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RE: RUNNING POLL - gameplay features

 
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All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> RE: RUNNING POLL - gameplay features Page: <<   < prev  19 20 [21] 22 23   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: -- )
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RE: RUNNING POLL - gameplay features - 11/22/2016 12:30:40 PM   
AlGrant


Posts: 912
Joined: 8/18/2015
Status: offline

Dynamic ORBAT window:

More an GUI update request than a new feature.
Would it be possible for the ORBAT window to auto update whilst open?

Current behaviour is that to update the screen it needs to be closed/opened again.

When running multiple monitors I like to keep the ORBAT window open (along with the message log).
Clicking on a unit in the ORBAT window (or its mission tab) already centres the screen on that units and selects it and is one of the quickest ways to navigate around units in large scenarios. Having it dynamically update would it into a far more useful game screen.


(in reply to Cik)
Post #: 601
RE: RUNNING POLL - gameplay features - 11/24/2016 9:30:47 AM   
eleos


Posts: 72
Joined: 3/21/2016
From: Mesoropi, Macedonia, Greece
Status: offline
Congrats to the development team for the unilimited hours of brainstorming for the next mission.

I have a request though i don't know if anyone has post it before.

Can you improve the loadout flexibility. There are missiles that aren't used by any a/c. e.g. AA-10 Alamo F
A loadout manager within the new super duper advanced mission plan editor, maybe taking into account fuel weight, total weight and staff like that?

Please

(in reply to AlGrant)
Post #: 602
RE: RUNNING POLL - gameplay features - 11/28/2016 10:36:01 AM   
Peter66

 

Posts: 104
Joined: 11/13/2016
Status: offline
The feature I'd like to see the most at the moment is:

The ability to merge scenarios. Why? Because what if I create for example, a set of Events with Lua scripts that I want to use in several scenarios? One that I'm working on now involves many Events like this and it would be beneficial in my eyes for scenario designers to share this kind of "template". Import's work well with units but an ability to merge an entire scenario in to another would be fantastic. This would allow designers to create template countries with their own missions set up. Or civilian shipping for a particular area that is randomised all available by merging it in. Remaking Events without this is currently tedius. The possibilities are endless.

(in reply to eleos)
Post #: 603
RE: RUNNING POLL - gameplay features - 11/28/2016 11:46:10 AM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
Peter66

I like your ideas. There are currently ways to work around your issue and I have done this quite a bit with the Northern Fury series. Its not perfect and it takes some forethought but it does work.

-Create a 'master' scenario with all of your baseline events
-Create distinct groups, perhaps a county, perhaps a TG. Save these in a special directory in the import/export function
-Create a plan for your series of scenarios so you can see where you have duplication and plan for that.

By doing this you can build many scenarios off of your master, and you keep adding to your pool of saved entities. There are some pitfalls like having orphan events and actions etc but it does save a lot of time.

B

(in reply to Peter66)
Post #: 604
RE: RUNNING POLL - gameplay features - 12/3/2016 12:49:19 PM   
cheap

 

Posts: 2
Joined: 7/27/2014
Status: offline
Curious, does anyone know if a feature has been requested that provides an area on the GUI, possibly Contact Report, that displays/records not only sensor contacts but observed Damage Assessments and Spent Ordinance of each previous HIT/MISS? Those are "Contacts" as well correct?

I'd love to page through each target and see what impact I've made and using what ordinance/strike package. Tired of sifting through the log for this in game. Even expanding on the log with adjustable filters might help.

(in reply to miller7219)
Post #: 605
RE: RUNNING POLL - gameplay features - 12/3/2016 2:35:30 PM   
cheap

 

Posts: 2
Joined: 7/27/2014
Status: offline
I realize that the log does have a filter and I do sift through by typing out what I want each and every time. I guess I want a nicer GUI experience to anything my sensors or pilots are picking up in a single place (Contact Report). Any intel report/contact per-target in a single GUI window (per-target).

