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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 - 5/27/2015 8:09:09 PM   
ETF


Posts: 1748
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Too bad no WEGO MP.

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(in reply to miller7219)
Post #: 361
RE: RUNNING POLL - gameplay features - 5/28/2015 3:24:59 AM   
Primarchx


Posts: 3102
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With SSKs it would be nice to know the amount of time at current rate to charge batteries to full.

< Message edited by Primarchx -- 5/28/2015 4:27:17 AM >

(in reply to ETF)
Post #: 362
RE: RUNNING POLL - gameplay features - 5/28/2015 7:55:06 PM   
Noldofinwe

 

Posts: 37
Joined: 5/15/2015
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I would love some kind of MP, hopefully they'll include that someday, that in combination with free draw on map :)

Another thing for scenario editors what might be interesting perhaps is, Lua actions, e.g. catching input from the user with an io.read(*l) command, or another way of user input.

(in reply to Primarchx)
Post #: 363
RE: RUNNING POLL - gameplay features - 5/28/2015 9:10:56 PM   
ComDev

 

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Thanks for your feedback guys. Noldofinwe would you care to elaborate on your idea please?

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Post #: 364
RE: RUNNING POLL - gameplay features - 5/29/2015 5:35:04 AM   
Noldofinwe

 

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Let's see how to word this, I was thinking about creating a multiplayer mission with a bit of base building/recruitment of new units. I know totally outside the scope of the game, but with the Lua events it shouldn't be to hard, use scored points as a resource and allow players to buy new stuff with them. The problem here is, there is no way to get player input/feedback in the event system at the moment. Even just reading a simple text from a command line makes it possible to get some kind of player input. And this is one kind of mission where this might be useful, it also might allow for role playing options like in Crusader kings 2 on a ship (I know also out of scope).

For multiplayer games I think it would be interesting if somehow all players could do a turn, then the game or an external application distilled the player actions from each player save and combines them into 1 file that is processed in the game, a bit like Dominions 4 of Frozen Synapse playes out. I've tried reading those save and scenario files, but it seams they're both compressed and encrypted?

(in reply to ComDev)
Post #: 365
RE: RUNNING POLL - gameplay features - 5/29/2015 5:40:27 AM   
ComDev

 

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Thanks, Ill discuss this with the others. Could be useful from a scen design & testing viewpoint as well

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(in reply to Noldofinwe)
Post #: 366
RE: RUNNING POLL - gameplay features - 5/30/2015 7:08:32 PM   
HaughtKarl

 

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I haven't read through the entire thread so sorry if it's already been mentioned but I'd love to have a time acceleration between 1x and 5x. Maybe 2.5x or something thereabouts would be nice.

(in reply to ComDev)
Post #: 367
RE: RUNNING POLL - gameplay features - 5/31/2015 8:41:25 AM   
Dimitris

 

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Joined: 7/31/2005
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quote:

ORIGINAL: HaughtKarl
I haven't read through the entire thread so sorry if it's already been mentioned but I'd love to have a time acceleration between 1x and 5x. Maybe 2.5x or something thereabouts would be nice.

If 5x accel is running too fast for you, try switching Time Mode from "No-pulse (fast)" to "Pulsed (Normal)" (the dropdown to the left of the "Start"/"Pause" button). This emulates the Harpoon pulse mode and runs much more slowly, though faster than real-time.

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Post #: 368
RE: RUNNING POLL - gameplay features - 5/31/2015 10:31:17 PM   
delphihawk

 

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yes, Pulsed - Normal is also an option, but slowest speed (2 or 3) would be more appropriate

(in reply to Dimitris)
Post #: 369
RE: RUNNING POLL - gameplay features - 6/4/2015 3:29:21 AM   
DrRansom

 

Posts: 167
Joined: 7/14/2013
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Would it be possible to add an information lag to reconnaissance missions, depending upon the aircraft?

E.g.:
If I run a SR-71 on a recon mission, I shouldn't see the results until the SR-71 lands and the film / radar track is processed (hours later).

Or, if I am using a Tu-95 ocean recon, I see the ship location in real-time, matching the Bear's CONOPs.

I think this could add some useful restrictions to operational / strategic reconnaissance, though the concept may not be feasible until network warfare is implemented.

(in reply to delphihawk)
Post #: 370
RE: RUNNING POLL - gameplay features - 6/8/2015 3:18:07 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline
Here are few things I'm still interested in, post V1.08 (which is awesome!). Just thought I'd jot them down. Some may already exist, and if so, sorry if I've missed them.

1) More Lua functions. In particular...
... Change a Unit's Side
... Join a unit to a group
... Compel an aircraft or boat to RTB
... Compel a ship to UNREP (at a specific AOR?)
... Strike a unit with a specific warhead immediately

2) Doctrine: The ability to ignore Bingo fuel. Off by default, of course. Long range missions with supporting tankers can be tricky to pull off without this.

