Quote from: STON3COLDKILLA on February 15, 2012, 05:06:27 PMQuote from: Spekkio on November 28, 2010, 08:04:03 PM
I think a large part of the learning curve and confusion comes from the fact that the way sound behaves in CT is ill defined. A large part of that comes from the shitty sound engine -- some surfaces can be heard across the map while others can't, and the same surface is heard differently in different maps. Another part of that, though, is that the actions which set off the reticle are never defined in the game manual, and not all the actions are intuitive (taking out the gun with the laser on vs. laser off, for example). That is mostly why I decided to write the noob guide back in the beta days. And yet another problem is that it's an all-or-nothing system -- you either crawl along at a snail's pace and don't set off the reticle, or move quickly and you do. There is no medium, and when the clock is on the merc's side, going that slow all the time so that the merc's can't hear your footsteps in a vent can be a huge detriment.
After looking back at this thread and changing my opinion about the presence detector, this post pretty much sums up my thoughts about CT's sound engine (although not about alarm snares. I still think a modified version of the decoy from DA would be more balanced). The sound detector shouldn't go crazy as soon as a spy moves at anything but a snail's pace. I would actually love to see the sound meter from the Chaos Theory's single player campaign. Imagine if it functioned just like it did in the original game.
As the player moves through the map, the threshold of the sound metre would dynamically change in real time depending on the ambient sound within the area, and/or the range of the sound detector. Anything from gunshots to weather effects and even missle strikes would dynamically change the threshold of the sound metre; this would be represented with a line on the sound meter. Like this.
Spies and Mercenaries would both have the same sound metre on their HUD except for one major difference. While the Spies would use the meter to stay silent, the mercs use the meter to monitor the sound produced by Spies. The sound meter would be used to find reckless spies, while the sound reticule displays where the sound is coming from with arrows (just like CT's multiplayer).
Imagine playing Warehouse from Pandora Tommorow during a winter storm. The rain is splashing against the ground, and the atmosphere is cold and grey, set around 4pm. You can both see and hear the rain in full view outside the warehouse at the spies spawn. This sets the sound metre wild, easily placing the threshold half way up the sound meter. Inside the warehouse the air feels different. The natural light is just as dull as it was outside, but darker under cover of the Warehouse's aging roof. The light parses through tiny white windows on the left side of the Warehouse, and is offset by bright harsh lights throughout the Warehouse. The shadows stick out like sore thumbs, providing ample opportunity for stealthy players to sneak by undetected. The lights inside the first sector flicker into motion as the first player enters the room, be it Spies or Mercenaries. Not only is this very creepy, but also gives either team a quick opportunity to get into position through the cover of darkness. At random intervals lightning strikes; the light flashes through the windows, lighting up the whole sector for a split second. The main lights shut down as the lightning strikes, but quickly flicker back to life 3 seconds later. Imagine sneaking in front of a Mercenary and lining up the perfect takedown, only to be spotted as the Mercenary you've just scared shitless shoots you down! However, despite momentarily losing the cover of shadows, one big advantage for the spies is that these lightning strikes are very loud indeed. The sound threshold flys off the charts, allowing spies the chance to quickly run straight through the map without being heard by the Mercenaries, if only for 1 second as the lightning rumbles away. This is the type of gameplay that could be possible only with the inclusion of a sound meter! I hope this helped you understand my vision for the game.
I think the sound meter would greatly improve the game, as well as significantly balancing the overpowered sound reticule from Chaos Theory. It would also greatly diversify the gameplay, as you wouldn't necessarily have to crawl around the map to remain undetected. Thoughts?
Solid idea, I really like it. It takes the current sound retical in CT but enhances it through the use of the sound meter and its relation to the map's dynamic sound feedback. This is what CT should have had but EAX cancelled this out for all intents and purposes since spy movement could still be interpreted by the player. I actually think this idea is present in CT already to some degree (when players are near large fans, for example) but I could be wrong. Either way, it's a nice idea that enhances the game.