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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
07-20-2011, 09:03 AM
Quote:
Originally Posted by mister_dee
Of course it's similar.
What did you expect?
That it sounds like a vending machine?
Or like a pair of Bat'leths clashing together?:p
A diesel engine is a diesel engine and yet they don't all sound identical either.
Phasers and disruptors are also pretty much the same, they fire either beams or pulses, just their colour is different.
I bet everyone would be happy if Cryptic had just used one single visual and acoustic effect for all the energy weapons in this game because they are all like the Phaser.


So warp drive does have some characteristics that are going to be similar as long as the basic principle behind the engine stays the same.
But when you listen closely (try a pair of headphones if that helps) it sounds different from any Warp-out
we've had over the shows.
sure but is it so differnt it's worth replaceing the generic sound effect with? what future updates would you give up so they could get a guy working on this?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
07-20-2011, 11:01 AM
Quote:
Originally Posted by BrianDavion View Post
sure but is it so differnt it's worth replaceing the generic sound effect with? what future updates would you give up so they could get a guy working on this?
Sound Engineers =/= Content Developers, Character, Environment, or Ship Artists/Modelers, honestly, they've just finished giving an audio pass to all ground weapons and powers, other than maybe some VO, I don't see them working on this causing any kind of delays in other projects.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
07-20-2011, 01:45 PM
Quote:
Originally Posted by BrianDavion View Post
sure but is it so differnt it's worth replaceing the generic sound effect with? what future updates would you give up so they could get a guy working on this?
I really suggest you take a look at who is doing what for this game.
And which functions are orthogonal to each other.
Coders don't do sound, modelers don't do code and sound artists aren't doing any missions.
So why would there be any sacrifice to updates?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
07-20-2011, 02:48 PM
Well, actually ships shouldn´t produce any sounds in...space....

Yeah, I know. Logic is evil. I wouldn´t mind a different sound but on my priority list for KDF stuff this... it´s not even on the list. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
07-21-2011, 01:41 AM
Quote:
Originally Posted by Ashur1
Well, actually ships shouldn´t produce any sounds in...space....

Yeah, I know. Logic is evil. I wouldn´t mind a different sound but on my priority list for KDF stuff this... it´s not even on the list. :p
I'm looking forward to the response to your ticket "you should remove all sounds from space combat[...]"

Anyway since we already have a different sound effect when we fire up our engines after standing still our own warp-out sound is the next logical step.
When this is done is unsure.
But when we have a thread about it where we can point to and say "we've found an episode where such a sound was in, so we have a canon example" it reduces the risk of Cryptic coming up with a sound of their own that doesn't fit at all.
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