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RE: RUNNING POLL - gameplay features

 
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[Poll]

RUNNING POLL - gameplay features [Feature Requests Go Here]


Downed pilots / CSAR (without using the EE)
  13% (72)
Improve weather modelling (local fronts etc.)
  12% (66)
Dedicated sensor page on DB viewer
  3% (21)
Intermittent sensor settings
  5% (28)
TOT planner/Advance Strike Planner
  29% (155)
Display weapon firing arcs in DB viewer
  1% (7)
Custom draw on map
  3% (16)
Additional contact info for passive sonar contacts
  1% (6)
Ability to group ref points
  0% (2)
Ability to name grouped ref points
  1% (6)
Sprint and drift while on mission
  1% (6)
Order weapons with active datalinks to self destruct
  0% (1)
1/3rd rule option for strike missions
  0% (1)
Multiple map windows
  2% (12)
WEGO MP
  4% (26)
Real-time MP
  9% (48)
Mid-flight mechanical breakdowns on aircraft
  0% (1)
Expand space ops (Shuttle / Skylab, armed sats etc.)
  1% (8)
Sunrise/sunset/nautical twilight calculator
  0% (1)
Option to enable a message when a vehicle reaches a specific waypoint
  0% (3)
Ability to change color of grouped refpoints and shaded patrol areas
  0% (3)
Aircraft Maintenence and Support Crew Modeling
  1% (10)
Player's Alarm Clock
  0% (1)
Collateral Damage Zone (CDZ)
  0% (2)
Unit proficiency affects adherence to ToT
  0% (0)
Optional "Beginner" GUI
  1% (6)
Make sonobuys and refpoints unselectable when invisible
  0% (0)
Ability to deactivate (destruct) sonobuoys
  0% (0)
Use "Areas" or "Routes" to simplify refpoint management
  0% (2)
Display unit thumbnail image right next to unit icon
  0% (0)
Customizeable soundslot per unit-type (hear a sound when select a unit
  0% (0)
Display time at current rate to charge SSK batteries to full
  0% (0)
Lag in obtaining info from non-realtime intel/recon assets
  0% (3)
Hotkey to change sonobuoy visibility
  0% (0)
Attack a Reference Point
  0% (4)
Show unit weapons list (nominal) for identified contacts
  0% (0)
Reverse targeting vectors (show who is targeting selected contact)
  0% (3)
Helo in-flight refuelling (from ships)
  0% (3)
Apply the 1/3 rule to Ferry Flight missions
  0% (1)
Extra filter on DB-viewer for platform sub-type
  0% (0)
Refuel Option: Set amount of fuel to take on
  0% (3)
Ability to resize icons so big icons in small countries don't overlap.
  0% (0)
Message Log option to hide messages that break fog of war.
  0% (0)
Hover (RAST) refueling for helicopters
  0% (2)
Filtering and search added to add cargo dialog
  0% (0)
Ship Towing
  0% (4)


Total Votes : 533


(last vote on : 2/3/2022 4:12:52 PM)
(Poll will run till: -- )
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RE: RUNNING POLL - gameplay features - 3/21/2014 3:04:14 PM   
Dide


Posts: 156
Joined: 5/10/2009
From: Italy
Status: offline
I'd like a hotkey interface (such as time mode or custom overlay) to show or hide the exclusion area, no navigation zones, and the patrol area, (without the reference point). Thanks!

(in reply to Demuder)
Post #: 181
RE: RUNNING POLL - gameplay features - 3/21/2014 7:00:08 PM   
VFA41_Lion


Posts: 228
Joined: 1/30/2014
Status: offline
Low priority request, but it'd be nice if while playing a scenario I could slap down some custom labels on places that are always on.

