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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 - 1/3/2015 7:38:03 PM   
kansleri

 

Posts: 15
Joined: 12/20/2014
Status: offline
I'm running a scenario where I'm conducting air operations from an island to a group of island requiring aircraft to refuel above the sea midway there (Caribbean Crisis Showdown). I'd really like to see aircraft fuel status in group view.

(in reply to Primarchx)
Post #: 331
RE: RUNNING POLL - gameplay features - 1/4/2015 6:35:52 AM   
hellfish6


Posts: 843
Joined: 6/15/2008
Status: offline
In game options, I'd like to have separate message settings for new air, surface, facility and subsurface contacts. In a lot of scenarios I play, air contacts are pretty constant, but I've run into situations where a goblin detection will get lost in the messages. It'd be nice to be allowed to ignore new air contacts and get pop up alerts for new goblin contacts, for example.

_____________________________


(in reply to kansleri)
Post #: 332
RE: RUNNING POLL - gameplay features - 1/4/2015 4:39:26 PM   
kaburke61

 

Posts: 225
Joined: 9/25/2013
Status: offline

quote:

ORIGINAL: hellfish6

In game options, I'd like to have separate message settings for new air, surface, facility and subsurface contacts. In a lot of scenarios I play, air contacts are pretty constant, but I've run into situations where a goblin detection will get lost in the messages. It'd be nice to be allowed to ignore new air contacts and get pop up alerts for new goblin contacts, for example.


+1

(in reply to hellfish6)
Post #: 333
RE: RUNNING POLL - gameplay features - 1/4/2015 4:56:45 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline

quote:

ORIGINAL: kaburke61


quote:

ORIGINAL: hellfish6

In game options, I'd like to have separate message settings for new air, surface, facility and subsurface contacts. In a lot of scenarios I play, air contacts are pretty constant, but I've run into situations where a goblin detection will get lost in the messages. It'd be nice to be allowed to ignore new air contacts and get pop up alerts for new goblin contacts, for example.


+1


I've had that happen, too. "Where'd that sub come from!?" ;)

(in reply to kaburke61)
Post #: 334
RE: RUNNING POLL - gameplay features - 1/5/2015 7:33:37 PM   
magi

 

Posts: 1529
Joined: 2/1/2014
Status: offline
I want to vote many times more… Now… I would've liked to have made multiple selections…

(in reply to miller7219)
Post #: 335
RE: RUNNING POLL - gameplay features - 1/5/2015 7:35:51 PM   
magi

 

Posts: 1529
Joined: 2/1/2014
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The only issue I have with time on target planner TOT...... Is in real life things never go exactly as planned… So a perfect TOT could possibly take away from the realism of the simulator… However I will grant it would make life easier…
Of course in the future you could create some event randomizedizer.... A roll of the dice type of thing so that all would not go quite as planned.....
I mean.. eventually we could just push a button at the scenario beginning and watch it act itself out… Which could be interesting to watch some historic events in that manner…

< Message edited by magi -- 1/5/2015 8:40:25 PM >

(in reply to magi)
Post #: 336
RE: RUNNING POLL - gameplay features - 1/6/2015 5:26:01 AM   
Marder


Posts: 242
Joined: 10/25/2013
Status: offline
Let the unit xp influence the TOT.
rookie = 10-50% accurate (randomized)
ace = 80-100% accurate with the planned TOT.

(in reply to magi)
Post #: 337
RE: RUNNING POLL - gameplay features - 1/6/2015 7:55:18 PM   
magi

 

Posts: 1529
Joined: 2/1/2014
Status: offline
Unit experience already affects everything they do in the game play…

(in reply to Marder)
Post #: 338
RE: RUNNING POLL - gameplay features - 1/7/2015 4:21:38 AM   
FlyingBear

 

Posts: 133
Joined: 7/12/2014
Status: offline
A tad surprised I am the only one who voted for the 1/3rd rule option for strike missions... I can think of so many uses for that:
- LAMPS helos (or other frigate or destroyer based helos) launching to attack a sub - just one or two of them, not half a dozen per contact. Would come in handy just about now!
- Interceptor aircraft on ground alert - if their range is short (the EE Lightning springs to mind...) and you have the advantage of interior lines airborne alerts make no sense
- AV-8s or Harrier GR.x on CAS alert
- ... and so on


(in reply to magi)
Post #: 339
RE: RUNNING POLL - gameplay features - 1/7/2015 8:15:27 PM   
magi

 

Posts: 1529
Joined: 2/1/2014
Status: offline
I would really like the following:

Sonobuoys to be ghosted… Fainter or a slightly different color....
I'd like to see where they are… But they really clutter up the screen…

That you can mark or color a unit or group…
This would be useful on larger scenarios with lots of units… Like gunners northern fury stuff…
Some units like my support aircraft are hard to fine when there are a lot of them scattered around… It would be nice to visually see them immediately…

That in the message log you could highlight an event and go to that location...
Like in the OoB menu.... Which I find to be excellent.....

