Re: Commo Rose: What should preset messages be?
Posted: 2009-11-23 01:25
Maybe, maybe not. No dev's posted anything here yet and I haven't asked. Everything having to do with BF2 takes work alas so you may have a point.rofflesnlols wrote:If I'm honest - I think some aspects of your idea are feasible (whether they're needed is another matter) - but the suggestion as a whole is far too complicated and would take a lot of time that the DEV team probably doesn't have.
While we're being honest, I should say say that this is also about mods in general. It just so happens that due to the highly realistic nature of PR, direct voice communication plays a bigger role. Way I see it, PR is at the forefront of modding in BF2 (and even in general) so taking things further with the Commo Rose makes sense, so long as the workload doesn't interfere with other more important aspects of development.
Well the those were more of additional reasons. There are timidity barriers sure, I would say the lack of clarity is a better reason. Personally, I don't use it because I tend to play late and my apartment's walls are thin--I have a deep voice that carries. That and I'm pretty comfortable using chat--very clear and stays on the screen for a bit; the presets just automate some of that.rofflesnlols wrote: Your reasons for having this implemented aren't really strong enough in my opinion - perhaps some people are too timid to chat over voip (Unfortunately the DEVs aren't councillers) or maybe don't want their voices recognised by high-tech software (??? lolwut) - but as I've said I don't think the demand for cool or in depth comma rose options is really that large.
Just my thoughts.
As for the voice ID thing: I was thinking of recordings for traceability (matching a voice with an IP for example) and other malicious purposes. Hell some people just don't want to be identified for no other reason than they're uncomfortable with total strangers recognizing them and suppose you could argue that it's somewhat unethical to penalize them for that. But yeah, it's not a big deal.
Yep. Isn't that a given? Ideally, icons on the map would accompany a lot of the messages for better situational awareness. This is something you wouldn't be able to do with voice.ChizNizzle wrote: I meant : commands that would benefit other squads, so you dont need to use mumble to talk to them, but can use those commands to do so.
Yeah really. I've had that happen; the guy just takes off without checking and all you can do it type as you fume, while the guys on the ground desperately try running after the transport in vain. Funny to watch I I'll admit.Nehil wrote:The thing I need the most is "Stop!/Wait!"
Whenever I request a APC or helicopter evac for my squad, and they leave some of my guys behind just because they don't read the chat. If you could say "Wait!" to the APC driver and he'd hold for a moment, I know my blood pressure would go down.
And the simple command "Stop!". Use it to tell your squad to cease fire. To tell your tank driver to stop. 3 grenades are enough, you don't need to throw more. Just stop.
These two commands are so simple and so useful, how they left those out in vBF2 is beyond me.
If you notice, the preset message function will actually adjust what messages are available and the type of message based on your situation. So if you're in a vehicle, you request repairs in place of a Medic (see vBF2). I'd say one of the biggest hurdles for the Commo Rose is effectively communicating with drivers/pilots; getting them to go where you want is a bloody pain.
That's a situation where voice works well. Maybe have a "Listen up!!!"
There was another cool thing OF2: when you pwn someone, your character automatically says, "Target Down." They just fall short of perfection by not specifying the target (e.g. "Officer eliminated" or something like that). One of the things that always peeved me in BF2 was that you couldn't confirm to people that you already took out the enemy, thus saving them the trip there (they usually get there only to see the corpse).
So, I'd like to know if automatic messages based on map events (like fragging an enemy player) is do-able. If not, then a button will have to do.
The reason I'm interested in the drop-down list for each field is because as it is, there are a very limited number of message buttons available and they have to be used for stuff essential to the mod, like build orders.