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(in reply to Dide)
Post #: 182
RE: RUNNING POLL - gameplay features - 3/27/2014 7:53:24 PM   
slicendice

 

Posts: 18
Joined: 3/4/2014
Status: offline
I'd vote for refined air target Pk calculation. It's not just about tweaking the Agility number, it's rather to go through a little more complex process and taking more factors into account. Say for example missile with TVC would degrade the effectiveness of agility WHEN the rocket motor is still burning(that's before the Pk start to deteriorate). Also increase the percentage of total distance spent on powered flight for longer ranged missile.

I'd also love to see the final agility factor affected by the amount of time the aircraft spent flying defensive maneuver. But for that to work there has to be a new way to determine target detection first, ideally using probability of detection approach. So there is actually a chance for target to not evade/make belated defensive maneuver.

(in reply to VFA41_Lion)
Post #: 183
RE: RUNNING POLL - gameplay features - 5/2/2014 6:25:02 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Removed these two, as they have been implemented:
* AI aircraft should obey their loadout's flight profile
* More forgiving rules on loadout secondary stores

If you voted for these, you can now vote again.

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(in reply to Dimitris)
Post #: 184
RE: RUNNING POLL - gameplay features - 5/2/2014 6:28:15 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: thbrix

Hi

I am playing with the editor, and i miss the ability to "Draw" on the map. I would like to draw boxes, circles, corridors and write text, all this in different colours. I need this to be able to define areas of responsibility, airspacelimits and so forth.

This tool would also have value in "non-editor-mode". So the player can use the drawing tool in all missions.

The drawing should of course be saved with the missionfile.

Maybe its a crazy idea, what do i know, but i think it would a great tool, both in missiondesign and play.

Best regards.


Added.

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(in reply to thbrix)
Post #: 185
RE: RUNNING POLL - gameplay features - 5/2/2014 6:29:06 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: SSN754planker

Ability to hide reference points: This needs to be implemented as a keyboard ON/OFF toggle, it would declutter the map immensely, maybe even add an option just hide the reference points attached to task forces.

TOT planner: Things are getting better in this regard with the latest build, but still not 100 percent there

Ability to disable map-cursor info box (aka big black box of data) should have been done yesterday, maybe also assign a hotkey such as Left Ctrl, when you press it, the box shows up.


To me those are the three biggies i would like to see soon.



All of these have been added by now.

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(in reply to SSN754planker)
Post #: 186
RE: RUNNING POLL - gameplay features - 5/2/2014 6:29:56 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: FERdeBOER

I miss more info about submerged contacts. It would be useful to know how a contact has been detected: passive sonar, active intercept, active sonar... even rough ones, I'm not asking for frequencies (well, if it's possible...), just enough to let the player guess like we can with air or surface assets: steam turbine, transient, double propeller...

Also, the ability to declare targets as neutral. ASW assets keep targeting contacts even after they classify it as "biologic". The only way to keep them with their ASW patrol is to let them to kill the whale... no good for the whale, and one torpedo wasted.


Added.

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(in reply to FERdeBOER)
Post #: 187
RE: RUNNING POLL - gameplay features - 5/2/2014 6:33:32 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: davorp
I'd like the text info to be clickable for new contacts, hostile id, missile launches and destroyed units. By clicking on the text the map would pan and focus on that area, would make it easier to react in scenarios with many units.


Added.

quote:


I'd also like to see damage model to air units. Damage to sensors, avionics, weapons, leaking fuel tanks etc..


Added.

quote:


Also for larger scenarios would you consider making single unit airfields attackable? Maybe introduce same structure as for real air bases but have magazines, hangars, access points etc be under the hood. The player could still select to attack specific parts of the air base and the game would simulate it under the hood. This would open up space for more units and allow creation of scenarios that cover larger areas.


If they're going to be attacked then they'd better be complex multi-unit installations. You can still attack them as single units but the damage results are unpredictable.

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(in reply to Devast8or)
Post #: 188
RE: RUNNING POLL - gameplay features - 5/2/2014 6:35:17 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: epidemic
A nice option would be the ability to filter symbols in the main window display. The basic ability to display or hide particular icons is seemingly already there given that there is a game option to display/ghost/hide sonobuoys. Of course, going through the game options dialog is not very convenient. So, a more general and useable implementation would be a checkbox list widget on the side that would allow you to display/ghost/hide each of the different classes of symbols on the screen.