That the OoB menu by default starts out collapsed not expanded...
This is a little deal and simply a personal preference......

Higher map resolution…

More involved changing weather modeling…

The ability to jettison drop tanks and variable aircraft agility…

More better sound effects....

Intermittent sensor your settings…

A pop-up message box for sub contacts....
As some others brought the subject up also…

And I would like to thank you guys… What you've done and what you were doing and simply marvelous…




< Message edited by magi -- 1/7/2015 9:20:58 PM >

(in reply to FlyingBear)
Post #: 340
RE: RUNNING POLL - gameplay features - 1/7/2015 8:57:27 PM   
magi

 

Posts: 1529
Joined: 2/1/2014
Status: offline
I believe at some point… There should be two general gameplay features or categories...
A simplified mode… That would be useful for new players and people who just want to jump in and have some fun…
And a full realism mode… For people who appreciate the game as a simulator and educator of modern theater operations and warfare… Like myself…

In simplefied mode there could be checkboxes of features that you could activate or deactivate......

In realism mode there could be features that you could deactivate…
Some of the major ones that I can think of… Are like aircraft agility as affected by load out....
Submarine operation modeling and behavior… This constant contact and ability to manipulate and direct submarines well subsurfaced is so unreal…however I do understand its usefulness and pleasure in gameplay for many people… So if it was optional… I believe it would satisfy everyone.......

Features could also be turned on and off to improve computer performance for some users...... I am aware that there's a lot of feature choices that already exist in the game as it is… I am just thinking of it being more expanded and more incompasing......

I am just expressing some general notions here… However I suspect command will move in this direction at sometime in the future AnyWho…

(in reply to Dimitris)
Post #: 341
RE: RUNNING POLL - gameplay features - 1/7/2015 10:33:56 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline

quote:

ORIGINAL: magi

I would really like the following:

Sonobuoys to be ghosted… Fainter or a slightly different color....
I'd like to see where they are… But they really clutter up the screen…


FYI - this is already featured in Game Options->Map Display->Sonobuoy Visibility. :>

(in reply to magi)
Post #: 342
RE: RUNNING POLL - gameplay features - 1/8/2015 3:27:34 AM   
magi

 

Posts: 1529
Joined: 2/1/2014
Status: offline

quote:

ORIGINAL: Primarchx


quote:

ORIGINAL: magi

I would really like the following:

Sonobuoys to be ghosted… Fainter or a slightly different color....
I'd like to see where they are… But they really clutter up the screen…


FYI - this is already featured in Game Options->Map Display->Sonobuoy Visibility. :>

i understand that... but it still to intense....

(in reply to Primarchx)
Post #: 343
RE: RUNNING POLL - gameplay features - 1/8/2015 12:53:57 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline

quote:

ORIGINAL: magi


quote:

ORIGINAL: Primarchx


quote:

ORIGINAL: magi

I would really like the following:

Sonobuoys to be ghosted… Fainter or a slightly different color....
I'd like to see where they are… But they really clutter up the screen…


FYI - this is already featured in Game Options->Map Display->Sonobuoy Visibility. :>

i understand that... but it still to intense....


Understood. I typically toggle sonobuoy visibility on (would be nice to have a hotkey...) when I need to see them, which is usually at a high zoom level while I'm pursuing a contact, then turn them off when I return to macro-view.

(in reply to magi)
Post #: 344
RE: RUNNING POLL - gameplay features - 1/10/2015 10:01:01 PM   
Midcon113


Posts: 86
Joined: 12/18/2014
From: Wheaton, IL
Status: offline
I already voted for the TOT planner, but as I was trying to create a patrol zone around a ship, I came up with another idea - right now in the UI you can Ctrl-Right Click and hit Define Area, which gives you the ability to create a rectangular area. I wanted to create a circular area around a specific point - it'd be cool to have an option to create something like a circular area. To keep it reasonable on the number of reference points, maybe make it an octagon.