(in reply to cheap)
Post #: 606
RE: RUNNING POLL - gameplay features - 12/4/2016 3:31:34 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline
In-Game Timer. A player-accessible timer that will pop up a message/pause at either a specific clock time or after a specific amount of time.

(in reply to cheap)
Post #: 607
RE: RUNNING POLL - gameplay features - 12/23/2016 9:59:52 PM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline
Now that CMANO supports larger / longer scenarios (The Longest Battle for example), being able to toggle display of various units would be really useful; i.e. a display setting that toggles on or off display of air / surface / ground and submarine units, also friendly / unknown / other.

(in reply to Primarchx)
Post #: 608
RE: RUNNING POLL - gameplay features - 12/29/2016 7:15:22 PM   
Cousteau

 

Posts: 13
Joined: 11/5/2016
Status: offline
Hi,

a suggestion for the doctrine options: be able to fix the minimum number of aircrafts in a flight (by aircraft category). This option could have influence on the size of flights in missions and could oblige the player - in manual launch - to select at least the required number of aircrafts.

this parameter could also be adjusted with the level of threat : peace (no hostile/no unfriendly), crisis (no hostile/unfriendly), war (hostile)

of course these parameters could be locked in scenario's design


this will avoid some unreallistics situations like sending a single interceptor to shoot down a foe, and will downgrad (a little) the attrition capacities of the player and stretch the time necessary to smash the ennemy. I think that some objectives of scenarios are obtained too quickly with regard to the real life.

(in reply to deepdive)
Post #: 609
RE: RUNNING POLL - gameplay features - 12/30/2016 12:55:10 PM   
INWI

 

Posts: 6
Joined: 7/23/2013
Status: offline
It would be nice to have font setting in log, Also would be nice to have control in diesel submarines to switch propulsion when surfaced, also fix the colonial databases not visible in change database menu.

(in reply to Cousteau)
Post #: 610
RE: RUNNING POLL - gameplay features [Feature Requests ... - 12/30/2016 3:52:18 PM   
Hefeteig

 

Posts: 1
Joined: 12/30/2016
Status: offline
Greetings,

it would be very nice for long operations to have the possibility to rearm ammo, etc. by delivered supplys from maybe Ferry-Missions with transportable munition.

Thanks so far.
I love this sim :)

(in reply to Dimitris)
Post #: 611
RE: RUNNING POLL - gameplay features [Feature Requests ... - 12/30/2016 7:24:20 PM   
Cik

 

Posts: 671
Joined: 10/5/2016
Status: offline
seems like a big request but some sort of replay system where you can toggle on/off different sides' views dynamically would be pretty cool.

it feels to me like there's a need for something like this because it's often extremely difficult to tell after a defeat (of any scale) exactly what you did wrong, and ESPECIALLY with submarines. as it is it's extremely difficult to tell

-when you were detected
-by what
-why (excess noise, too close, too shallow, too deep, etc)
-what the AI did to kill you (well, besides drop torpedoes in the water)
-how the AI moved to do so

etc.

also it might be cool to get more information from the contact report. for instance

-time of detection
-detected by sensor(s)
-who can see this unit at this moment
-why it was detected (i assume the game tracks this in some sense already, otherwise the detection system probably wouldn't work)



anyway dartboard post sorry about that.

(in reply to Dimitris)
Post #: 612
RE: RUNNING POLL - gameplay features [Feature Requests ... - 12/30/2016 10:28:41 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
The game has a recorder with replay.

Mike

_____________________________


(in reply to Cik)
Post #: 613
RE: RUNNING POLL - gameplay features [Feature Requests ... - 12/30/2016 11:32:47 PM   
Cik

 

Posts: 671
Joined: 10/5/2016
Status: offline
wut

(in reply to mikmykWS)
Post #: 614
RE: RUNNING POLL - gameplay features [Feature Requests ... - 12/31/2016 12:11:07 AM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline

quote:

ORIGINAL: Cik

wut


The button that says 'record'. It's to the right of 'start/resume' and 'custom overlay'.

