TL;DR: I'm glad Criss commented and look forward to new stuff coming. I know it's mostly been a one-man operation, so I'm very patient. But the OP has valid points, though characterizing this as 'polish' is wrong. Sound engine design for the game isn't a beta-phase system.
I agree with the OP's intent, except it is NOT actually 'polish.' Much of this is part of a core-system that needs to be
in the alpha. Thus most of the un-called for attacks from typical dog-eat-dog forum trolls on the OP are
really missing the mark. (book:
Creating Sound and Music for Games) Explanation follows:
Polish is picking the exact, refined, professional sounds, making sure they each sound off with the correct dynamic reverb or other sound-engine effect, for example, that they work without bugs, and so on. The
game system, known as a
sound engine, that permits layering multiple sounds, adding randomness, and dynamically changing the volume and sound-altering effects based on factors like size of ship and distance between sound source (e.g. hull hit) and the player's current camera, choosing when to kick off a particular music file, or even dynamically flowing the music to game events, and so on, are all
alpha-stage programming. It might not sound great or polished in the Alpha stage, but the underlying control system, the engine, needs to be there. Granted, it may already be planned and ranked as one of the later Alpha items to tackle, but I think the meat of the OP suggestions are valid. These are not things you can just mod into the game later. Not
correctly, anyway.
Just finished watching all the episodes of The Expanse available on the Syfy channel. The space battle and the ship thruster burns made me wish that Starmade had
more-better sound effects. (Also watch Knights of Sidonia for a great representation of full military power in a big space ship.) Damage sounds should sound like something other than someone knocking on the door, and have random variation, with damage type indicated by the sound as well. Possibly rising in volume the closer it is on the ship to your current camera view, as well. Layers of randomized sound would be even better, with maybe the sounds of escaping gasses from ruptured hull or pressure lines, and subsystem alarms that beep briefly. Randomly, a delayed, secondary sound source fires off, like secondary explosions, debris from the hit clashing on the hull as you pass out of the debris cloud, or other follow-on effects, especially if it actually indicates blocks other than hull blocks were destroyed. Maybe the first time a ship is hit in a 10 minute period, a klaxon sounds for 3 seconds (okay, this can be saved for 'polish' or a mod if hooks for ship mass and block-damage are exposed). And the bigger the ship, the less it sounds like it is coming from a speaker right in your cockpit.
Using full thrust ought to sound like you're putting several gravities of strain on a ship. The more thrusters in a ship, the more the sound changes from a nearby thrust sound to a distant base throb that you hear through conduction even if there is vacuum in the ship. The sounds would grow in intensity and be affected by the accel of the ship. Right now, it might be tied to ship velocity, since there is no accel control: it's either max or off. Thus the more intense sounds fade in once you build some delta-V from the initial V (it's not realistic, but its a way to fade in the max-accel sounds only for a true burn and not quick adjustments, since true accel control is not currently modeled in the game). There should be the sound of steel flexing, groans and clicks and a heavy throbbing bass thrum for big ships. Randomly, a clang or crash might sound, since this is more in the nature of an exceptional thruster burn, and unsecured items might break free. Obviously, the size of the ship matters because a fighter wouldn't have those noises and all sound sources would be closer to the player. Rotational adjustments would sound like retro-rockets firing, not main thrusters firing.
The same goes for thruster plumes. This is something that needs a little more special consideration than the plume mod can provide. The thruster blocks might be placed all over the ship where internal space is available (or some alpha change in the future might require thruster placement and orientation to matter. Thus having a way to
show a plume effect where you have have designed your visible engines that have nothing to do with where all your thruster blocks are is very much preferable. choosing between long and short plumes would be great for representing different engine technologies. Having a way to differentiate between main thruster plumes and directional retro-rocket exhaust that fires depending on orientation changes made to the ship would also be a deeper change. And if you add a way to do this, then the sounds and positional location of thrusts might end up being dependent on the display of the plumes.
When anti-missle batteries kick in, it should be visceral, a punch in the gut, knowing you might be moments away from taking a bomb-pumped laser-cluster warhead right in your main thruster-hole. To effect that, maybe anti-missile AI is tweaked to not even fire until valid targets, missiles, are closer, since they are much smaller than ships. Turrets with AI set to be anti-missile might pull a different sound file, so that you know your anti-missile turrets have started firing just by the sounds. A missile battery locking newly-loaded missiles into the tubes would create enough of an audible vibration in your ship that you'd know you were ready to fire your missiles without even looking at the HUD. Linear and rotational rails should have servo/gear-box whines, so you can hear nearby turrets as they begin tracking enemies.
With these sounds implemented, the silence of main thrusters shutting off, or the silence of NOT taking a nuclear-tipped missile to the hull after your anti-missile batteries stop firing should be
deafening.
My point is that implementing many of these things are actually alpha-stage sound-engine creation, rather than simple beta-phase polishing. I'm glad Criss responded, and that these things are already being considered! Mainly, I just wanted to point out that sound and visual effects are
extremely powerful and effective when used properly, as in The Expanse, and really need to be in the game.