The way I see it working is that when the user clicks that option, an anchor point would be created, and the user can drag out to essentially draw a "radius" similar to how the Distance and Bearing tool works now.

Apologies if this is already in the UI and I just haven't seen it yet. There are a ton of elements in the UI and I haven't used them all yet. :)

Thanks!

Mark

< Message edited by Midcon113 -- 1/10/2015 11:02:27 PM >


_____________________________


(in reply to Dimitris)
Post #: 345
RE: RUNNING POLL - gameplay features - 1/12/2015 12:21:50 AM   
magi

 

Posts: 1529
Joined: 2/1/2014
Status: offline


Understood. I typically toggle sonobuoy visibility on (would be nice to have a hotkey...) when I need to see them, which is usually at a high zoom level while I'm pursuing a contact, then turn them off when I return to macro-view.
[/quote]

that is a good idea… I have a gaming keyboard… It's possible I can dedicate a key to function in that manner… I'm going to go try…

(in reply to Primarchx)
Post #: 346
RE: RUNNING POLL - gameplay features - 1/15/2015 10:44:52 PM   
deepdive

 

Posts: 125
Joined: 10/28/2013
Status: offline
I wish sonobuys and ref points would turn inactiv (unclickable) when turning visibility off.

Bjørn

(in reply to magi)
Post #: 347
RE: RUNNING POLL - gameplay features - 1/22/2015 3:09:50 PM   
Swedelicious

 

Posts: 18
Joined: 4/26/2014
Status: offline
I'd like to be able to set units to attack other units by crashing into them, IE a terrorist suicide attack. I know it's a delicate matter and I do not mean to offend anyone, but it's a real life threat that could happen, just like shooting down an airliner by mistake, or the hypothetical nuking of Ukraine.

Sorry if already mentioned (or already in the game - I could not find it), the search engine hates me.

< Message edited by Swedelicious -- 1/22/2015 4:12:03 PM >

(in reply to deepdive)
Post #: 348
RE: RUNNING POLL - gameplay features - 1/22/2015 3:52:29 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline

quote:

ORIGINAL: deepdive

I wish sonobuys and ref points would turn inactiv (unclickable) when turning visibility off.

Bjørn


The ability to deactivate sonobuoys would be nice, too, especially in you have processing/channel restrictions.

(in reply to deepdive)
Post #: 349
RE: RUNNING POLL - gameplay features - 1/27/2015 3:57:18 PM   
kgambit

 

Posts: 72
Joined: 1/9/2015
Status: offline
How about the ability to jettison ordnance?

(in reply to Primarchx)
Post #: 350
RE: RUNNING POLL - gameplay features - 2/1/2015 7:09:27 PM   
Swedelicious

 

Posts: 18
Joined: 4/26/2014
Status: offline
Again, sorry if already mentioned or already in the game:

I'd like to be able to "lock" onto a friendly unit when I plot a course. IE, if the plotted course end on a friendly unit, the unit will set course towards that friendly unit even if it's moving. If I do so now, the unit will go to the place where the other unit was when I plotted the course and then stop.

(hope any of this makes sense, english is my second language)

< Message edited by Swedelicious -- 2/1/2015 8:17:37 PM >

(in reply to kgambit)
Post #: 351
RE: RUNNING POLL - gameplay features - 2/2/2015 12:42:21 AM   
ExNusquam

 

Posts: 513
Joined: 3/4/2014
From: Washington, D.C.
Status: offline

quote:

ORIGINAL: Swedelicious

Again, sorry if already mentioned or already in the game:

I'd like to be able to "lock" onto a friendly unit when I plot a course. IE, if the plotted course end on a friendly unit, the unit will set course towards that friendly unit even if it's moving. If I do so now, the unit will go to the place where the other unit was when I plotted the course and then stop.

(hope any of this makes sense, english is my second language)


It would be nice if this worked for contacts as well; there are situations where I'd like to order an intercept but don't want an aircraft to waste fuel at full power.

(in reply to Swedelicious)
Post #: 352
RE: RUNNING POLL - gameplay features - 2/2/2015 2:52:19 PM   
Swedelicious

 

Posts: 18
Joined: 4/26/2014
Status: offline
Another thing I would want is a generic civilian drone that can be fitted with any surface or land unit. As a terrorist, I could buy a $300 drone at Wallmart and use it to at least get a over the horizon visual from my speed boat, or use it to get a closer look at a potential target from my technical on the ground.

quote:

ORIGINAL: ExNusquam
It would be nice if this worked for contacts as well; there are situations where I'd like to order an intercept but don't want an aircraft to waste fuel at full power.