....and then in the most critical moment of the battle you'll eat up a missile from an "invisible" hostile unit whose symbol you'd forgotten to set as visible.

Nope.

< Message edited by Sunburn -- 5/2/2014 7:35:42 PM >


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(in reply to epidemic)
Post #: 189
RE: RUNNING POLL - gameplay features - 5/2/2014 6:37:15 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: Amono

Sprint and drift ASW patrol mission behavior for subs(also subs in ASUW patrol) and surf ships.

Hotkey for ordering intercept without declaring contact hostile. Like the F1 auto attack works.


Added.

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(in reply to Amono)
Post #: 190
RE: RUNNING POLL - gameplay features - 5/2/2014 6:39:02 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: deepdive

Will flightprofile be fixed?, i mean smarter RTB, an aircraft on RTB should get out of hostile airspace ASAP and cruise altitude/max altitude should be realistic or is it impossible for this program?

In H3 DBeditor, i gave all AC engines different max altitude to make it appear more realistic, problem then was that i could recognize AC contact type by its altitude.

Bjørn



This has been added in Build 517.

_____________________________


(in reply to deepdive)
Post #: 191
RE: RUNNING POLL - gameplay features - 5/2/2014 6:40:52 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: supercharger

I've been a regular follower of the forums on Command for quite a while, well before the release. I've had the game since the release but this is my first post. First of all, I want to thank the developers. It's a really great product and has been getting better and better with each update. I really appreciate that they listen to users ideas and requests, always respond with respect, and implement many of these ideas and requests into the updates.

I have an idea to make reference points better. I think the way ref points are used in the game is very powerful and allows users immense control. But I also feel that often the large number of ref points in scenarios can get cumbersome and there could be ways to improve the user's ability to manage them. The recently added option to hide ref points and to make them smaller has been a great help to declutter the map. But I think further organization of them could be of additional benefit in using the ref points in mission editor.

My basic idea is as follows.

1) When user presses ctrl right click, instead of just the current 2 options (add ref point and define area), create an additional option to add multiple ref points. If this option is selected user can add as many ref points as they want by clicking on the map. Each click creates a new ref point. When finished user double clicks or presses esc. The added benefit of this over the current define area is that the user could more easily create areas that can be more complex than just a rectangle.

2) Create the ability to group ref points. Grouped ref points could then be selected as a group using a new pull down menu option under missions+Ref. points. This would greatly facilitate selecting the desired ref points for a particular mission in a scenario that potentially contains hundreds of ref points.

3) An easy way to name grouped ref points. If ref points are created using define area or add mult ref points and grouped (as per requests #1 and 2), the group of newly created ref points are automatically similarly named. If user names grouped ref points patrolzone1 then ref points are named i.e. patrolzone1-1, patrolzone1-2, patrolzone1-2, etc.

These ideas are just a concept for a way to improve ref points and the idea is considered, the developer (and others who hopefully agree with the idea and make comments) would of course determine specifics.


All added.

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(in reply to supercharger)
Post #: 192
RE: RUNNING POLL - gameplay features - 5/2/2014 6:42:16 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: Agathosdaimon

hi,
i hope that cmano will have more realistic cloud cover in future - not just a single blanket of the same weather like at the present as the game can stretch over large areas where weathers systems would obviously varying

if this was maybe something which could be added for the scenario editor even


Added.

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(in reply to Agathosdaimon)
Post #: 193
RE: RUNNING POLL - gameplay features - 5/2/2014 6:44:47 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: Wasicun

What about range circles for the aircrafts and ships?
I mean, at the moment you can see circles about sensors, weapon ranges and so on. I think it will be great if you can view the range of your aircraft too (based on your current speed... and how many fuel you still have)


Added.

