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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 - 8/8/2015 8:56:28 AM   
Anabella888

 

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Range circles for aircraft

(in reply to miller7219)
Post #: 391
RE: RUNNING POLL - gameplay features - 9/10/2015 6:16:49 PM   
JPFisher55

 

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I would like to see a change made to automatic aircraft speeds when they engage in offensive actions and RTB. Now, a/c automatically use afterburners when they enter offensive engage mode. They use all their fuel because they use this speed even if they are hundreds of miles from their target. IMO, they should use this speed only if they are within 50 miles of their target, otherwise they should use military speed. I can set speeds manually to override this feature, but it is a pain and planes still often run out of fuel when attacking. If the player wants a different speed, then he can set it manually he presently can.

Also, IMO, a/c should use afterburners when RTBing until they reach bingo fuel, then go to cruise speed. Thus, they will leave a conflict as fast as possible when out of weapons or otherwise ordered to RTB. If they are bingo fuel, then they would RTB on cruise like they presently do when bingo fuel.

(in reply to Anabella888)
Post #: 392
RE: RUNNING POLL - gameplay features - 9/10/2015 6:51:24 PM   
Dimitris

 

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

ORIGINAL: JPFisher55
I would like to see a change made to automatic aircraft speeds when they engage in offensive actions and RTB. Now, a/c automatically use afterburners when they enter offensive engage mode. They use all their fuel because they use this speed even if they are hundreds of miles from their target. IMO, they should use this speed only if they are within 50 miles of their target, otherwise they should use military speed. I can set speeds manually to override this feature, but it is a pain and planes still often run out of fuel when attacking. If the player wants a different speed, then he can set it manually he presently can.

Also, IMO, a/c should use afterburners when RTBing until they reach bingo fuel, then go to cruise speed. Thus, they will leave a conflict as fast as possible when out of weapons or otherwise ordered to RTB. If they are bingo fuel, then they would RTB on cruise like they presently do when bingo fuel.


I'm fairly certain we've long prevented aircraft from engaging distant targets using afterburner. Do you have a savegame of a situation where this is consistently happening? If yes please post it on the tech support forum. Thanks!

_____________________________


(in reply to JPFisher55)
Post #: 393
RE: RUNNING POLL - gameplay features - 9/10/2015 8:55:08 PM   
JPFisher55

 

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Try this one. The US a/c will use afterburner the minute they leave their base. This only happens when a/c are on a
aaw patrol mission and an a/c enters its prosecution zone. Then, your a/c enters an "offensive engaged" mode and immediately hits afterburner;
no matter how far the target is from your a/c.

You can override by manually setting a different speed, but this can be a pain if you have lots of a/c on the patrol because all will hit afterburner
when possible target enters the patrol's prosecution or patrol zone.

Attachment (1)

(in reply to Dimitris)
Post #: 394
RE: RUNNING POLL - gameplay features - 9/11/2015 2:08:38 AM   
Dimitris

 

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quote:

Do you have a savegame of a situation where this is consistently happening? If yes please post it on the tech support forum.


< Message edited by Sunburn -- 9/11/2015 3:09:23 AM >


_____________________________


(in reply to JPFisher55)
Post #: 395
RE: RUNNING POLL - gameplay features - 9/11/2015 3:22:54 AM   
JPFisher55

 

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Joined: 11/22/2014
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I did. See a/c engaging on afterburner. Attached two files because second one shows it in action.

(in reply to Dimitris)
Post #: 396
RE: RUNNING POLL - gameplay features - 9/19/2015 7:14:01 PM   
gosnold

 

Posts: 233
Joined: 7/10/2013
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Range circles for aircraft would be useful. A way to implement that could be that when you select an airbase, you see the range circles corresponding to the possible aircraft loadouts (or only the loadouts that are currently used by an aircraft at the base).

(in reply to JPFisher55)
Post #: 397
RE: RUNNING POLL - gameplay features - 9/20/2015 3:15:05 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
An extra filter on the database viewer for the type of a/c, ship, etc. Example, pulling up list of all a/c, filter on 'Electronic warfare' would only show those a/c of that type.

_____________________________

Michael

(in reply to gosnold)
Post #: 398
RE: RUNNING POLL - gameplay features - 9/21/2015 8:13:48 PM   
CountBuggula

 

Posts: 1
Joined: 9/21/2015
Status: offline
I voted for "Aircraft Damage Model" but would really like to see a number of other of these implemented - mainly because I still have a dream of someday being able to model an 8th Air Force campaign over Europe. So with that in mind, here's my wishlist in order of preference:

Aircraft damage model
Display weapon firing arcs in DB viewer
Mid-flight mechanical breakdowns on aircraft
Range circles for aircraft
Deeper Land Combat Model
Make Terrain types affect detection
"Do not cavitate" option for ships/subs
Improve weather modelling (local fronts etc.)

