It probably won't be enough to balance it, but when squad artillery is called (e.g. on the keystroke, not the impact), a sound clip of artillery cannons firing in the distance should play. It's pretty silly that something so powerful is ABSOLUTELY SILENT until it hits its target. Pros: Probably one of the easiest suggestions to implement (just add a sound event before the time-of-call-to-impact delay in the code) Fixes the retardation of SILENT artillery Small step forward in balancing squad artillery Cons: Need of a sound clip Takes 10 seconds to code (sarcasm) Alternatives: Don't do it (but why not do it?)
Good idea. I would suggest this as sound file: http://simplythebest.net/sounds/WAV/WAV_files/cartoon_WAV_files/charge.wav
Where the sound should come from? It can't be just a stereo sound in your head. The artillery most likely has a place somewhere so where that place is where the sound comes is the next question. But anyway, sounds good a good idea, it adds a bit beaty to empires.
Perhaps I didn't make it clear, the sound I'm suggesting is the boom of off-map artillery cannons firing, not the shells dropping.
make it originate code wise from the right below corner of the map easy to code, since the coordinates are already implemented in the minimap
Yeah, each team would have different artillery cannons though so the sounds should differ. If I was commanding I would hate to start moving my cv because I heard the cannons go off but it was just my team
I think it should be like the sound effects you have in the newer cnc games, like the chinese artillery barrage in cnc generals, which always sounds the same, regardless of position.
code wise, yes... i dont understand why they didn't do that with the commander too would make maps lagg less
You can delay the impact, but you can't spawn anything outside of the map, neither can you have the commander go out of the map.