Remove orbital beacon beeping sound.

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TeknoKot
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Remove orbital beacon beeping sound.

Post by TeknoKot » 28 Jul 2016, 14:41

Summary (a quick, 2-3 sentence summary):Whenever an OB is thrown, an alien runs away anyways, whenever an OB is heard, aliens still back the fuck out, even though not seeing one act before. It's just pure metagaming, and staff can't do anything about it because "not enough evidence" excuse mostly.

Benefits (How this will benefit the server and game as a whole): Discourages people from never listening to their SL to back out when an OB is placed, discourages aliens metagaming as first OB's go off.

Details (Description of how you think this would work, the benefits, etc): just remove the beeping sound.

Implementation (Optional, if you have an idea how to implement it):coding????
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Infant Punter
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Re: Remove orbital beacon beeping sound.

Post by Infant Punter » 28 Jul 2016, 14:43

Completely agree with this.

It puts us in an awkward position as staff, when people run away from an OB.

"Why didn't you let yourself die??"

It'd just be easier and more fair for everyone if this was implemented.

+1
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Re: Remove orbital beacon beeping sound.

Post by Ranged66 » 28 Jul 2016, 14:44

-1

What do you want the aliens to do? Gather in a fuckin' circle around the OB and poke at the strange blinky thing?
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ShortTemperedLeprechaun
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Re: Remove orbital beacon beeping sound.

Post by ShortTemperedLeprechaun » 28 Jul 2016, 14:45

At one time, I was opposed to this. I'm now sitting on neutral. Unless you made the message THIS BIG no one is gonna see it over the hail of gun fire and red text that is in most combat. Besides, after the first OB, xenos know about them, meaning that it's fair game to run, which they're unable to do without the beep since most people hide them or plant them somewhere, which can effictevly kill the hive in a very sad way.
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SecretStamos (Joshuu)
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Re: Remove orbital beacon beeping sound.

Post by SecretStamos (Joshuu) » 28 Jul 2016, 14:54

I feel the same way about the Predator microbomb too. Everyone just runs the second they hear it.

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Infant Punter
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Re: Remove orbital beacon beeping sound.

Post by Infant Punter » 28 Jul 2016, 14:55

ShortTemperedLeprechaun wrote:At one time, I was opposed to this. I'm now sitting on neutral. Unless you made the message THIS BIG no one is gonna see it over the hail of gun fire and red text that is in most combat. Besides, after the first OB, xenos know about them, meaning that it's fair game to run, which they're unable to do without the beep since most people hide them or plant them somewhere, which can effictevly kill the hive in a very sad way.
1: Sl's do have text that is THIS BIG . If you ignore the HUGETEXT SL telling you to get the fuck away from the OB, then you deserve to get hit.

2: I have yet to see one xeno simply sit on top of the first OB laid down because "haha ill just die so my hive knows about it", no, we don't want to force players to die that way, and punish them if they don't.

Marines have four OB's to use, which most likely in the end leaves 1-2, as squad leaders never ALL get them off. If they do, then the marines teamwork SHOULD be rewarded with good hits.

OB's should be something to be feared. It's the marines queen screech, the thing that the marines leaders can actually do to help.

Removing the beeping would make it more of a fair thing to fear, in my opinion.
bring it nerd

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Sailor Dave
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Re: Remove orbital beacon beeping sound.

Post by Sailor Dave » 28 Jul 2016, 15:02

Yeah, I agree with this. Nobody wants to be the one to die for something they know they can just walk away from. Better that we don't even know its happening.

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Toroic
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Re: Remove orbital beacon beeping sound.

Post by Toroic » 28 Jul 2016, 15:05

I think it is unfair to ask people to take themselves out of the game based on a discrepancy between IC and OOC knowledge.

The best way to solve this is to reduce the OOC knowledge that the orbital will be going off, which this suggestion accomplishes.

+1
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Re: Remove orbital beacon beeping sound.

Post by Disco Dalek » 28 Jul 2016, 16:23

The beeping always made about as much sense as painting a large X on the ground before you fire a mortar. Artillery isn't much use if you clearly identify the target location for the enemy. It's up to the command structure to ensure people aren't five feet away from the impact zone.

+1
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Re: Remove orbital beacon beeping sound.

Post by forwardslashN » 28 Jul 2016, 19:02

I'm not sure there's a good way to really solve this. I can think of a few possible solutions, but xenos will run even if they see the OB start to blink. One solution is to make the OB entirely silent and invisible to xenos until it goes off once.
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Re: Remove orbital beacon beeping sound.

Post by outordinary » 28 Jul 2016, 22:57

-1

It balances itself out by beeping.

Also a little tip, mines, grenades, underslung grenades, OBs, all of the explosives (except SADAR) blink when active. You can't expect xenomorphs to be dumb animals, in lore they are intelligent creatures.

They can EASILY associate blinking (beeping too since all grenades make sounds) with exploding devices.

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Re: Remove orbital beacon beeping sound.

Post by zskninoh » 28 Jul 2016, 23:03

forwardslashN wrote:I'm not sure there's a good way to really solve this. I can think of a few possible solutions, but xenos will run even if they see the OB start to blink. One solution is to make the OB entirely silent and invisible to xenos until it goes off once.
I very much love this idea, +1. Treat the OB like a mine until the first one goes off.
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Re: Remove orbital beacon beeping sound.