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(in reply to Wasicun)
Post #: 194
RE: RUNNING POLL - gameplay features - 5/2/2014 10:44:41 PM   
chrisol

 

Posts: 209
Joined: 1/5/2008
From: Cambridge, UK
Status: offline
Sprint/drift I was keen on ... until I saw "do not cavitate"...

Also - intermittent random active sensors would be good
(but perhaps I'm stuck in the past)

Thanks for this
Chris

(in reply to deepdive)
Post #: 195
RE: RUNNING POLL - gameplay features - 5/3/2014 6:33:08 AM   
Windom Earle

 

Posts: 20
Joined: 3/27/2014
Status: offline
- 1/3rd rule option for strike missions
- amphibious/air landings

(in reply to chrisol)
Post #: 196
RE: RUNNING POLL - gameplay features - 5/3/2014 7:01:24 AM   
Tomcat84

 

Posts: 1952
Joined: 7/10/2013
Status: offline
other than TOT planner (which I think still has my vote?) something I thought of this morning:

request the ability to fine tune the 1/3rd rule. Add a custom option. aka i want 1 or 4 regardless of how many I assigned.

This would work in following examples:

Support mission with 6 E-3 AWACS assigned but I specify I only want ONE airborne.
Patrol missoin with 9 F-15Cs assigned but I specify that I want 4 airborne at all times.



Additionally I dont think I ever posted my request for (no) engagement zones / commit range in this post.

see the following threads:

http://www.matrixgames.com/forums/tm.asp?m=3526425
http://www.matrixgames.com/forums/tm.asp?m=3558488

And the manual plotting a big course is very laborious and doesn't work well when building AI.

Thanks for all the hard work guys :)

_____________________________

My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )

(in reply to Dimitris)
Post #: 197
RE: RUNNING POLL - gameplay features - 5/4/2014 2:12:30 AM   
ParachuteProne

 

Posts: 207
Joined: 8/2/2004
Status: offline
Biggest one for me would be to be able to load a ground unit at a base onto a ship/plane and be able to deliver it either in transport or airdrop. (without using teleport).
And perhaps a little bit more detail/accuracy for ground combat.
I know detailed ground combat is not a major aim but a little work on it would be nice.

(in reply to Tomcat84)
Post #: 198
RE: RUNNING POLL - gameplay features - 5/4/2014 2:31:41 PM   
mcp5500


Posts: 143
Joined: 2/2/2014
Status: offline
It would be nice to have a Condition setting in the event editor for: Score Below x, Score above x, and score within range x-a. Thanks

(in reply to miller7219)
Post #: 199
RE: RUNNING POLL - gameplay features - 5/4/2014 6:51:16 PM   
cwemyss

 

Posts: 173
Joined: 11/29/2013
From: Grapevine, TX, USA
Status: offline

quote:

ORIGINAL: chrisol
Sprint/drift I was keen on ... until I saw "do not cavitate"...


I see those as different items, though possibly related. "Do not cavitate" is great for a sub or ship trying not to be detected, but doesn't address staying on-station with a convoy, for instance. I see sprint and drift allowing much easier build of convoy or transit scenarios, where the HVU/main body moves at a certain speed, while the ASW escorts sprint and drift to maintain the same average base speed while effectively hunting for subs.

Do not cavitaate doesn't quite get you there, the non-cavitating escorts would fail to maintain position, falling behind the main body as it cruises along at 15 knots.

(in reply to chrisol)
Post #: 200
RE: RUNNING POLL - gameplay features - 5/4/2014 7:16:36 PM   
chrisol

 

Posts: 209
Joined: 1/5/2008
From: Cambridge, UK
Status: offline

quote:

ORIGINAL: cwemyss

I see those as different items, though possibly related. "Do not cavitate" is great for a sub or ship trying not to be detected, but doesn't address staying on-station with a convoy.