Page 39 of the manual explains it's function.




(in reply to Cik)
Post #: 615
RE: RUNNING POLL - gameplay features - 1/2/2017 1:54:12 AM   
AndrewJ

 

Posts: 2318
Joined: 1/5/2014
Status: offline
Colour coded fuel bars might be a nice tweak to the UI.

(I made a new topic instead of posting here the first time, sorry. So here's a link just in case.)

(in reply to AlGrant)
Post #: 616
RE: RUNNING POLL - gameplay features - 1/3/2017 8:21:04 AM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline
Now that more and more people are playing big scenarios and making use of the mission editor, can we change the default mission behaviour to 'inherited' regardless of mission type?

If I am choosing to have my entire OOB stay passive on radar, I don't want a single FFG to go active on the off chance they detect a periscope with surface radar while on an ASW mission.

I can see why the settings are the way they are ATM but I think that now players are more conscious of the Doctrine/WRA screen it might be better to 'Inherit' all settings regardless of mission type.

(in reply to miller7219)
Post #: 617
RE: RUNNING POLL - gameplay features - 1/5/2017 1:57:59 PM   
DWReese

 

Posts: 1824
Joined: 3/21/2014
From: Miami, Florida
Status: offline
I would like to see a little more info provided (maybe through the Scenario Editor, maybe elsewhere) about the effectiveness of jamming and being jammed. In some of the scenarios that I played, a unit may be being jammed by an opposing air unit, and also offensively jamming an opposing unit that might be attacking them. So, you will see the word "Jammed" and "Jamming" next to the unit at the same time. I realize that these are two separate things, but I would like to "see" the effectiveness of these actions. I never "see" any results from these actions, I simply trust that they have some effect. But, if they aren't really having any kind of impact, then I will simply not mess with them. So, maybe an approximation of the effectiveness could be revealed. Something like, "Unit XXX is jamming your unit. Expect an approximate 10 percent reduction in performance." Then you would know that it is doing something. Or, at least it would appear to be doing something.

(in reply to miller7219)
Post #: 618
RE: RUNNING POLL - gameplay features - 1/5/2017 2:07:55 PM   
Cik

 

Posts: 671
Joined: 10/5/2016
Status: offline
^this seems like a good idea.

i'm not sure about jamming TBH. even ALQ-99X which is supposed to be a very strong jammer seems to have problems suppressing SA-2 sites, which seems really strange.

for an old SA-2 99 x ray would be like staring into the center of the sun, i'm sure. maybe add a tab to the sensors window that displays limiting factors?

(in reply to DWReese)
Post #: 619
RE: RUNNING POLL - gameplay features - 1/6/2017 1:00:49 PM   
Peter66

 

Posts: 104
Joined: 11/13/2016
Status: offline
I'd like to see a very simple request implemented but it's also low priority.

The "Switch to..." menu in the scenario editor has no scroll function. Using the middle mouse wheel or scroll bar would be fantastic and make my life so much easier. I'm unsure if other scenario makers use extensive lists of sides, but for the likes of my Master Template scenario it's frustrating. At the moment I am creating a scenario with Player and Japan right now but there are many other sides I intend to fill. I have to manually click the down/up arrow many many times to get to my side of choice. This is annoying and nothing more. Would be nice if it kept scrolling if I held the arrow down or similar.

(in reply to Cik)
Post #: 620
RE: RUNNING POLL - gameplay features - 1/6/2017 1:10:10 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
Another method is using Alt+S and cycle though the sides - quite helpful but doesn't do exactly what your asking. I have the same issues but Ragnor pointed out the hotkey function and it is very useful.

