Additional Sound Candy

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....
 
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Good post, agree on all points! I know when driving the srv you can hear some pinging as dust and stuff hits the windshield but not in space. It would be nice!
 
Interesting post ! Hopefully, the sounds team will take it into consideration. But given the quality of their work so far, I'm pretty sure they will or they will come up with something even better / important.

Sound, support and community management rock in ED. The other departments are doing their best, but they need to improve even more to catch up with those guys.
 

Deleted member 38366

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Hm, once we're at it...

Small Ships seem to have the exact same Alert/Alarm SFX as very big Ships.
I somehow always have to wish for that to change.

Small Ship - "small" SFX of a Fighter.
Big Ship - "big" SFX of a huge thing firing off its alarms through its large interior. Plus what the OP said, the big ol' rig aching and bending to make it home :)

I'd really love to see (= hear) that!
 
+rep for GREAT suggestion

Remember the new independence day movie? Bad, I know, but the scene with the debris bumping against the ship was awesome. You can already bump into stuff but it's kinda empty around asteroids, an idea could be to have smaller particles bump into the ship, and even sand-sized particles spraying against your cockpit canopy.
 
Big Ship - "big" SFX of a huge thing firing off its alarms through its large interior. Plus what the OP said, the big ol' rig aching and bending to make it home :)

the anaconda cockpit has serious hall-effects on everything - alarm, shipvoice.
 
Thanks for the repp guys.

Shucks, I didn't realize there was a suggestions area. Can this be moved?

That is an excellent idea... having different alarms. Sort of like the difference between the horn on a constitution class ship vs. bells and whistles on an F15 or a submarine. Would love to hear that differentiation. I can imagine what the space-trucking alarms will sound like vs. the corvette.
 
Flying around in a debris field without shields? :eek:

I thought about that too. Seems at sub-light the game could adopt the sci-fi mechanics of "shields are for energy weapons and fast-moving projectiles". Small rocks and dust will pass through.

Sort of like how a personal shield stops a blaster but won't stop a knife.
 
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I thought about that too. Seems at sub-light the game could adopt the sci-fi mechanics of "shields are for energy weapons and fast-moving projectiles". Small rocks and dust will pass through.

Sort of like how a personal shield stops a blaster but won't stop a knife.

Makes sense, limpets make it though just fine :) Well, collector limpets anyway...and if they are yours...Hmmm....
 

Deleted member 38366

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the anaconda cockpit has serious hall-effects on everything - alarm, shipvoice.

Yes, it sounds a tad bigger.
But the underlying SFX seems the same in every Ship. In a Sidewinder I get the same SFX as in a Cutter or Corvette.

I'd expect a hell more bells & jingles from a large vessel.
 
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