Player HQ sound option
Posted: Fri Dec 07, 2018 6:36 pm
I am really enjoying this feature - I had it turned off at first since I worried it might disorient me (I rely on sound a lot in games in general), but it actually had the opposite effect of "putting my head in the game" and giving me a better idea of some of the priority threats in "my" sectors.
However... I have a request!
Is it possible to add an intermediate option where the player's hearing range/volume is linked to the HQ unit, but the heading is independent (i.e. plays as though on a top-down map)?
I ask because without actually being in a moving vehicle, the point of reference can get really confusing - and always turning the HQ vehicle to face north isn't always smart (and can still be a bit confusing). I realize that's a real-world point of confusion as well, but not being able to look out of my hatch or feel the vehicle moving is a distinct disadvantage in terms of not getting lost!
However... I have a request!
Is it possible to add an intermediate option where the player's hearing range/volume is linked to the HQ unit, but the heading is independent (i.e. plays as though on a top-down map)?
I ask because without actually being in a moving vehicle, the point of reference can get really confusing - and always turning the HQ vehicle to face north isn't always smart (and can still be a bit confusing). I realize that's a real-world point of confusion as well, but not being able to look out of my hatch or feel the vehicle moving is a distinct disadvantage in terms of not getting lost!