Sure - didn't mean they covered the same ground... just looked through the list and was about to click on sprint/drift when I thought that having the option of automatically having subs not cavitating was an even better idea. Happy to see both though !

bw
Chris

(in reply to cwemyss)
Post #: 201
RE: RUNNING POLL - gameplay features - 5/4/2014 9:07:04 PM   
DROregon


Posts: 129
Joined: 1/19/2002
From: Oregon
Status: offline

quote:

ORIGINAL: Sunburn

quote:

ORIGINAL: Amono

Sprint and drift ASW patrol mission behavior for subs(also subs in ASUW patrol) and surf ships.



Added.


Ah, I don't think Sprint & Drift has been added. Or, did I miss something?
Do you mean to say that editing plotted waypoints to change speeds & depths is our Sprint & Drift feature?
Yes, it will do for now, but I would like to see a better solution in the future.

Thanks for continuing to enhance CMANO.

_____________________________


(in reply to Dimitris)
Post #: 202
RE: RUNNING POLL - gameplay features - 5/9/2014 1:25:02 AM   
Figeac

 

Posts: 290
Joined: 7/11/2013
Status: offline
quote:

Removed these two, as they have been implemented:
* AI aircraft should obey their loadout's flight profile


Are you sure this is already implemented for every loadout profile or every mission type? Maybe I'm wrong, but so far I have only seen aircrafts on strike missions with the new planner obeying their profiles, not in any other type of mission or just on plotted course.

(in reply to Dimitris)
Post #: 203
RE: RUNNING POLL - gameplay features - 5/11/2014 11:40:42 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
No bumping in this thread Figeac

This is still a work in progress and we'll get there. Please be patient.

Thanks!

Mike



< Message edited by mikmyk -- 5/12/2014 12:41:51 AM >


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(in reply to Figeac)
Post #: 204
RE: RUNNING POLL - gameplay features - 5/12/2014 5:22:58 AM   
Figeac

 

Posts: 290
Joined: 7/11/2013
Status: offline
Ooops sorry, just wanted to know if I was missing something :)

(in reply to mikmykWS)
Post #: 205
RE: RUNNING POLL - gameplay features - 5/13/2014 10:12:37 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: DROregon


quote:

ORIGINAL: Sunburn

quote:

ORIGINAL: Amono

Sprint and drift ASW patrol mission behavior for subs(also subs in ASUW patrol) and surf ships.



Added.


Ah, I don't think Sprint & Drift has been added. Or, did I miss something?
Do you mean to say that editing plotted waypoints to change speeds & depths is our Sprint & Drift feature?
Yes, it will do for now, but I would like to see a better solution in the future.

Thanks for continuing to enhance CMANO.


I meant that it has been added to the poll.


_____________________________


(in reply to DROregon)
Post #: 206
RE: RUNNING POLL - gameplay features - 5/13/2014 2:57:49 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Removed "Sprint and drift behavior' as it has been implemented in Build 526. If you voted for this you can vote again.

_____________________________


(in reply to miller7219)
Post #: 207
RE: RUNNING POLL - gameplay features - 5/13/2014 10:24:45 PM   
cwemyss

 

Posts: 173
Joined: 11/29/2013
From: Grapevine, TX, USA
Status: offline

quote:

ORIGINAL: Sunburn

Removed "Sprint and drift behavior' as it has been implemented in Build 526. If you voted for this you can vote again.


Where's the like button?????
:-)

(in reply to Dimitris)
Post #: 208
RE: RUNNING POLL - gameplay features - 5/19/2014 1:13:06 PM   
hb921

 

Posts: 136
Joined: 5/13/2014
Status: offline
Do I understand correctly that 'Sprint and drift behavior' is implementet for mission? What about 'Sprint and drift behavior' for given position in group?

(in reply to cwemyss)
Post #: 209
RE: RUNNING POLL - gameplay features - 5/19/2014 1:23:59 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
The reverse is correct; we initially implemented it for group members as this is the most common use case.

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(in reply to hb921)
Post #: 210
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