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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 - 5/15/2016 4:09:51 PM   
somi83


Posts: 59
Joined: 2/6/2016
From: Novi Sad, Serbia
Status: offline
quote:

ORIGINAL: mikmyk

This is how it should work now.

You'll also notice with strike/intercept missions you can toggle between when to trigger mission based on the posture of the contact.

Mike


Yes, I noticed that, it's pretty good feature, if you don't want your interceptors to takeoff at any unknown contact set it for unfriendly or hostile,

and if you want to force them to takeoff at unknown bogeys set it to unknown, and that is it.

(in reply to mikmykWS)
Post #: 511
RE: RUNNING POLL - gameplay features - 5/15/2016 7:55:16 PM   
cf_dallas


Posts: 303
Joined: 4/13/2006
From: Grapevine, TX
Status: offline
It may already be in this thread somewhere, and based on the general direction you guys are going it's probably already on your list, so I apologize if this is a waste of everyone's time.

Requesting the ability to add weapons records to magazines or units/groups via the Event Editor. Particularly now that very-long scenarios are possible, this will allow for modeling logistics (cargo flights/ships arrive at a base, magazines are replenished, operations continue). And the associated fun... attacking the enemy's logistics tail to disrupt his operations, the critical need to protect your own resources, and so on.




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Formerly cwemyss

(in reply to somi83)
Post #: 512
RE: RUNNING POLL - gameplay features - 5/18/2016 9:01:20 PM   
Rom3l

 

Posts: 25
Joined: 1/20/2011
Status: offline
+1

(in reply to Sardaukar)
Post #: 513
RE: RUNNING POLL - gameplay features - 5/18/2016 9:02:12 PM   
Rom3l

 

Posts: 25
Joined: 1/20/2011
Status: offline

quote:

ORIGINAL: Gizzmoe

quote:

ORIGINAL: Sardaukar

Request:

Changing simulation Stop/Start hotkey from F12 to spacebar.


Yes, that would be very convenient.



Please.

(in reply to Gizzmoe)
Post #: 514
RE: RUNNING POLL - gameplay features - 5/18/2016 9:05:20 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
It would be useful to view the experience level of pilots in the F6 Air Ops screen. Not sure how best to do it, colour coding is already used, perhaps a simple (A,V,R,C,N) in a column.

Thanks

B

(in reply to Rom3l)
Post #: 515
RE: RUNNING POLL - gameplay features - 5/19/2016 3:31:56 PM   
KLAB


Posts: 355
Joined: 2/27/2007
Status: offline
Space bar pause/stop/start - Yes please, can never find F12 in a hurry!

< Message edited by KLAB -- 5/19/2016 3:34:03 PM >

(in reply to Rom3l)
Post #: 516
RE: RUNNING POLL - gameplay features - 5/21/2016 4:24:12 PM   
Dimitris

 

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

ORIGINAL: Gunner98

Was wondering if the 'Clone Unit' function could remember the orientation of piers.

Thanks


Added for the next public version.

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(in reply to Gunner98)
Post #: 517
RE: RUNNING POLL - gameplay features - 5/21/2016 9:55:01 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
Another feature request based on testing a 'long scenario' which I will be uploading shortly.

Would it be possible (or is it now?) to order a unit to 'Unload' certain weapons?

E.g.: Situation is that the main task is convoy escort with units spread all over the map. However, a TLAM strike is called for but since the TLAMs are spread out all over the place you would have to concentrate way too many assets to get a decent chance of saturating the target area (limited HARMs & PGMs as well). So, with a bit of planning all the old CG/CGNs, Spru-cans etc could unload their TLAMS at a port and a VLS Spru-can could drop in, pick them up and go do the business.

Since its a long scenario you have time and since assets are limited and number of tasks are high, a player - if he plans well - could have an edge.

B

(in reply to Dimitris)
Post #: 518
RE: RUNNING POLL - gameplay features [Feature Requests ... - 5/22/2016 8:53:22 AM   
cdcool


Posts: 660
Joined: 1/25/2005
From: United States
Status: offline
Minor: Group Helicopter Stylized symbol instead of looking like a planes

(in reply to Dimitris)
Post #: 519
RE: RUNNING POLL - gameplay features [Feature Requests ... - 5/23/2016 12:12:45 AM   
ColonelMolerat

 

Posts: 479
Joined: 9/23/2015
Status: offline
Could it be made possible to allow Copy (Control-C) to work on the database?

I'm constantly trying to copy unit names from the database into Google, but it doesn't work, and I'm hopeless at remembering names with lots of numbers in!

(in reply to cdcool)
Post #: 520
RE: RUNNING POLL - gameplay features - 5/24/2016 7:17:41 AM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline
I would like the missions to be displayed alphabetically in the 'assign to' dialogue; in large/long scenarios it's necessary to use standard naming to keep track of what missions actually do. At the moment it seems like they're sorted based on sequence of creation.

(in reply to deepdive)
Post #: 521
RE: RUNNING POLL - gameplay features - 5/24/2016 7:47:59 PM   
FoxZz

 

Posts: 92
Joined: 4/28/2015
Status: offline

quote:

ORIGINAL: miller7219

I already voted for speed/altitude per waypoint (hope you include sensor setting and manual attack orders to what can be ordered by way point too!). But now were getting some other really good additions to the the poll that I'd like too. I do think being able to add orders by way point is still my #1, but I'd like give my top 5:


I think you can already set altitude and speed in the waypoints, just select the waypoint and press F2.

(in reply to miller7219)
Post #: 522
RE: RUNNING POLL - gameplay features - 5/31/2016 6:50:49 PM   
AlexinCT

 

Posts: 83
Joined: 10/31/2015
Status: offline
Not sure if this was requested yet, but one thing I am still struggling with on how to gracefully resolve switching a grouped unit (an airbase being captured by the other side). While the ScenEdit_SetUnitSide() function will reset the side of all units of a grouped unit, it unfortunately ungroups them in the process, leaving you with that problem to resolve. A lua function that allows you to identify all the subunits of a parent unit, will make regrouping the subunits, after their side has been switched and they are now ungrouped, much easier. Of course getting the ScenEdit_SetUnitSide() function to do grouped unit, or creating a ScenEdit_SetGroupedUnitSide() function that does that for us, would be a far nicer solution.

(in reply to FoxZz)
Post #: 523
RE: RUNNING POLL - gameplay features - 6/2/2016 2:49:37 AM   
jg325

 

Posts: 2
Joined: 5/21/2016
Status: offline
Honestly all these additions sound good and given time I would love to have all of them added, I can't choose between them

(in reply to AlexinCT)
Post #: 524
RE: RUNNING POLL - gameplay features - 6/4/2016 2:52:02 AM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
REQUEST

Please add a way to load log files into the Message Window so that they can be properly parse/tagged and reviewed. Thank you.

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(in reply to jg325)
Post #: 525
RE: RUNNING POLL - gameplay features - 6/4/2016 2:53:52 AM   
MarkShot

 

Posts: 7089
Joined: 3/29/2003
Status: offline
REQUEST

Please add: God's Eye View is persistent (frame to frame) when in the Scenario Editor during a replay so that can see the action unfold with absolute knowledge. Thank you.

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(in reply to MarkShot)
Post #: 526
RE: RUNNING POLL - gameplay features - 6/6/2016 8:48:03 PM   
Mgellis


Posts: 2054
Joined: 8/18/2007
Status: offline
REQUEST

Please consider adding to the game map depths for the North American Great Lakes, the African Great Lakes, and as many of the world's biggest rivers as is practical (especially the Mekong, but also others like the Amazon, the Congo, the Niger, the Paraná, the Yangtze, etc.) so that more "brown water" scenarios can be written. Thanks!

(in reply to MarkShot)
Post #: 527
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/7/2016 2:20:00 AM   
zclark

 

Posts: 249
Joined: 9/12/2015
Status: offline
I’d love to have the ability to enter the lat and lon of a desired point in order to precisely place facilities. It would also be nice to be able to bulk load facilities via an Excel or CSV file using field names like Lat, Lon, and DB ID of facility.
Regards,
zclark

(in reply to Dimitris)
Post #: 528
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/7/2016 5:08:49 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: zclark

I’d love to have the ability to enter the lat and lon of a desired point in order to precisely place facilities. It would also be nice to be able to bulk load facilities via an Excel or CSV file using field names like Lat, Lon, and DB ID of facility.
Regards,
zclark



As far as the bulk loading we do this now. Check out imports

Mike


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(in reply to zclark)
Post #: 529
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/7/2016 1:50:57 PM   
cf_dallas


Posts: 303
Joined: 4/13/2006
From: Grapevine, TX
Status: offline

quote:

ORIGINAL: zclark

I’d love to have the ability to enter the lat and lon of a desired point in order to precisely place facilities. It would also be nice to be able to bulk load facilities via an Excel or CSV file using field names like Lat, Lon, and DB ID of facility.
Regards,
zclark



You can also do this with a combination of Excel's CONCATENATE function and the Lua Script Console. If you've got a spreadsheet that lists units, locations, and DBIDs, you can use concatenate to build the ScenEdit_AddFacility() script for each line.

Then copy/paste a whole column of those into the Script Console, hit "run script" and voila, bulk addition of units.


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Formerly cwemyss

(in reply to zclark)
Post #: 530
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/7/2016 8:47:17 PM   
wqc12345


Posts: 250
Joined: 12/7/2015
From: San Francisco, CA
Status: offline
What would be really nice is to have a "date" drop down to only list units up and until that date. Instead of sorting on date, you could just enter in the date or date range and get a list of units available for that date range.. makes things easier when making scenarios. Additionally, it would be helpful for importing of bases.

(in reply to cf_dallas)
Post #: 531
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/8/2016 12:06:04 AM   
zclark

 

Posts: 249
Joined: 9/12/2015
Status: offline
Thanks for the feedback. Any functionality that can be added into the already user friendly UI of the core program is appreciated. I may be a small minority in this community but coding and scripting is an aptitude I unfortunately don’t have. That said, I will attempt the suggestions presented to create an import file of facilites.
Best regards,

zclark

(in reply to cf_dallas)
Post #: 532
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/8/2016 1:07:33 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
You may want to take a look at this:

http://www.matrixgames.com/forums/tm.asp?m=3542302

Mike

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(in reply to zclark)
Post #: 533
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/10/2016 5:31:03 PM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
REQUEST:

It would be convenient to add extra check to avoid accidentally saving over original scenario. Happened to me last night when fooling around with Down Town 1969... Pressed Save in editor mode instead of Save as. That can be inconvenient, since original individual scenarios can be hard to find.

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to mikmykWS)
Post #: 534
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/12/2016 4:38:08 PM   
JPFisher55

 

Posts: 589
Joined: 11/22/2014
Status: offline
For long scenarios, it would be interesting if some planes would automatically, or be set to by the scenario design, go down for repairs for 2-7 days.

(in reply to Sardaukar)
Post #: 535
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/12/2016 4:46:12 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: JPFisher55

For long scenarios, it would be interesting if some planes would automatically, or be set to by the scenario design, go down for repairs for 2-7 days.


Can do this with lua. Engage scenario writers about this and they can do it.

Mike


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(in reply to JPFisher55)
Post #: 536
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/12/2016 5:44:19 PM   
severe7


Posts: 78
Joined: 10/14/2013
Status: offline
REQUEST:
I've recently found the Swedish Armed Forces introduction book in electronic warfare (find it HERE).
In the book the tactic of "Glimta" is named. In English the word would be blink, glimmer or flash.
When using this tactic several scattered radars blink on and off at different times to give the adversary as hard a target to locate as possible. The radars still get a somewhat correct air picture.

If this is not to hard to implement it could be an interesting addition to radar behavior/support missions, "blink at intervall of X time".

It might not help the player side but it would add some challenge for a player trying to do SEAD of finding a radar.

I don't know if other nations do this but if it's in a EW 101 book that's freely aviable online it can't be that revolutionary.

/Sam

(in reply to mikmykWS)
Post #: 537
RE: RUNNING POLL - gameplay features [Feature Requests ... - 6/14/2016 10:51:06 PM   
Kitchens Sink

 

Posts: 402
Joined: 5/4/2014
Status: offline
Feature Request:

I was wondering if it would be possible to do Satellite Pass Predictions on a single (or group of) satellites before actually adding them to the Scenario.

The current system requires first adding the satellites and then doing a pass prediction on a given point to see which ones cover the area of interest, then deleting the ones that don't. Sort of a trial-and-error method.

It would be nice if I could do pass predictions on selected satellites before actually adding the units to cut down on a little on the add/delete steps.

Thanks!

(in reply to severe7)
Post #: 538
RE: RUNNING POLL - gameplay features [Feature Requests ... - 7/6/2016 9:11:58 PM   
Schr75


Posts: 803
Joined: 7/18/2014
From: Denmark
Status: offline
Feature request:

Dawn/day time prediction.

When playing scen´s where you´re restricted by day only loadouts it would be very usefull to know when dawn is at the target.
I suggest that a dawn/daylight time entry be added to the map cursor datablock.

Søren

(in reply to Kitchens Sink)
Post #: 539
RE: RUNNING POLL - gameplay features - 7/7/2016 3:24:40 AM   
Excroat3

 

Posts: 436
Joined: 1/24/2015
Status: offline
Not sure if this is already implemented, but it would be cool if there was a way to prioritize aircraft taking off vs aircraft landing at an airfield. For example, when you click the "Prioritize aircraft taking off" all aircraft trying to land would be kept in the holding pattern while aircraft take off, and they will only land if critical on fuel. Same would go for the reverse option.


Also, can there please be some function where the game prioritizes aircraft taking off in groups? In the larger scenarios, when launching alpha strikes, I'm really tired of seeing 8 groups of 3/4 planes orbiting my carrier, and instead of the 4th plane in the group taking off, its the first 2 of a COMPLETELY new group. Then when the 4th plane finally takes off, the entire group has to RTB because they wasted all of their fuel waiting for the 4th plane.

< Message edited by Excroat3 -- 7/7/2016 6:32:38 AM >

(in reply to somi83)
Post #: 540
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