For a game that is entirely text based the lack of dialogue variants is embarrassing.

it'd be awesome to know that actual CMDR's were behind some of those voices. the ones that are there now are excellent, and I've heard quite a few different accents, would love to hear more!

Z...

Have you heard of Voice Attack? There's quite a few voicepacks involving well-known players like Obsidian Ant, CMDRHughmann, Scott Manley (who I don't actually know about but is apparently famous on Youtube), and more.
 
Interesting points. There is indeed a lack of NPC text dialogue, and it doesn't seem like it would take long to rectify.

Having made a few very simple random text thingies in my time, it wouldn't be a huge task to set something up.

Having said that, the sound design for station comms - the variety of voices that greet you when you dock - is fabulous. From stern Russian bosses to Yorkshire tea-ladies - I love 'em!
 
I've already mention that FD need to use their RNG powers for good, instead of evil. A sentence constructed of 6 segments, with each segment having six possibilities would result in 46656 possible variations.

Z...

That may sound like a very good idea on paper, but I still have nightmares about Diablo 2's random generated NPC names. That may easily lead to weird stuff for whole sentences.
 
Big haul like that...Good job I found you first...Tasty cargo...Go to hellspace I have heard it all before.
Adding dialogue is not difficult from a technical standpoint.
It does not take very much imagination to write these lines.
This series has generated its own book.
An entire book.
Surely if you have the time to write a book you are capable of coming up with some new one liners for the actual game?
It really is not much to ask.

Completely agree with OP. And if they cannot manage to produce enough of suitable text, Frontier could also ask us for help, like they did with tourist locations.

Another thing that bothers me a lot: for a game made by native English speakers they sure have a lot of obvious spelling mistakes, mostly in Galnet posts and mission descriptions. I used to report them but I don't bother anymore. I've been playing Witcher 3 recently (made by Polish guys) and there's much more text and less errors...
 
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Interesting points. There is indeed a lack of NPC text dialogue, and it doesn't seem like it would take long to rectify.

Having made a few very simple random text thingies in my time, it wouldn't be a huge task to set something up.

Having said that, the sound design for station comms - the variety of voices that greet you when you dock - is fabulous. From stern Russian bosses to Yorkshire tea-ladies - I love 'em!

That Hipster menu generator is quite funny.. and scarily accurate.
 
Completely agree with OP. And if they cannot manage to produce enough of suitable text, Frontier could also ask us for help, like they did with tourist locations.

The most obvious argument against too many NPC text would be that it makes it har do discern what comes from PC's in open play. I'm guessing this is why they haven't made it more varied to begin with.
 
Interesting points. There is indeed a lack of NPC text dialogue, and it doesn't seem like it would take long to rectify.

Having made a few very simple random text thingies in my time, it wouldn't be a huge task to set something up.

Having said that, the sound design for station comms - the variety of voices that greet you when you dock - is fabulous. From stern Russian bosses to Yorkshire tea-ladies - I love 'em!

Excellent - You need to add a dangerous discussions forum topic generator :p

And Yes! the the station comms are awsomenes recorded
 
Community-provided dialogue? For the love all things holy, no. God no. I'd rather keep it the same as now than that. Anything, in fact, than that.

Even no dialogue.
 
I have the feeling that the reason the chat dialog was effectively parked is because they want voice but it takes a long time to do so. I strongly suspect the station chatter is phase 1 of implementing voice comms. They would need a lot more lines than the station chatter has so that has to be done before they get the voice actors in. A couple of actors per language would be the minimum to try an avoid repetition (didn't that same cobra pilot threaten me from a vulture a few minutes ago??). Several thousand lines would be a bare minimum and that is a lot of audio work.

Text-to-speech wouldn't really work as it wouldn't sound natural enough.

As others have said once the Commander creator gets added I think we are likely to see a change to comms to show the faces and from there I don't think it will be long before we get voices too.
 
Interesting points. There is indeed a lack of NPC text dialogue, and it doesn't seem like it would take long to rectify.

Having made a few very simple random text thingies in my time, it wouldn't be a huge task to set something up.

Having said that, the sound design for station comms - the variety of voices that greet you when you dock - is fabulous. From stern Russian bosses to Yorkshire tea-ladies - I love 'em!

Exactly this, but ED has far more interest it can potentially add, due to the fact that the game knows the situation, and it would be a case of matching adjectives/verbs/phrases to situational attributes.

Plus NPC's can have personal attributes generated when they are generated. For example, aggression/ sense of humour/ self confidence/ communicativeness /, etc.

So, lets say a pirate in a faster bigger ship, with no sense of humour confronts the player, he might say, "Stop your ship, I'm bigger and faster, so you can't get away. "
If he has a sense of humour he might say: "Hold up, buddy, I can zip past your shrimp of a snail boat, you better listen to me."
If your ship is bigger he might say: "Hold up, big guy, I don't care how big you are, I'll catch you in my sleep, ...."

And so on. Link phrases to weapons on board, number of wingmates, ...whatever. Contextual random sentence generator built in to the game already....

Just my 10c :)
 
With voicing there's a critical number needed to avoid annoying levels of repetition, as well as the content not being annoying itself. GTA's radio stations are the best examples I can think of, but that's a lot of time and money right there.

I suspect there will be more voice additions, but no idea in what direction they'll go.
 
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The most obvious argument against too many NPC text would be that it makes it har do discern what comes from PC's in open play. I'm guessing this is why they haven't made it more varied to begin with.

That could be a problem, but it is easy to detect when there are real commanders talking, and the NPC chatter could be dialed down in this case.


Community-provided dialogue? For the love all things holy, no. God no. I'd rather keep it the same as now than that. Anything, in fact, than that.

Ahhh, come on... you are exaggerating a little. I'm not saying they should just use whatever is sent to them... But if they don't have the time or resources to provide interesting and varied dialogue, why not ask the community for help? I'm sure a few individuals would be happy to help... Heck, I would help for free for a couple of weeks...


I have the feeling that the reason the chat dialog was effectively parked is because they want voice but it takes a long time to do so.

I have the same feeling and I understand it's not simple to add quality voice chat. That will take time. But that is exactly the reason why it would be good to have a more decent text chat in the meantime. So it is easier to wait. Adding more variation to the text chat is not a significant developer effort.


As others have said once the Commander creator gets added I think we are likely to see a change to comms to show the faces and from there I don't think it will be long before we get voices too.

Yes, I guess theoretically it could all be done already and we will have a chance to play with it at the end of February. But I somehow don't believe that... Would be a nice surprise though!
 
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