the small debris when I enter a ring, but I don't feel it in the rumble or hear it contacting my hull.
2. Sounds generated because I have hull damage. Damaged items should make a whole lot more noise for auditory feedback and will increase immersion. For example, I understand why a damaged SRV doesn't drive crooked or handle differently when damaged... that would require complex code to model it... but there should be audible sounds to differentiate a damaged SRV. Think of all of the sounds you hear if you were to drive a poorly maintained 1983 Fiat or something. Creeks, wobble sounds, engine noise, muffler putters, etc. Ship the same way. We have cracks and snaps with heat damage.. how about more sounds when the hull gets down to 50%? Just a thought. Damaged modules could have a grindy-creak to them, like a damaged Advanced Discovery Scanner shouldn't have the smooth sounding wind-up and honk. Lets get some raspy grind up and distorted honk?
3. During refuel and commodities trading I understand that there is "no delay" to this process for game fun purposes. Can we add some sounds After someone chooses one of those options? Not all that important, but I thought it would be something to add.
More later....
1. Sounds of space dust and rocks hitting my hull. Whilst in a planetary ring, especially whilst doing something like mining, there should be constant sounds of dust and debris hitting the hull... especially if I engage in a lot of movement. Sounds that would be similar would include road ash and salt pinging off of my undercarriage while driving in the winter. The sound of a storm throwing material against my window during a stormy night. Etc. Some of the louder banging sounds should probably get me to jump out of my seat. I can see the small debris when I enter a ring, but I don't feel it in the rumble or hear it contacting my hull.
2. Sounds generated because I have hull damage. Damaged items should make a whole lot more noise for auditory feedback and will increase immersion. For example, I understand why a damaged SRV doesn't drive crooked or handle differently when damaged... that would require complex code to model it... but there should be audible sounds to differentiate a damaged SRV. Think of all of the sounds you hear if you were to drive a poorly maintained 1983 Fiat or something. Creeks, wobble sounds, engine noise, muffler putters, etc. Ship the same way. We have cracks and snaps with heat damage.. how about more sounds when the hull gets down to 50%? Just a thought. Damaged modules could have a grindy-creak to them, like a damaged Advanced Discovery Scanner shouldn't have the smooth sounding wind-up and honk. Lets get some raspy grind up and distorted honk?
3. During refuel and commodities trading I understand that there is "no delay" to this process for game fun purposes. Can we add some sounds After someone chooses one of those options? Not all that important, but I thought it would be something to add.
More later....
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