Good point. It should work for any visible unit on the map.

(in reply to ExNusquam)
Post #: 353
RE: RUNNING POLL - gameplay features - 3/8/2015 10:19:09 AM   
pjcoia

 

Posts: 30
Joined: 12/29/2014
Status: offline
Firstly, I want to acknowledge the amazing achievement which Command is, as well as the tremendous continued support given to it by the development team. I get tremendous joy playing what-ifs scenarios as well as the amazing scenarios both within the game and contributed from the community.

My suggestion, and apologies if it has been mentioned but search didn't show that it had, is around the interface for reference points. On a large scenario, the number of reference points can quickly become chaotic and confusing. It seems to me that the two main uses for reference points are 1) to define an area and 2) to define a route. Regular use has taught me that reusing reference points across two or more paths or areas is bad practice so I always have distinct sets of ref points.

So the idea is this: the user should manage Areas or Routes primarily (adding, editing or deleting). They could be attached to missions where appropriate and modified within that context (Support mission -> add/edit route). In other words, instead of adding reference points individually, selecting them (and hoping not to have selected a stray one), and then creating a mission, you create the mission and then define an area/route which may or may not only exist within the context of the mission.

Some of problems it would solve are: 1) accidentally deleting a reference point that you didn't know you had selected, 2) having stray reference points lying around from defunct missions, 3) moving reference points accidentally as the majority of points would now be related to defined areas/routes and no longer need to be editable outside of the missions they're related to.

Progression of the game has many of the elements needed for this: missions highlight the relevant areas/routes on the map, and no-nav and exclusion zones appear in the same way. I see this suggestion as the logical conclusion of this which is the removal of the need for raw reference point editing.

Paul

(in reply to Swedelicious)
Post #: 354
RE: RUNNING POLL - gameplay features - 3/9/2015 7:44:01 AM   
pjcoia

 

Posts: 30
Joined: 12/29/2014
Status: offline

quote:

ORIGINAL: kaburke61


quote:

ORIGINAL: hellfish6

In game options, I'd like to have separate message settings for new air, surface, facility and subsurface contacts. In a lot of scenarios I play, air contacts are pretty constant, but I've run into situations where a goblin detection will get lost in the messages. It'd be nice to be allowed to ignore new air contacts and get pop up alerts for new goblin contacts, for example.


+1


+1 - very easy to lose goblins when there's a lot of air movement.

(in reply to kaburke61)
Post #: 355
RE: RUNNING POLL - gameplay features - 3/17/2015 6:36:03 AM   
sluggy2010

 

Posts: 121
Joined: 10/2/2013
Status: offline


Hi - was reading this thread - http://www.matrixgames.com/forums/tm.asp?m=3820530

and wondered about unit Avatars next to the unit - only if the group / unit is selected - provides quick visual feedback about task force strength etc,

Would look something like this ...








Attachment (1)

(in reply to pjcoia)
Post #: 356
RE: RUNNING POLL - gameplay features - 3/17/2015 9:18:05 AM   
Marder


Posts: 242
Joined: 10/25/2013
Status: offline
I would like to have a customizeable soundslot per unit- type.

It would be nice to hear a sound when selecting a unit.

< Message edited by Marder2075 -- 3/17/2015 10:18:32 AM >

(in reply to sluggy2010)
Post #: 357
RE: RUNNING POLL - gameplay features - 5/26/2015 10:50:23 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline

I always hate to ask, but how about a LUA command that allows us to run an event...
Every 8 hours to change weather.
Every 4 hours launch a recon unit... you get the idea...
Thank you!

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Marder)
Post #: 358
RE: RUNNING POLL - gameplay features - 5/27/2015 3:33:15 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline
Still hoping for an in-game timer I can use to sequence events to the game clock. This would have modes that would put up user-written reminders at either defined date/times (0400 20Sept2015) or relative times (in 26hrs 19min).

(in reply to tjhkkr)
Post #: 359
RE: RUNNING POLL - gameplay features - 5/27/2015 7:42:41 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Removed "Display weapon firing arcs" as this has been added in Build 710. If you voted for this you can vote again.

_____________________________


(in reply to Primarchx)
Post #: 360
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