What does this suggestion change/add/remove:
Enabling the use of voice chat while interacting with GM objectives.
Has something similar been suggested before? If so, why is your suggestion different?:
Don't think it has been.
Possible Positives of the suggestion (At least 2):
Easier to roleplay (i.e. being able to relay information easily while using a story-based GMObjective.)
Convenience to the user (not forcing users to close dialogue tree)
Opportunities for GMs (for example, dialogue based bomb difusal, where one person has the manual. Think Keep Talking and Nobody Explodes)
Possible Negatives of the suggestion:
Development time/effort for relatively minor feature
Based on the Positives & Negatives, why should this suggestion be accepted:
Suggestion would make roleplaying while interacting with complex GMObjectives easier. For example, during the Waystation Zeta event hosted by Broda and Julien, a lot of important lore and clues to some of the puzzles were given through GMObjective dialogues. Relaying this information was quite difficult as the interaction window had to be opened and closed to actually use radios, making it difficult to actually pass on all the details of the story that the GMs responsible were trying to tell through the event.
Enabling the use of voice chat while interacting with GM objectives.
Has something similar been suggested before? If so, why is your suggestion different?:
Don't think it has been.
Possible Positives of the suggestion (At least 2):
Easier to roleplay (i.e. being able to relay information easily while using a story-based GMObjective.)
Convenience to the user (not forcing users to close dialogue tree)
Opportunities for GMs (for example, dialogue based bomb difusal, where one person has the manual. Think Keep Talking and Nobody Explodes)
Possible Negatives of the suggestion:
Development time/effort for relatively minor feature
Based on the Positives & Negatives, why should this suggestion be accepted:
Suggestion would make roleplaying while interacting with complex GMObjectives easier. For example, during the Waystation Zeta event hosted by Broda and Julien, a lot of important lore and clues to some of the puzzles were given through GMObjective dialogues. Relaying this information was quite difficult as the interaction window had to be opened and closed to actually use radios, making it difficult to actually pass on all the details of the story that the GMs responsible were trying to tell through the event.
Donator
Game Master