- Joined
- Dec 13, 2014
- Messages
- 77
- Reaction score
- 16
I suggest having integrated voice chat that is basically radio.
method -
If player is in a ship, ship must have a radio module.
If player is not in a ship, they must have a radio module on their hotbar.
If player is in a station, they must have a radio module or must be using a radio module on the station.
Ship and station radio modules can have attached antenna modules to boost range. Their ranges are identical except for station to station transmissions.
Player's suit transmitter can transmit an effective diameter of 1 sector width.
Ship transmitters and station transmitters are twice that far with one antenna
Station/planetary transmitters are practically unlimited for broadcast and reception to other stations. Stations act as relays (probably using some quantum tunneling system)
RELAYING
If a player in a suit is within broadcast distance to a friendly ship (same faction), they relay through the ship and their broadcast distance is the ship's broadcast distance.
If a player in a suit is within broadcast distance to a planet/station radio, the same applies.
it's possible to have
player -> ship -> station -> other station -> ship -> player, for two players outside of ships and across the universe to speak via radio.
HOW IT WOULD WORK
The player 'tunes' the radio by activating it, and that sets the encryption channel (a string) - they can only send, receive off to radios with that same encryption. If no string is entered, it's unencrypted transmission which everyone hears if they have it activated.
COOL FEATURES
If two players are close, the audio is clear and instant.
If they are one sector distance, a 1 second delay is applied to transmitting the audio, to add a perception of distance, and an audio transform is applied to the sound to give it background noise and radio interference.
When in proximity to planets, radio should pick up EMI - such as :
Planetary Background Noise
When player is moderately distant - add some attenuated tube radio crackle and ring modulate on that.
Tube Radio Crackle
When a player is very distant, introduce a band-pass filter and noise pass filter with some ring modulation : technically speaking, I mean you modulate the voice onto the background noise with ring modulation. That gives a really cool interference effect.
Apollo 11 Voices
EDIT: Additional
To give some feedback to the user, if they are listening to someone who is out of their broadcast range it should give a faint but incomprehensible attenuated static signal.
It's possible to be able to receive but not transmit. A person in a suit that is in range of a station might be able to hear the stations broadcast, but not respond. The station would only get static.
method -
If player is in a ship, ship must have a radio module.
If player is not in a ship, they must have a radio module on their hotbar.
If player is in a station, they must have a radio module or must be using a radio module on the station.
Ship and station radio modules can have attached antenna modules to boost range. Their ranges are identical except for station to station transmissions.
Player's suit transmitter can transmit an effective diameter of 1 sector width.
Ship transmitters and station transmitters are twice that far with one antenna
Station/planetary transmitters are practically unlimited for broadcast and reception to other stations. Stations act as relays (probably using some quantum tunneling system)
RELAYING
If a player in a suit is within broadcast distance to a friendly ship (same faction), they relay through the ship and their broadcast distance is the ship's broadcast distance.
If a player in a suit is within broadcast distance to a planet/station radio, the same applies.
it's possible to have
player -> ship -> station -> other station -> ship -> player, for two players outside of ships and across the universe to speak via radio.
HOW IT WOULD WORK
The player 'tunes' the radio by activating it, and that sets the encryption channel (a string) - they can only send, receive off to radios with that same encryption. If no string is entered, it's unencrypted transmission which everyone hears if they have it activated.
COOL FEATURES
If two players are close, the audio is clear and instant.
If they are one sector distance, a 1 second delay is applied to transmitting the audio, to add a perception of distance, and an audio transform is applied to the sound to give it background noise and radio interference.
When in proximity to planets, radio should pick up EMI - such as :
Planetary Background Noise
When player is moderately distant - add some attenuated tube radio crackle and ring modulate on that.
Tube Radio Crackle
When a player is very distant, introduce a band-pass filter and noise pass filter with some ring modulation : technically speaking, I mean you modulate the voice onto the background noise with ring modulation. That gives a really cool interference effect.
Apollo 11 Voices
EDIT: Additional
To give some feedback to the user, if they are listening to someone who is out of their broadcast range it should give a faint but incomprehensible attenuated static signal.
It's possible to be able to receive but not transmit. A person in a suit that is in range of a station might be able to hear the stations broadcast, but not respond. The station would only get static.
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