Radios in buildings

Suggestions from our community members for PR:BF2. Read the stickies before posting.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Radios in buildings

Post by maarit »

few radios and alkali can advertise his music there. :)
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Radios in buildings

Post by Dev1200 »

People that are saying this is "pointless" obviously don't know what immersion is Dx


I would LOVE to see some more immersion in PR. Little things make a big difference.. ever play Fallout 3?
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Chaosfox_[434th]
Posts: 116
Joined: 2010-04-29 21:16

Re: Radios in buildings

Post by Chaosfox_[434th] »

i would like to know how it is that this idea would be pointless? some enlighten me on how something that is a coold idea would be a waste of time to implement
You can never escape your fears, you can only conquer your fears. quote by me

ingame name ChaosFox_[434th] Steam username chaosfox21

Commanding Officer of the 434th Combined Operations Brigade
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Radios in buildings

Post by Rudd »

Dev1200 wrote:People that are saying this is "pointless" obviously don't know what immersion is Dx


I would LOVE to see some more immersion in PR. Little things make a big difference.. ever play Fallout 3?
given that people complain of performance problems as it is, this seems like an unecessary addition to that problem atm, more objects = more for the server to handle, more sounds = more for your computer to handle.
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Radios in buildings

Post by Bringerof_D »

would it be possible, for buildings that cannot be entered only, perhaps when you open fire near them screaming and the sound of people taking cover under tables and beds come from inside? i know its possible to have walking into the zone trigger things but what about shooting?
maarit wrote:few radios and alkali can advertise his music there. :)
"This radio broadcast was brought to you by Scott Tobin, Maker of the Project Reality sound track. you can now purchase this 1 disc set for $??.?? on _______ or download it on iTunes! Featuring favorites such as...Heavy resistance, Desert Heat, or old classics like Hunting Taliban! If you buy it now we'll..."

LOL
Last edited by Bringerof_D on 2010-06-24 17:26, edited 1 time in total.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Radios in buildings

Post by boilerrat »

Bringer, this suggestion is about the towns we fight in... they seem to have been evacuated.

So some of the people might have forgot to turn off radios.
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boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Radios in buildings

Post by boilerrat »

[quote=""'[R-CON"]Rudd;1373999']given that people complain of performance problems as it is, this seems like an unecessary addition to that problem atm, more objects = more for the server to handle, more sounds = more for your computer to handle.[/quote]

Well what if the sounds faded in and out with distance? We also have a lot of freedom, not every house has to have a radio :)

[quote="Bringerof_D""]would it be possible, for buildings that cannot be entered only, perhaps when you open fire near them screaming and the sound of people taking cover under tables and beds come from inside? i know its possible to have walking into the zone trigger things but what about shooting?[/quote]

Bringer, this suggestion is about the towns we fight in... they seem to have been evacuated.

So some of the people might have forgot to turn off radios.
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Radios in buildings

Post by Bringerof_D »

well i know but even in an evacuated town, some people get left behind or some people just dont want to leave. that's one of the biggest problems in war is, not everyone trusts that their homes are safe when they are gone. and they end up getting hurt because they chose to stay
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Radios in buildings

Post by goguapsy »

They are not entirely evacuated. They have some ninja civis. (I sneaked behind a enemy FOB, grabbed a british kit and went on a rampage!)
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Radios in buildings

Post by Tim270 »

[R-CON]Rudd wrote:given that people complain of performance problems as it is, this seems like an unecessary addition to that problem atm, more objects = more for the server to handle, more sounds = more for your computer to handle.
Mares well remove all the other ambient sounds in maps then going by that logic. One radio and one more ambient sound is not going to make the difference between a map being playable and it not being so.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Radios in buildings

Post by Rudd »

Tim270 wrote:Mares well remove all the other ambient sounds in maps then going by that logic. One radio and one more ambient sound is not going to make the difference between a map being playable and it not being so.
every little counts

an ambient sound that covers 150m to give more difference between an open area and a urban area is a bit different to 25m radii added on radios just so you guys can enjoy some Arabic tunes while you play.

