Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: RUNNING POLL - gameplay features

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> RE: RUNNING POLL - gameplay features Page: <<   < prev  17 18 [19] 20 21   next >   >>
[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: -- )
Login
Message << Older Topic   Newer Topic >>
RE: RUNNING POLL - gameplay features - 7/10/2016 8:04:45 PM   
ColonelMolerat

 

Posts: 479
Joined: 9/23/2015
Status: offline
On the Mission Editor, the 'Maximum' and 'Minimum' strike radius fields only work for planes on strike missions.

Could they be made to apply to boats and subs on strike missions too, please? At the moment, they'll chase anything on the map and there's no simple way to limit the range. (This could be useful for boats stationed at docks - they could move out to strike anything too close, then return)

Also, on a similar note, perhaps could the Transit*/Patrol/Attack speeds in the Patrol Mission Editor for boats and subs have a 'Stop' setting. This way, they could be ordered to stay still when patrolling (not engaging a target), or not to move when attacking.

*Obviously, not necessary for the transit setting! Or for planes!

< Message edited by ColonelMolerat -- 7/13/2016 1:51:27 AM >

(in reply to Excroat3)
Post #: 541
RE: RUNNING POLL - gameplay features - 8/22/2016 7:40:30 PM   
vettim89


Posts: 3615
Joined: 7/14/2007
From: Toledo, Ohio
Status: offline
This is just a silly request but would be SOOOOOOOO nice for us scenario designers

When using the "set orientation" command either have a text box where you can write in the value you are after or have "+/-" buttons. Nothing more frustrating that trying to get the right value and the slider keeps bouncing back and forth above and below where you are aiming

_____________________________

"We have met the enemy and they are ours" - Commodore O.H. Perry

(in reply to ColonelMolerat)
Post #: 542
RE: RUNNING POLL - gameplay features - 8/23/2016 12:58:03 AM   
Vici Supreme

 

Posts: 558
Joined: 12/4/2013
From: Southern Germany
Status: offline

quote:

ORIGINAL: vettim89

This is just a silly request but would be SOOOOOOOO nice for us scenario designers

When using the "set orientation" command either have a text box where you can write in the value you are after or have "+/-" buttons. Nothing more frustrating that trying to get the right value and the slider keeps bouncing back and forth above and below where you are aiming

You know you can use the arrow keys to fine-adjust the direction, right?


_____________________________


(in reply to vettim89)
Post #: 543
RE: RUNNING POLL - gameplay features - 8/23/2016 1:55:41 AM   
cf_dallas


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

quote:

ORIGINAL: Supreme 2.0


quote:

ORIGINAL: vettim89

This is just a silly request but would be SOOOOOOOO nice for us scenario designers

When using the "set orientation" command either have a text box where you can write in the value you are after or have "+/-" buttons. Nothing more frustrating that trying to get the right value and the slider keeps bouncing back and forth above and below where you are aiming

You know you can use the arrow keys to fine-adjust the direction, right?




Ugh.

Just... ugh.

At myself.

For never trying that.

((facepalm))


_____________________________

Formerly cwemyss

(in reply to Vici Supreme)
Post #: 544
RE: RUNNING POLL - gameplay features - 8/23/2016 5:42:25 PM   
vettim89


Posts: 3615
Joined: 7/14/2007
From: Toledo, Ohio
Status: offline
+1 - DOH!


_____________________________

"We have met the enemy and they are ours" - Commodore O.H. Perry

(in reply to cf_dallas)
Post #: 545
RE: RUNNING POLL - gameplay features - 9/4/2016 8:59:30 PM   
Excroat3

 

Posts: 436
Joined: 1/24/2015
Status: offline
For ships, when their side doctrine is "Never use UNREP" when you attempt to UNREP, a message appears that no suitable UNREP location is available. I was wondering if this message could be changed to "This unit has 'never use UNREP' enabled under side doctrine". Very small change, but it would help ease confusion.

(in reply to vettim89)
Post #: 546
RE: RUNNING POLL - gameplay features - 9/8/2016 12:56:43 AM   
p1t1o

 

Posts: 271
Joined: 4/6/2015
Status: offline
Hi all,

I would like to formally suggest a toggle option for the audio warning siren that plays whenever a hostile weapon is detected.
Though often an essential warning, there are plenty of circumstances where it is not particularly necessary, and in high-pressure moments it can be quite a racket.

A toggle could be anything from a checkbox in the options menu to a small dedicated toggle button on the main screen toolbar.

On a secondary note, there are also ways that the audio warning could have its utility multiplied - have seperate tones for SAM, AAM, AshM, "unknown" etc.

Thanks!

(in reply to Excroat3)
Post #: 547
RE: RUNNING POLL - gameplay features - 9/8/2016 1:48:53 AM   
mikmykWS

 

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

quote:

ORIGINAL: Excroat3

For ships, when their side doctrine is "Never use UNREP" when you attempt to UNREP, a message appears that no suitable UNREP location is available. I was wondering if this message could be changed to "This unit has 'never use UNREP' enabled under side doctrine". Very small change, but it would help ease confusion.

quote:

Excroat3
For ships, when their side doctrine is "Never use UNREP" when you attempt to UNREP, a message appears that no suitable UNREP location is available. I was wondering if this message could be changed to "This unit has 'never use UNREP' enabled under side doctrine". Very small change, but it would help ease confusion.


Just added this to our list. Pretty reasonable request.

M

_____________________________


(in reply to Excroat3)
Post #: 548
RE: RUNNING POLL - gameplay features - 9/8/2016 1:52:47 AM   
mikmykWS

 

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

quote:

ORIGINAL: ColonelMolerat

On the Mission Editor, the 'Maximum' and 'Minimum' strike radius fields only work for planes on strike missions.

Could they be made to apply to boats and subs on strike missions too, please? At the moment, they'll chase anything on the map and there's no simple way to limit the range. (This could be useful for boats stationed at docks - they could move out to strike anything too close, then return)

Also, on a similar note, perhaps could the Transit*/Patrol/Attack speeds in the Patrol Mission Editor for boats and subs have a 'Stop' setting. This way, they could be ordered to stay still when patrolling (not engaging a target), or not to move when attacking.

*Obviously, not necessary for the transit setting! Or for planes!


Added these as normal requests on our list. Thanks!

Mike

_____________________________


(in reply to ColonelMolerat)
Post #: 549
RE: RUNNING POLL - gameplay features - 9/9/2016 11:22:16 PM   
Wasicun

 

Posts: 139
Joined: 11/10/2013
From: Verona, Italy
Status: offline
how can i vote?

I choose real time multiplayer btw.

Greetings

(in reply to mikmykWS)
Post #: 550
RE: RUNNING POLL - gameplay features - 9/11/2016 4:24:17 PM   
kevinkins


Posts: 2257
Joined: 3/8/2006
Status: offline
Would it ever be beneficial for the user or designer to set a limit to the "scrollable" lat-long and altitude allowed during game play? I often find myself over scrolling in either x, y, and or z directions. So when playing over the Black Sea I end up out over the Mediterranean or farther away. Even in orbit. I know I can be careful and avoid this. I use the mouse wheel a lot. Would limiting the playing area additionally help software performance? Yes, nick picking ... but just curious.

<ported over from the main forum, please comment here>

(in reply to miller7219)
Post #: 551
RE: RUNNING POLL - gameplay features - 9/11/2016 5:04:07 PM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
"nick picking" is nitpicking...just nitpicking on ya.

(in reply to kevinkins)
Post #: 552
RE: RUNNING POLL - gameplay features - 9/11/2016 5:46:00 PM   
kevinkins


Posts: 2257
Joined: 3/8/2006
Status: offline
that's the Greek side of the family coming through.

(in reply to thewood1)
Post #: 553
RE: RUNNING POLL - gameplay features - 9/12/2016 11:15:27 PM   
ETF


Posts: 1748
Joined: 9/16/2004
From: Vancouver, Canada
Status: offline

quote:

ORIGINAL: Wasicun

how can i vote?

I choose real time multiplayer btw.

Greetings


OH Ya! That would the day. Hoping for a nice add-on for that! It would increase the fan base immensely IMHO.


_____________________________

My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade

Twitter
https://twitter.com/TacticWargamer

(in reply to Wasicun)
Post #: 554
RE: RUNNING POLL - gameplay features - 9/13/2016 2:16:46 PM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline
I would like to be able to set special message pop-ups for new contacts / contact changes by contact type; in large scenarios it's common for heaps of bogeys to be present, so setting pop-ups for new contacts stops the game every few seconds. Being able to set the pop-up for new skunks or goblins would allow the player to run in time compression while stopping immediately if a goblin or skunk is detected (and not every couple of seconds when a bogey appears)

As a follow-on, being able to customise the sounds for different contact types would be great, but this is a distant second to the above.

(in reply to ETF)
Post #: 555
RE: RUNNING POLL - gameplay features - 9/16/2016 3:52:17 PM   
kevinkins


Posts: 2257
Joined: 3/8/2006
Status: offline
Are the following statements true?

Weapon system reliability and accuracy are separate characteristics which are "baked" into the database and can not be altered by the designer.

Proficiency is set by the designer globally for a side. It is related to training/non-technical/non-database factors.

Additionally,

Is there any talk about being able to assign differing proficiency levels to individual systems per side in the editor? For example 2/6 F14s are aces, the other 4 regular. Or being able to set "maintenance = reliability" levels the same way?





(in reply to Rory Noonan)
Post #: 556
RE: RUNNING POLL - gameplay features - 9/16/2016 4:01:56 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
I am not certain on your first point so won't speculate.

On the second point however, you can already do that: In the clip you see a Sqn of Harriers most are Veteran, 5 are Aces and one (a new replacement) is Regular.

You set the proficiency by unit or group with the drop down in the lower right of the box.

B




EDIT: Re-read you're post. Yes the designer sets the proficiency for the entire side based on how he feels the factors he believes are important, training, moral, rest, experience etc. Then adjusts the individual units base on the same thing but more fine tuned.

Attachment (1)

< Message edited by Gunner98 -- 9/16/2016 4:05:22 PM >

(in reply to kevinkins)
Post #: 557
RE: RUNNING POLL - gameplay features - 9/16/2016 4:31:04 PM   
kevinkins


Posts: 2257
Joined: 3/8/2006
Status: offline
Thanks, did not see that option on the lower right. Gee, more factors to test and play with ...

Without checking a bunch of scenarios, do designers typically highlight in the briefings which units are less than or greater than "regular" or do they have the player check those assignments in the OOB view like you show above? I would place them in the briefing but I could see testing the players attention to detail too.

(in reply to Gunner98)
Post #: 558
RE: RUNNING POLL - gameplay features - 9/23/2016 6:29:43 PM   
tipsypo

 

Posts: 6
Joined: 8/4/2016
Status: offline
quote:

ORIGINAL: kevinkin

Would it ever be beneficial for the user or designer to set a limit to the "scrollable" lat-long and altitude allowed during game play? I often find myself over scrolling in either x, y, and or z directions. So when playing over the Black Sea I end up out over the Mediterranean or farther away. Even in orbit. I know I can be careful and avoid this. I use the mouse wheel a lot. Would limiting the playing area additionally help software performance? Yes, nick picking ... but just curious.
<ported over from the main forum, please comment here>


Think I would quite like that. Would use with some custom layers to restrict the viewable area to those layers. For example would be cool to use an nautical chart (am sure I saw an post on here where someone did use one) or some other height map as an map instead. So I do not see the hard edge where the nautical chart stops and the black void, relief, or blue marble kicks in. Though I presume you would also require something to prevent units wandering out the viewable area in order to make that work? Well could use the ORBAT to select them and then change their course back I guess.

Unrelated though I can think another View Setting similar to the "Borders + Coastlines" that would be cool, another setting that shows you the both the Land Borders and Territorial Waters akin to what you can see on the OpenStreetMap.

< Message edited by tipsypo -- 9/23/2016 6:42:34 PM >

(in reply to kevinkins)
Post #: 559
RE: RUNNING POLL - gameplay features - 10/1/2016 3:44:57 AM   
kevinkins


Posts: 2257
Joined: 3/8/2006
Status: offline
Custom scenario folders? Just to organize the growing number of scenarios. I hope I missed this feature since I need get things under control

(in reply to tipsypo)
Post #: 560
RE: RUNNING POLL - gameplay features - 10/1/2016 6:46:49 AM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline
You can already do this.

Open up windows explorer, find the CMANO directory, then open up \Scenarios.

Inside you can creat new folders and move things about to your heart's content. I do this to keep things in order, as well as keep WIP scenarios and older builds separate from the rest.

< Message edited by apache85 -- 10/1/2016 6:47:13 AM >

(in reply to kevinkins)
Post #: 561
RE: RUNNING POLL - gameplay features - 10/1/2016 12:59:56 PM   
eleos


Posts: 72
Joined: 3/21/2016
From: Mesoropi, Macedonia, Greece
Status: offline
Is there any chance to change "Range and Profile" when used in strike missions?
e.g. When F-16Blk30 use AGM-65G have a Hi-Lo-Hi profile.
It would be great if we could change this to Lo-Lo-Lo or Med-Lo-Med etc and at the same time be advised about the new mission range.

