It's not a bug, that much is clear.
Whether or not that behaviour makes sense, is another question, and whether or not it should be changed is up to discussion, thus is should be held in suggestions.
However, instead of closing it with a lifeless 'Not a bug.', Rseding91 could have suggested to take this to the suggestions board. Anyway, we're here now, and I'm also in favour of improving alert behaviour.
Xelephant wrote:If you know how to reproduce the delayed alarm make a bug report. I had that bug too, saw a bug report about this, but i couldn't reproduce it later.
Reproduction is easy. Build a wall. Make biters attack it, and destroy two pieces, then kill them. The game will sound the second alarm when the first one expires, even though the biters are long since dead.
What should happen instead is that the duration of the first alarm is refreshed when the second one activates (but doesn't sound immediately), and is
maybe sounded again immediately when the first destruction happened, and at least x seconds passed.
So let's sum up current behaviour:
-Biters destroys object
-Game sounds an alarm, object is added to casualties list
-Biter destroys second object
-Object is added to casualties list
-Biter is killed
-Casualty #1 times out, is removed from list
-Game sounds alarm for Casualty #2
-Casualty #2 times out, and is also removed from the list
Usually, #2 times out briefly after #1, often before you even have a chance the check what caused the alarm, making it appear like a blind alarm
What we want to happen:
-Biters destroys object
-Game sounds an alarm, object is added to casualties list
-Biter destroys second object
-Object is added to casualties list
-
Second alarm is sounded, if the first alarm was longer than 5 seconds ago
-Biter is killed
-Casualty #1 times out, is removed from list
-Game sounds alarm for Casualty #2
-Casualty #2 times out, and is also removed from the list
Of course this should be expendable for any number of objects.
I do not believe alarms should be separeted by attack regions, there is simply no need. Alarms contain to location information, you have to separately gather it from the map. I would also in that context suggest to increase the timeout for attack alarms on the map, so you don't have to drop everything and react immediately to catch that information. Or, optionally, make it possible to view recent (last x minutes) alarms.