3) LOS Tool: Some method of determining whether a line-of-sight exists between two 3-D points on the map. Default would be ground level to ground level, but perhaps a CTRL/Mousewheel action could increment/decrement altitude for the beginning and ending point? If a drawn line connected the origin and destination clicks, that would great, and even better if it broke at the first point LOS was broken.

4) Hot Key: to change sonobuoy visibility. Going to the Game Options folder each time I want to view or mute sonobuoys is a pain.

5) Attack a Reference Point. Be able to specify an RP's location as the target of an unguided attack. Perhaps create a custom kind of RP called a Targeting Point?

(in reply to DrRansom)
Post #: 371
RE: RUNNING POLL - gameplay features - 6/8/2015 3:42:56 PM   
Rongor

 

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Joined: 3/25/2014
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quote:

ORIGINAL: Primarchx
2) Doctrine: The ability to ignore Bingo fuel. Off by default, of course. Long range missions with supporting tankers can be tricky to pull off without this.

I am a long time supporter of this

(in reply to Primarchx)
Post #: 372
RE: RUNNING POLL - gameplay features - 6/8/2015 4:38:43 PM   
Rongor

 

Posts: 451
Joined: 3/25/2014
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I am suggesting to give the "Unit weapons" section we have with our own side's units also to non-friendlies unit info panel. As the FoW forbids to mention accurate numbers, I would like to see weapon mounts and capacity listed there, so nothing else than looking it up in the DB viewer. This would be very convenient to assess the opponents potential much quicker than opening the DB viewer link each time and for target we come across. I would consider this to be helpful with seagoing vessels, not necessarily with aircraft.

We elaborated this suggestion here

(in reply to Rongor)
Post #: 373
RE: RUNNING POLL - gameplay features - 6/18/2015 5:36:53 AM   
ghynson

 

Posts: 16
Joined: 8/17/2013
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We need a Feature Request / Wish List Sticky.

But here is my wish for multi-monitor, and configurable multi-menus.

I've attached pics of what an ideal setup would be like.



Attachment (1)

(in reply to Dimitris)
Post #: 374
RE: RUNNING POLL - gameplay features - 6/18/2015 5:43:48 AM   
ghynson

 

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Joined: 8/17/2013
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We need a Feature Request / Wish List skicky

But here is my request for multi-monitor, and configurable multi-menus setup.
Second picture.




Attachment (1)

(in reply to Dimitris)
Post #: 375
RE: RUNNING POLL - gameplay features - 6/18/2015 9:09:00 AM   
Dimitris

 

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Joined: 7/31/2005
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quote:

ORIGINAL: ghynson
We need a Feature Request / Wish List skicky

But here is my request for multi-monitor, and configurable multi-menus setup.
Second picture.


With the exception of multiple map windows, what you are describing is already doable. Check this picture:



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Post #: 376
RE: RUNNING POLL - gameplay features - 6/18/2015 9:40:06 AM   
Maromak


Posts: 1030
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From: Australia
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TOT planner still at the top of my wish list.

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Post #: 377
RE: RUNNING POLL - gameplay features - 6/18/2015 11:45:34 AM   
p1t1o

 

Posts: 271
Joined: 4/6/2015
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Suggestion:

I'd find it very useful to be able to draw simple things on the map, either from the perspective of a mission designer (For example, defining a border, a forward-edge-of-battle, axes of advance or corridors etc.)

It would also be useful to be able to do this on-the-fly as you play a mission.

It could take the form of a free-draw utility (think MS paint) and many features could be viable, but to be honest, just the ability to draw simple straight lines between two points would cover most things. The display of any player or designer added markings could be made toggleable.

Yes, you can fudge it using no-nav zones but it is not very practical.
I'm not necessarily referring to "walling off" the boundaries of the theatre you are representing in your scenario, no-nav zones are useful for that, I'm talking about features in-theatre.

I'd like to be able to be like "Right, Im sending my tanks THIS way - *DRAW* *DRAW*"

I'd also like to be able to build a scenario with various marking on the map.

**

The ability to add text/write directly onto the map could be useful too, but is not the main thrust of my suggestion.

**

Thanks!

(in reply to miller7219)
Post #: 378
RE: RUNNING POLL - gameplay features - 6/18/2015 12:16:09 PM   
Primarchx


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quote:

ORIGINAL: Maromak

TOT planner still at the top of my wish list.


I'm thinking someday we'll be able to set weapon way-points, too.

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Post #: 379
RE: RUNNING POLL - gameplay features - 6/18/2015 5:55:08 PM   
ghynson

 

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Hello,

I am aware of the multi-monitor support.
But I noticed that each monitor is just an extension of the battle space.
It would be nice to have each monitor configurable to, separate, and zoom into specific area's.

