Fleet prefixed audio alerts and standing orders
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Sins Forums
I had a chance last night to try my first round, overall I think it's going to be great.
One of the big challenges with this game, especially with large map games, is going to be keeping track of everything that's going on. I think some standing orders and more in depth audio alerts will go a long way in allowing the player to keep track of everything.
Standing Orders.
The attack settings (gravity well, local, weapons range) are a great first step, but I think these can be improved on. An option for your ships to withdraw after encoutering XX% hull damage or overwhelming odds or force them to fight to the death would be *very* helpful. Maybe withdraw to nearest friendly system or nearest repair bay?
Also, how about:
Gravity well or mutli-well patrol options.
Having fighters and bombers auto scrambling, but able to sit in the hanger to keep down on ship clutter.
Audio Alerts:
The one thing that I think is my best idea is to have a unique preamble for the ship alerts based on grouping. So if you set a ship group with CTRL+1 and they find an enemy they should say something like, "First Fleet, engaging hostile pirate". That way I know immediately what's going on and don't have to look away from whatever I'm doing.
Some status reports on combat would be very handy too, so I know if my attention is needed or not for a fleet engagement...
"Second Fleet, engaging weak/moderate pirate/tec/etc force"
"Second Fleet, under heavy attack"
"Second Fleet, withdrawing due to heavy damage"
"Mayday Mayday, Second Fleet taking heavy losses! There are too many of them! ArrrGGHHGGHGHlll *static* "
I'd imagine a lot of these audio alert cues are already on the way, but I don't know of any games that have actually used the CTRL + # groupings in their audio alerts before, but I think this a game where it would come in VERY handy.
One of the big challenges with this game, especially with large map games, is going to be keeping track of everything that's going on. I think some standing orders and more in depth audio alerts will go a long way in allowing the player to keep track of everything.
Standing Orders.
The attack settings (gravity well, local, weapons range) are a great first step, but I think these can be improved on. An option for your ships to withdraw after encoutering XX% hull damage or overwhelming odds or force them to fight to the death would be *very* helpful. Maybe withdraw to nearest friendly system or nearest repair bay?
Also, how about:
Gravity well or mutli-well patrol options.
Having fighters and bombers auto scrambling, but able to sit in the hanger to keep down on ship clutter.
Audio Alerts:
The one thing that I think is my best idea is to have a unique preamble for the ship alerts based on grouping. So if you set a ship group with CTRL+1 and they find an enemy they should say something like, "First Fleet, engaging hostile pirate". That way I know immediately what's going on and don't have to look away from whatever I'm doing.
Some status reports on combat would be very handy too, so I know if my attention is needed or not for a fleet engagement...
"Second Fleet, engaging weak/moderate pirate/tec/etc force"
"Second Fleet, under heavy attack"
"Second Fleet, withdrawing due to heavy damage"
"Mayday Mayday, Second Fleet taking heavy losses! There are too many of them! ArrrGGHHGGHGHlll *static* "
I'd imagine a lot of these audio alert cues are already on the way, but I don't know of any games that have actually used the CTRL + # groupings in their audio alerts before, but I think this a game where it would come in VERY handy.