Seriously guys, the stuff you boys want the mappers to prioritise on sometimes makes me laugh. If this is so important to you guys, put itunes on in the background.

I've tried games with this radio stuff in, and it didn't add anything for me.

How about we have radios with the world cup commentry on so that you can enjoy some vuvuzelas? I'm sure that will definately add to teh ambiance...
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Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: Radios in buildings

Post by Trooper909 »

Didnt mosques used to play Jihad music from the loud speakers ones?
say this because I cant recall hearing them for awile.
in hoc signo vinces
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Radios in buildings

Post by SGT.Ice »

in Americas Army a couple maps had that, radio just sitting around on a desk with a lamp that was playing some kind of music from the culture. I like the idea it would make things a little less boring. You could also use that to your advantage as well in many different ways. Depending on how loud the music is.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Radios in buildings

Post by Tim270 »

[R-CON]Rudd wrote:every little counts

an ambient sound that covers 150m to give more difference between an open area and a urban area is a bit different to 25m radii added on radios just so you guys can enjoy some Arabic tunes while you play.

Seriously guys, the stuff you boys want the mappers to prioritise on sometimes makes me laugh. If this is so important to you guys, put itunes on in the background.

I've tried games with this radio stuff in, and it didn't add anything for me.

How about we have radios with the world cup commentry on so that you can enjoy some vuvuzelas? I'm sure that will definately add to teh ambiance...

Music can and does break repetition, like ambient sounds it creates immersion. It gives more detail to areas of the map that in ordinarily will just be buildings. It gives character to a building. You dont even need a radio model. What would add more to immersion rather than random music would be a radio playing a BBC or local broadcast of the invasion/battle etc.

From reading the OP's post I dont interpret it to mean he was suggesting that this be prioritised in any way. Its a simply a small detail to break repetition in areas of a map.
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xI DIaboLoS Ix
Posts: 65
Joined: 2009-01-20 23:55

Re: Radios in buildings

Post by xI DIaboLoS Ix »

I find this suggesstion a good one also, i find it kind of similar to the "radio" in the us humvee that you can activate by holding "x". It brings a sense of environment thats bigger then you know. Sometimes in a game endless little things that you keep discovering along the way really adds to the total qualitly of the game.

But in saying that I'm sure the devs have enough to worry about, they have all ready brought a great mod to us and have a long list of things they need to do before looking at the "little things" such as suggestions from the community. Remember it's their mod and they choose what they want to do with it.

However, it's really the map makers that control this suggestion. It's up to them to add in ambience noises. There is one exactly like this that you have suggested. On gaza beach if you move near the AA emplacement in the city a loud distorted radio noise can be heard. These sorta things all could easily be added to maps. But it's time consuming.

Diabolos.
A soldier isn't as strong as his weapon, a weapon is as strong as the soldier.
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: Radios in buildings

Post by OkitaMakoto »

On Ramiel there is a small band having a jam session in a basement somewhere... Legend has it...
Churp
Posts: 41
Joined: 2008-11-22 14:34

Re: Radios in buildings

Post by Churp »

[R-DEV]OkitaMakoto wrote:On Ramiel there is a small band having a jam session in a basement somewhere... Legend has it...
Lol. Legend also has it that on Ramiel, inside of a building there is written in blue "Rhino Sucks". 100% Seriousness. I mean no disrespect to Rhino.
Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: Radios in buildings

Post by Brummy »

You don't think a radio blasting music that's audible from a distance of 100m would be turned off by someone at some point?
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Radios in buildings

Post by boilerrat »

Brummy wrote:You don't think a radio blasting music that's audible from a distance of 100m would be turned off by someone at some point?
When I'm outside washing the car, I usually listen to a radio quite loud.

The great thing about this suggestion is that you are so free with how loud you want it to be, and how many. It's like in the book "Lord Of The Flies" the author never tells you how many people are on the island so he has the freedom of killing off or bringing in people at any point.
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