(in reply to michaelm75au)
Post #: 399
RE: RUNNING POLL - gameplay features - 9/22/2015 4:41:12 AM   
Casinn

 

Posts: 343
Joined: 7/27/2013
Status: offline
I change my mind a lot on what I want most, and with new things added from time to time. Wish the poll voting refreshed every 6 months to re-vote again.
Whatever I voted on long ago obviously never made the cut. :)

(in reply to CountBuggula)
Post #: 400
RE: RUNNING POLL - gameplay features - 9/22/2015 10:41:30 AM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
It gets reset about once a month or two. I have voted three or four times at least.

(in reply to Casinn)
Post #: 401
RE: RUNNING POLL - gameplay features - 9/22/2015 10:46:42 AM   
Tomcat84

 

Posts: 1952
Joined: 7/10/2013
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That's only if what you voted for was implemented and thus removed from the poll. If your voted item hasn't been it will not reset for you. Guess you've just gotten multiple votes on stuff that later made it in :)

_____________________________

My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )

(in reply to thewood1)
Post #: 402
RE: RUNNING POLL - gameplay features - 9/22/2015 10:48:24 AM   
Tomcat84

 

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I like that idea. Could use the existing "type" category as a filter option.



quote:

ORIGINAL: michaelm

An extra filter on the database viewer for the type of a/c, ship, etc. Example, pulling up list of all a/c, filter on 'Electronic warfare' would only show those a/c of that type.



_____________________________

My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )

(in reply to michaelm75au)
Post #: 403
RE: RUNNING POLL - gameplay features - 9/22/2015 12:30:55 PM   
Dimitris

 

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

ORIGINAL: Tomcat84

I like that idea. Could use the existing "type" category as a filter option.

quote:

ORIGINAL: michaelm

An extra filter on the database viewer for the type of a/c, ship, etc. Example, pulling up list of all a/c, filter on 'Electronic warfare' would only show those a/c of that type.



Please check Skype!

_____________________________


(in reply to Tomcat84)
Post #: 404
RE: RUNNING POLL - gameplay features - 9/22/2015 1:09:16 PM   
Dysta


Posts: 1909
Joined: 8/8/2015
Status: offline
I also had an idea regarding to message log too. Separate these messages into catalogs based on their colors, and player can close the specific catalog(s) when necessary:







< Message edited by Dysta -- 9/22/2015 2:26:23 PM >

(in reply to Tomcat84)
Post #: 405
RE: RUNNING POLL - gameplay features - 9/22/2015 8:33:14 PM   
Kitchens Sink

 

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I would love to see something like a "Time on Target" planner, where diff aircraft/ships in diff locations with diff weapons could fire on a target and have the weapons hit at about the same time.

Thanks!

(in reply to Dysta)
Post #: 406
RE: RUNNING POLL - gameplay features - 9/22/2015 8:49:40 PM   
thewood1

 

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Is n't that the number one vote getter above.

(in reply to Kitchens Sink)
Post #: 407
RE: RUNNING POLL - gameplay features - 9/30/2015 11:54:27 AM   
ParachuteProne

 

Posts: 207
Joined: 8/2/2004
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I think it would be an idea to reset the poll when new choices are added.
Since it is intended as a guide to the devs on what are the most desired features. Adding choices without resetting does not give a true metric.
The choice I made some time ago would not be the one I would make now as new items have been added.
If the poll resets now where is the option to revote ? I do not see one under the poll and I have only ever voted once since it started.
Maybe I am missing something ?


< Message edited by ParachuteProne -- 9/30/2015 12:58:09 PM >

(in reply to miller7219)
Post #: 408
RE: RUNNING POLL - gameplay features - 9/30/2015 12:36:34 PM   
thewood1

 

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I know I have voted 5-6 times in the couple years Command has been out.

(in reply to ParachuteProne)
Post #: 409
RE: RUNNING POLL - gameplay features - 9/30/2015 12:46:57 PM   
ParachuteProne

 

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quote:

ORIGINAL: thewood1

I know I have voted 5-6 times in the couple years Command has been out.


Hmm, that is odd. Wonder if anyone else has had the same issue ?
Not the end of the world but I am curious.
When was the last reset ?


