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Suggestion Title: Drawing and Holstering Sound
Suggestion Description: A katana when taken out of holster should make an unsheathing or metallic sound, a gun when drawn should make an unholstering sound. Sound cues are very important and tactically advantageous to listen out for so not having them is very sadly missed out on when people can use those to level up the realism behind every gun fight. The immersion which it will bring, combine that with the added element of knowing when someone pulled something out, can be really amazing to have.
Without it one moment we're sitting there looking at a sign and another second some guy silently draws a gun from behind and shoots us or stabs us with a melee. There is no sound cue or no way of hearing any metallic noise to warn you.
An example of Punishment and Reward is:
Players who are in danger can tell when danger has come as a reward if they listen.
Players in a gunfight who go to heal will produce a gun holster sound making it not as easy to silently quick heal while in the midst of a gunfight.
Why should this be added?:
- Sound Immersion
- Leveling up the tactical capability of engagements
- Realistic to the way gunfights go down which enhances overall immersion
- Punishing and rewarding in a good way
What negatives could this have?:
- Can be hard with the sound design aspect
- Can be impossible to implement based on the script's limitations
Useful Images:
Suggestion Description: A katana when taken out of holster should make an unsheathing or metallic sound, a gun when drawn should make an unholstering sound. Sound cues are very important and tactically advantageous to listen out for so not having them is very sadly missed out on when people can use those to level up the realism behind every gun fight. The immersion which it will bring, combine that with the added element of knowing when someone pulled something out, can be really amazing to have.
Without it one moment we're sitting there looking at a sign and another second some guy silently draws a gun from behind and shoots us or stabs us with a melee. There is no sound cue or no way of hearing any metallic noise to warn you.
An example of Punishment and Reward is:
Players who are in danger can tell when danger has come as a reward if they listen.
Players in a gunfight who go to heal will produce a gun holster sound making it not as easy to silently quick heal while in the midst of a gunfight.
Why should this be added?:
- Sound Immersion
- Leveling up the tactical capability of engagements
- Realistic to the way gunfights go down which enhances overall immersion
- Punishing and rewarding in a good way
What negatives could this have?:
- Can be hard with the sound design aspect
- Can be impossible to implement based on the script's limitations
Useful Images: