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TexasAggie99
Joined: 06 Jul 2004 Posts: 86 Location: Naval Personnel Command, Millington TN
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Posted: Tue Oct 19, 2004 10:17 am Post subject: does anyone know if voice communications will be an option |
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Will we be able to talk with multiplayers in the game with voice head sets? or how will the comms between players work? |
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Hutch
Joined: 01 Aug 2003 Posts: 69 Location: Waterford, CT
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Posted: Tue Oct 19, 2004 10:42 am Post subject: |
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Hi Aggie,
We kicked this topic around again early on, and decided that the (free!) third party products available are so good, there was no need for us to implement it ourselves. We've used TeamSpeak and Roger Wilco around here without a hitch.
Hutch |
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sonar732
Joined: 03 Jul 2003 Posts: 1358
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Posted: Tue Oct 19, 2004 10:53 am Post subject: |
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Hutch wrote: | Hi Aggie,
We kicked this topic around again early on, and decided that the (free!) third party products available are so good, there was no need for us to implement it ourselves. We've used TeamSpeak and Roger Wilco around here without a hitch.
Hutch |
Good to hear Hutch...just a matter of each platform coming to a mutual agreement on which one to use. |
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TexasAggie99
Joined: 06 Jul 2004 Posts: 86 Location: Naval Personnel Command, Millington TN
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Posted: Tue Oct 19, 2004 11:23 am Post subject: |
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Thanks Hutch,
I am not too familiar with Team Speak or Roger Wilco, but I will research and learn more.
Aggie |
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Looney11
Joined: 05 Aug 2004 Posts: 307 Location: Netherlands
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Posted: Tue Oct 19, 2004 12:03 pm Post subject: |
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I've got a spare PC lying around, I might run Ventrilo as a server for DW BETA/normal use if my PC fits the requirements.
Since most of Europe will sleep when US peeps play DW i might even start it when i'm asleep, allowing for good comms during DW games
I'll look into it.... |
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Fish
Joined: 21 Sep 2001 Posts: 2412 Location: Netherlands
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Posted: Tue Oct 19, 2004 2:53 pm Post subject: |
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Hutch wrote: | Hi Aggie,
We kicked this topic around again early on, and decided that the (free!) third party products available are so good, there was no need for us to implement it ourselves. We've used TeamSpeak and Roger Wilco around here without a hitch.
Hutch |
I hope there is a possibility to communicate with radio msg's.
So, when in a team mission you have to go to the surface to recieve or send info.
But then, there will be people who will cheat and use RW or so. :hmm: |
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TexasAggie99
Joined: 06 Jul 2004 Posts: 86 Location: Naval Personnel Command, Millington TN
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Posted: Tue Oct 19, 2004 4:39 pm Post subject: |
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I agree communications is key aspect to Naval Combat.
If someone uses a program like Roger Wilco that will take away from a sense of realism.
For instances, if a sub submerges, she should lose voice comms with the other ships.
Ships should be able to jam other ships, and jam their voice coms.
Comms are very much apart of the Navy. |
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sonar732
Joined: 03 Jul 2003 Posts: 1358
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Posted: Tue Oct 19, 2004 6:11 pm Post subject: |
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TexasAggie99 wrote: | I agree communications is key aspect to Naval Combat.
If someone uses a program like Roger Wilco that will take away from a sense of realism.
For instances, if a sub submerges, she should lose voice comms with the other ships.
Ships should be able to jam other ships, and jam their voice coms.
Comms are very much apart of the Navy. |
During Operation Iraqi Freedom, the Submarine Force used instant messaging AFTER coming to periscope depth. |
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Smuook
Joined: 13 Jan 2004 Posts: 112 Location: Florida
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Posted: Tue Oct 19, 2004 9:47 pm Post subject: |
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Using external voice comm programs would be lame on units that would otherwise be unable to communicate in real life... but it is essential for crew coordination between players playing on the same platform... just like an interior communication system.
Can this be controlled for realism though... I doubt it :nope: Hopefully you'll be able to play with people you trust. |
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Ritual
Joined: 18 Oct 2004 Posts: 10
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Posted: Wed Oct 20, 2004 12:07 am Post subject: |
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Or maybe Sonalyst can include a little features that disables roger wilco and teamspeak or ventrilo (the 3 most popular) if there is no multi crewed ships. Or an in game option to disable third party voice.
I know not everyone has the knowledge to circumvent a feature like that, I know I dont.
And it could be better then nothing. But I think really would only be useful for competitive leagues.
Probably a farfetched idea anyways. Maybe shutting down all other tcp/ip traffic that isnt apart of dangerous waters.
Just an idea. |
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Looney11
Joined: 05 Aug 2004 Posts: 307 Location: Netherlands
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Posted: Wed Oct 20, 2004 4:10 am Post subject: |
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The art of comms jamming can easily be overcome by "fight-through" and the use of multiple frequencies. Usually, comms jamming is done from an aerial platform due to its vulnerability being lower with regards to a seaborne platform (1 harpoon down the bearing....)
Should you make jamming a part of DW, you should also make sure the guys being jammed can switch to an alternative frequency or use frequency hopping to nullify them being jammed. This is in my view somewhat difficult to do in DW. Though possible, there are other fields in which game excels, so adding comms jamming is a lower priority in my view.
With regards to third party voice comms, they will be used no matter what DW should incooperate. I've got 2 Pc's set up at home, 1 for the game and 1 for ventrilo/TS. So even if DW makes it impossible for Vent/TS to work, i would simply use my second PC.
To approach realism, maybe it would be possible to allow for administrative traffic to be sent by the units, the subs via SATCOM or LF, and the other units via UHF and SATCOM. This would allow for contact reports to be sent, Position and Intended Movement reports and damass reports to be sent.... |
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