task-force-arma-3-radio
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Make it possible to move people to individual spectator channels instead of remaining in one central location
In communities with a lot of people it is problematic to have a lot of people speak on the same channel. The one channel does not support much data to be transferred by speech.
Since the leading cause of going to spectator mode is death, a lot of the initial discussion after the event is very heated and sometimes salty. These recently deceased tend to clog up the channel even more. To allow people to cool off it would help if people could optionally be moved to different initial channel upon death and then require them to manually move back to the taskforceradio channel. The initial channel could be for example the channel where people get moved once the mission ends. This is usually some sort of briefing channel that is used before the game starts.
I understand if this would be too much work for little gain, but thanks in advance for even considering it!
EDIT. Why does this post get shortened when i post it?
To weigh in on this: It would be nice to have (optionally) different spectator channels per side, especially in pvp scenarios with respawn.
The one channel does not support much data to be transferred by speech.
TFAR mutes people that you cannot hear. Which causes the server to not even transmit the data.
@nomisum Why is spectators of different sides not being able to hear eachother not enough?
@dedmen it would be enough, but is it possible already? currently forceSpectator moves everyone to the same "channel". is there another way?
Oh.. I thought of https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/1.0/addons/core/functions/fnc_initCBASettings.sqf#L154 Which doesn't apply to spectator<->spectator comms. Should I just change it so it also does that? You can't hear enemy units and spectators? Because if you can hear enemy spectators they could tell you what the units say so that setting would be kinda useless how it is now.
I would strongly encourage to keep the current behaviour as optional, because in rounds without respawn its not necessary to keep sides seperated and all players can enjoy the outcome of the match together.
In rounds with respawn on the other hand it would be great to be able to talk to your own dead side without the dead enemy taking notes :)
That setting is set to being able to hear enemies by default anyway. Do you mean that? Or do you mean it might be needed to hear enemy units but not spectators or hear enemy spectators but not units?
The one channel does not support much data to be transferred by speech.
TFAR mutes people that you cannot hear. Which causes the server to not even transmit the data.
I mean that speech physically is not a good way of transferring feelings, ideas, etc. after about 8 people on a single channel. After that people just start to speak on top of each other and the discussion starts turning sub-optimal with each added person on the channel.
Or do you mean it might be needed to hear enemy units but not spectators or hear enemy spectators but not units?
I think the whole discussion is more about hearing people in spectator than units on the battlefield (the latter works fine as it is, as you can limit spectator cameras to 1st person to prevent tactical advantage already).
Bummeri longs for a head count limit per "virtual" spectator lobby (currently all spectators speak in the same). Creating spectator lobbies per side would be a small step from there I guess.
PS: As putting random players in one lobby just for the sake of head count is hard to understand for the player, maybe a comprehensable way to do this is to sort by group membership.
Maybe something like the intercom channel selection.. Just for spectator? This is something for the spectator update in 1.1