(in reply to Excroat3)
Post #: 562
RE: RUNNING POLL - gameplay features - 10/1/2016 3:20:37 PM   
kevinkins


Posts: 2257
Joined: 3/8/2006
Status: offline
But apache5 I tried that and Command does not find the folders from within the game. It will only load scenario files from set folders. Follow?

< Message edited by kevinkin -- 10/1/2016 3:26:27 PM >

(in reply to eleos)
Post #: 563
RE: RUNNING POLL - gameplay features - 10/1/2016 3:52:40 PM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
I create bunches of new folders and they all show up as folders in Command.

(in reply to kevinkins)
Post #: 564
RE: RUNNING POLL - gameplay features - 10/1/2016 4:13:20 PM   
kevinkins


Posts: 2257
Joined: 3/8/2006
Status: offline
OK, looks like trying to make sub folders in the pre-set folders e.g. LIVE, Northern Inferno, Standalone Scenarios and Tutorials will not work but custom folders outside those folders will. You can move scenario into and out of those pre-set folders but can't make folders within them that Command recognizes. Thanks.

(in reply to thewood1)
Post #: 565
RE: RUNNING POLL - gameplay features - 10/1/2016 6:33:41 PM   
stilesw


Posts: 1497
Joined: 6/26/2014
From: Hansville, WA, USA
Status: offline
Strange. I just did a test - created a sub-folder in \scenarios\LIVE\ called "TestFolder". I then copied a scenario into the new "TestFolder". Started CMANO and found the .scen file in the "\scerarios\LIVE\TestFolder" with no problem. I'm running CMANO v1.11, SR5, Build 847.1. Don't know why it does not seem to work for you.

-Wayne Stiles

(in reply to kevinkins)
Post #: 566
RE: RUNNING POLL - gameplay features - 10/1/2016 9:21:42 PM   
magi

 

Posts: 1529
Joined: 2/1/2014
Status: offline
I would like to see.... That aircraft under " maintenance ".. Are by "default" below deck if space is available.....

(in reply to stilesw)
Post #: 567
RE: RUNNING POLL - gameplay features - 10/1/2016 9:25:08 PM   
magi

 

Posts: 1529
Joined: 2/1/2014
Status: offline
I would like to see.... That assets on a a mission.. once the mission termites.. can be pre allocated to a following mission.....

In other words.... You can set up a sequence of missions.....

< Message edited by magi -- 10/1/2016 9:26:13 PM >

(in reply to magi)
Post #: 568
RE: RUNNING POLL - gameplay features - 10/1/2016 9:31:17 PM   
kevinkins


Posts: 2257
Joined: 3/8/2006
Status: offline
Thanks Wayne. I have what I need. Even though I know it ain't so ... I will still blame it on the Anniversary edition screwing with my system. When is doubt blame da man.

(in reply to magi)
Post #: 569
RE: RUNNING POLL - gameplay features - 10/5/2016 6:29:34 AM   
Cik

 

Posts: 671
Joined: 10/5/2016
Status: offline
please add push points

if my strike package goes to the target one more time while my SEAD is refuelling i'm going to scream

if you're given more than a token force of fighters to play with and they have to go more than a few miles to target this inevitably becomes a big problem. i should not have to watch the whole breadth of my forces to constantly redirect idiots deciding that they're going to push into the SA-10 without SEAD or push over the border without their escort (who knows what they're doing)

there needs to be an option to require different elements to group up at RPs or areas before they go to the target. even if this results in the whole package bingoing out it's at least preferable to losing sometimes thousands of points in scenarios because my low-level attackers suicide into the NEZ of some grumble.

also SEAD needs to be way more conservative with their ARMs, assigning a flight of wild weasels to SEAD escort and then having them dump every single HARM into the first search radar they get into range of is ridiculous, it's even worse if it's a shilka which can't even threaten their package of standoff bombers.

shamal especially is almost unmanageable because of these issues.


(in reply to ColonelMolerat)
Post #: 570
Page:   <<   < prev  17 18 [19] 20 21   next >   >>
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> RE: RUNNING POLL - gameplay features Page: <<   < prev  17 18 [19] 20 21   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.750