Ex,
One monitor zoomed out over the battlefield, whereas the other monitor is zoomed into an enemy formation.
With each space independent, and without affecting changes to each other.
As described in the attachments.


Thanks,
-GHynson


(in reply to Maromak)
Post #: 380
RE: RUNNING POLL - gameplay features - 7/19/2015 4:08:15 AM   
charlee22009

 

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Would love to see

1 Drawing tools, to be able to draw on the map circles, straight lines, and also get range and bearing circles that you can draw and use to measure at will. Dangerous Waters had them... why not this game?

2 Better submarine comms. They don't have to be perfect... but better tools and options would be a huge plus for me personally.

3 Not sure what additional 'passive sonar data' amounts to in the poll, but I really would like it. That's where this game succeeds - in terms of realistic ASW planning and tactics. There is no other game that comes close (Dangerous Waters lacks fast time compression).

My 2 cents
Thanks

(in reply to ghynson)
Post #: 381
RE: RUNNING POLL - gameplay features - 7/24/2015 7:56:59 PM   
Glenn Beasley

 

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I Thould would make for a more interesting unprdictable Sim/scenario if "randomness "could be added as an "Option" by a certain %age that the player could Adjust in the "Game Options" The samething with A/C systems going down in Flight ( having to abort ?),Pilots ejecting, and being injured,KIA,Captured,Rescued Again as an Option without out having to Manually "add" a downed pilot marker. The "Pilot marker would be (automatically) added when the pilot hit the silk,Hit the water/land with a Messege "Option " on his/Her Condition. Maybe in the next patch update ?

(in reply to miller7219)
Post #: 382
RE: RUNNING POLL - gameplay features - 7/25/2015 12:20:51 PM   
thewood1

 

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Man, you are really trying to your point here...

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Post #: 383
RE: RUNNING POLL - gameplay features - 7/31/2015 11:45:10 PM   
AlexGGGG

 

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I would like reverse targeting vectors. When the Targeting Vectors are set to Selected Unit, it would be great to click the enemy unit (not my unit), and see what my units target this enemy unit.

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Post #: 384
RE: RUNNING POLL - gameplay features - 8/1/2015 12:43:09 AM   
RoccoNZ

 

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Fuel, fuel and more fuel....

Something like the WRA screen for air-to-air refuelling, allowing:

1) tanker missions to be set up with only certain missions to refuel from them
2) Option to refuel only aircraft in the same mission
3) aircraft/group specific authorisation to refuel
4) Greater mission planning control so Strike Mission 1 can be set to top up tanks from Orbit 1, then Orbit 2 before ingress, then orbit 3 for RTB....

helicopter in flight refuelling from ships:

1) Allowing helicopters to refuel without landing and generating a refuel/rearm cycle
2) Allowing the use of fast surface ships like LCS) as lillypads

(in reply to AlexGGGG)
Post #: 385
RE: RUNNING POLL - gameplay features - 8/2/2015 9:05:22 PM   
magi

 

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In large scenarios… I really would like to be able to Mark or colorcode specific unite or units to visually be able to pick them out quickly....

(in reply to RoccoNZ)
Post #: 386
RE: RUNNING POLL - gameplay features - 8/2/2015 9:38:33 PM   
Dimitris

 

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quote:

ORIGINAL: magi
In large scenarios… I really would like to be able to Mark or colorcode specific unite or units to visually be able to pick them out quickly....

You can do this already, using the quick-jump slots.

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Post #: 387
RE: RUNNING POLL - gameplay features - 8/3/2015 7:53:52 PM   
magi

 

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Yes.... Thank you....

(in reply to Dimitris)
Post #: 388
RE: RUNNING POLL - gameplay features - 8/5/2015 1:24:41 PM   
Vici Supreme

 

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I'd like to have the ability to apply the 1/3 rule to Ferry Flight missions.

Thanks!

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Post #: 389
RE: RUNNING POLL - gameplay features - 8/6/2015 8:00:13 AM   
p1t1o

 

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quote:

ORIGINAL: RoccoNZ

Fuel, fuel and more fuel....

Something like the WRA screen for air-to-air refuelling, allowing:

1) tanker missions to be set up with only certain missions to refuel from them
2) Option to refuel only aircraft in the same mission
3) aircraft/group specific authorisation to refuel
4) Greater mission planning control so Strike Mission 1 can be set to top up tanks from Orbit 1, then Orbit 2 before ingress, then orbit 3 for RTB....



This idea sounds useful, could be as simple as a "refueling" mission type - there would need to be a way of "assigning" other missions to it, so that those missions selected are the only aircraft able to refuel from tankers assigned to the refueling mission. It could include a few simple options like, off the top of my head, "refuel only when winchester?", "refuel when under X% fuel remaining" etc. etc.

(in reply to RoccoNZ)
Post #: 390
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