Post by Egorkor » 29 Jul 2016, 06:59

forwardslashN wrote:I'm not sure there's a good way to really solve this. I can think of a few possible solutions, but xenos will run even if they see the OB start to blink. One solution is to make the OB entirely silent and invisible to xenos until it goes off once.
make the SL or part of his gear act like a beacon, buff the offset radius to 15 or 20 with x 0 y 0 being on the SL's position and there we go. unless that makes a ton of lag.
alternatively, make the binoculars act like the beacon and tie x 0 y 0 to the clicking on the tile when using the binoculars. remove the OB altogether and make the binoculars be put-table in the armor and webbings.

I dunno how hard it's gonna be to code, or well, how laggy it's gonna be, but making it always invisible to aliens can work aswell, and it's much more simplier to do I suppose.

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Re: Remove orbital beacon beeping sound.

Post by Reuben Owen » 29 Jul 2016, 09:25

nice try but it won't work
once they ooc realize it doesn't make sound (after a few rounds) xenos will just stay away from the orbital in the first place
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Re: Remove orbital beacon beeping sound.

Post by Joe4444 » 29 Jul 2016, 12:02

Ranged66 wrote:-1

What do you want the aliens to do? Gather in a fuckin' circle around the OB and poke at the strange blinky thing?
Where in the fuck does it say xenos should do that in the suggestion? It says remove the beeping sound effect from the OB to stop xenos meta running away from the OB,making the Null to anyone with their damn sound up.I say +1.It takes 20 minutes for the guns to rearm anyway

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Re: Remove orbital beacon beeping sound.

Post by doodeeda » 29 Jul 2016, 19:51

outordinary wrote:-1 It balances itself out by beeping.
Mines don't beep. Removing the sound the OB makes would make it a visual thing, and players won't have to make the choice of either running away or staying when hearing the OB sound which could be a rule break.
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Re: Remove orbital beacon beeping sound.

Post by outordinary » 30 Jul 2016, 00:34

doodeeda wrote: Mines don't beep. Removing the sound the OB makes would make it a visual thing, and players won't have to make the choice of either running away or staying when hearing the OB sound which could be a rule break.
You read the rest of my post bro, grenades do :^)

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Re: Remove orbital beacon beeping sound.

Post by Renomaki » 30 Jul 2016, 01:26

I myself think that removing the beeping would remove the players uncontrollable instinct to avoid dying to big explosions.

Trust me, as bad as it is, oftentimes players can't help it. Dying sucks, and knowing you can avoid it, you are gonna do it. Just running into death because the rules say so is like eating a can of sloppy beans with a clenched up fist.. Why would you want to do that?

So removing the beeping would help reduce this, although probably not by too much... Aliens will still run at the sight of blinky red lights.
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Re: Remove orbital beacon beeping sound.

Post by KingKire » 18 Feb 2017, 22:17

bumping this since i accidentally dupe'd it, but im hoping my suggestion takes precedence.
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Re: Remove orbital beacon beeping sound.

Post by adamkad2 » 19 Feb 2017, 13:53

outordinary wrote:-1

It balances itself out by beeping.

Also a little tip, mines, grenades, underslung grenades, OBs, all of the explosives (except SADAR) blink when active. You can't expect xenomorphs to be dumb animals, in lore they are intelligent creatures.

They can EASILY associate blinking (beeping too since all grenades make sounds) with exploding devices.

Im with you on this one. Marines are likely to use grenades before OB's so aliens can associate blinking with explosives, and yet they still expect them to sit on OB's like dumb animals.
-1 for the idea
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Re: Remove orbital beacon beeping sound.

Post by Casgair » 19 Feb 2017, 15:01

forwardslashN wrote:I'm not sure there's a good way to really solve this. I can think of a few possible solutions, but xenos will run even if they see the OB start to blink. One solution is to make the OB entirely silent and invisible to xenos until it goes off once.
Large font Overwatch notice text, like: Orbital Cannon Strike at XXX,YYY (Central Barrens) Launching in 5 seconds!
would probably do the trick, really.

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Re: Remove orbital beacon beeping sound.

Post by Heckenshutze » 19 Feb 2017, 15:05

Just mute the beep. OB's can be hidden like mines under objects, if a marine is smart enough to place an OB and hide it properly he deserve those kills.
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Re: Remove orbital beacon beeping sound.

Post by Joe4444 » 19 Feb 2017, 17:32

adamkad2 wrote:Im with you on this one. Marines are likely to use grenades before OB's so aliens can associate blinking with explosives, and yet they still expect them to sit on OB's like dumb animals.
-1 for the idea
....y'know the blinking is there for gameplay sake, right? no one would make a grenade that blinks bright red when primed, it'd just give the grenade away(something you don't wanna do whilst trying to kill enemies in a fortified postion, they could just run out.)
IRL, the xenos wouldn't see the blinking like.....at all

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Re: Remove orbital beacon beeping sound.

Post by Casgair » 19 Feb 2017, 17:49

Joe4444 wrote:IRL, the xenos wouldn't see the blinking like.....at all
In all likelihood a strike would be done with the Sulaco's guidance system/gps or a laser target rather than a grenade-like device. When I do briefing, which isn't often, I try to throw out some BS about the cloud cover being too dense to simply fire the cannons on command so the use of OBs makes some sort of logical sense.

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Re: Remove orbital beacon beeping sound.

Post by Joe4444 » 19 Feb 2017, 18:50

Casgair wrote:In all likelihood a strike would be done with the Sulaco's guidance system/gps or a laser target rather than a grenade-like device. When I do briefing, which isn't often, I try to throw out some BS about the cloud cover being too dense to simply fire the cannons on command so the use of OBs makes some sort of logical sense.
no no, I was talking about the blinking nades.

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