< Message edited by ParachuteProne -- 9/30/2015 1:48:12 PM >

(in reply to thewood1)
Post #: 410
RE: RUNNING POLL - gameplay features - 9/30/2015 1:16:42 PM   
thewood1

 

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I voted after a feature was added that I voted for and was allowed to revote.

(in reply to ParachuteProne)
Post #: 411
RE: RUNNING POLL - gameplay features - 9/30/2015 11:28:03 PM   
thewood1

 

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I think in those other threads it was determined you could do that already.

(in reply to thewood1)
Post #: 412
RE: RUNNING POLL - gameplay features - 10/1/2015 5:21:39 PM   
JPFisher55

 

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I would like to see a/c rtb on afterburner or max speed until they reach bingo fuel. Currently, they only use full or military speed.
IMO, using afterburner gets them away from danger in the fastest manner which is useful when your a/c is Winchester.

Of course, this would not apply to a/c that rtb due to bingo fuel.

(in reply to thewood1)
Post #: 413
RE: RUNNING POLL - gameplay features - 10/1/2015 5:46:03 PM   
thewood1

 

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Ha...There were just a couple complaints about the RTB on afterburner and using too much fuel. Maybe we are asking the devs to split too many hairs.

(in reply to JPFisher55)
Post #: 414
RE: RUNNING POLL - gameplay features - 10/1/2015 9:56:36 PM   
JPFisher55

 

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But once you are RTB, then what difference does fuel usage make? Of course, once the a/c is at bingo fuel it would decrease speed to cruise like it now does. The fuel usage issues concerned a/c engaging offensively on afterburner at long distances, not RTB.

(in reply to thewood1)
Post #: 415
RE: RUNNING POLL - gameplay features - 10/2/2015 8:53:47 PM   
gosnold

 

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A radar horizon tool would be nice: you set an altitude, and it draws on the map all the position where an aircraft at that altitude would be visible from known enemy radars. That would make it easier to set up air raids below the radar horizon.

(in reply to JPFisher55)
Post #: 416
RE: RUNNING POLL - gameplay features - 10/3/2015 2:32:18 AM   
renders


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quote:



But once you are RTB, then what difference does fuel usage make? Of course, once the a/c is at bingo fuel it would decrease speed to cruise like it now does. The fuel usage issues concerned a/c engaging offensively on afterburner at long distances, not RTB.




You forgot about the fuel you could need for defensive, airport queues, self defence-engagements . it's difficult to make a rule for every case possible.
Anyway, I think it's an interesting idea dividing manual and auto RTB could do but anyway, I not into programming and can't say how hard and time consuming this could be.


< Message edited by renders -- 10/3/2015 3:36:50 AM >


_____________________________



(in reply to gosnold)
Post #: 417
RE: RUNNING POLL - gameplay features - 10/6/2015 8:54:39 AM   
Dimitris

 

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Joined: 7/31/2005
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quote:

ORIGINAL: Primarchx
It's been a long while since I made this request - but a Player's Alarm Clock would be nice. This could be set by the Player in play to go off either at a specific time (23:30z), or after an interval of time (30 minutes...), and display a message in the log, put up a pop up message, stop the clock, emit a chime, etc.


Added.

_____________________________


(in reply to Primarchx)
Post #: 418
RE: RUNNING POLL - gameplay features - 10/6/2015 8:55:17 AM   
Dimitris

 

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quote:

ORIGINAL: Primarchx

One more idea today...

Collateral Damage Zone (CDZ): An RP defined zone used for abstractly representing collateral damage and associated to a given Side. Any surface hit from a weapon inside the CDZ from the indicated Side actuates an associated event Trigger. The trigger can then be used to implement game events representing consequences of weapon use in the CDZ. It would be best if these zones can be made on a separate side (layer) so you can make them as complex as you wish and not clutter the Player screen.

This work really nicely with the player-assigned zone coloring... :)

Advanced Feature: Can activate triggers based on DP thresholds (Example ... 0.1DP hit doesn't set off a trigger but a 100 DP hit does).


Added.

_____________________________


(in reply to Primarchx)
Post #: 419
RE: RUNNING POLL - gameplay features - 10/6/2015 8:57:29 AM   
Dimitris

 

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Joined: 7/31/2005
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quote:

ORIGINAL: Primarchx
The ability to copy Triggers, Actions and Events in the Event Editor would be nice, too. Having to make up the same Trigger over and over for different units gets old when all you need to do is change one value (unit ID). The copied T/A/E might have the word COPY appended to the end?


Added, on ScenEdit poll.

_____________________________


(in reply to Primarchx)
Post #: 420
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