B

(in reply to Peter66)
Post #: 621
RE: RUNNING POLL - gameplay features - 1/6/2017 7:59:36 PM   
Peter66

 

Posts: 104
Joined: 11/13/2016
Status: offline
Ooohh, that's easier on the hands. Many thanks.

(in reply to Gunner98)
Post #: 622
RE: RUNNING POLL - gameplay features - 1/7/2017 1:02:10 PM   
DrRansom

 

Posts: 167
Joined: 7/14/2013
Status: offline
From another thread:

Electronic Warfare jammers include affected wave-lenghts in unit description

Electronic Warfare aircraft have a weapon mount display showing jammer preferred direction.

Both would make it easier to use electric warfare without giving the player any unrealistic information.

(in reply to Peter66)
Post #: 623
RE: RUNNING POLL - gameplay features - 1/7/2017 5:18:50 PM   
wild_Willie2


Posts: 2934
Joined: 10/8/2004
From: Arnhem (holland) yes a bridge to far...
Status: offline
+1 for the extra jammer information!!

_____________________________

In vinum illic est sapientia , in matera illic est vires , in aqua illic es bacteria.

In wine there is wisdom, in beer there is strength, in water there are bacteria.

(in reply to DrRansom)
Post #: 624
RE: RUNNING POLL - gameplay features - 1/7/2017 5:31:08 PM   
Sardaukar


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

Both radar and jammer frequencies should be available in DB viewer.

_____________________________

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


(in reply to wild_Willie2)
Post #: 625
RE: RUNNING POLL - gameplay features - 1/11/2017 2:38:45 AM   
Cik

 

Posts: 671
Joined: 10/5/2016
Status: offline
the game already tracks which radars are FCRs (proof being that there is a "show only FCR emissions" option

can we get an option for SEAD patrol/SEAD strikes to only target FCRs with ARM?

certain scenarios almost require this due to how many SAMs there are and how little ARMs you are provided with.

especially in patrols keeping SEAD units on station is often fairly difficult because as soon as they arrive they will toss a ton of HARMs at a bunch of non-threatening search radars and then immediately RTB.

(in reply to Sardaukar)
Post #: 626
RE: RUNNING POLL - gameplay features - 1/11/2017 10:37:47 AM   
Peter66

 

Posts: 104
Joined: 11/13/2016
Status: offline
Just found something out that I didn't realise wasn't already present. Can we have the option to nest groups please?

Example:
US Carrier Strike Group's include at least 2 destroyers/frigates. I just created several ships from DESRON 15 and added them to a group named DESRON 15. However when merging DESRON 15 with CSG 5 it automatically disbands DESRON 15 and merges them in to the new group CSG 5. The ability for it to either remember the group before or an ability to have a hierarchical group system would be useful. Would allow players to group useful units but allow them to participate in a larger picture for short periods of time before going back to their original missions etc.

(in reply to Cik)
Post #: 627
RE: RUNNING POLL - gameplay features - 1/16/2017 4:21:04 PM   
orca

 

Posts: 501
Joined: 11/6/2013
Status: offline
Would be great if there were different types of escorts on strike mission:

This very well could be part of the advanced strike planner that we are all eagerly awaiting.

i.e.
AAW -fly in front of strike package and engage aircraft
SEAD- fly in front of strike package and engage SAM, radar, etc
EW/OECM- fly behind strike package
Tanker- fly behind strike package and disengage before flying into a designated area

Thanks for considering.

(in reply to Peter66)
Post #: 628
RE: RUNNING POLL - gameplay features - 1/17/2017 6:12:46 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
Some method of working out when dawn and dusk are.  This will allow planning of strikes with day only a/c.  No point in launching if the a/c are going to arrive at night.

(in reply to orca)
Post #: 629
RE: RUNNING POLL - gameplay features - 1/21/2017 10:13:15 PM   
Puciek

 

Posts: 63
Joined: 1/10/2017
Status: offline
I would love for the main game window to remember its last position when launching. The issue is that I normally don't play it on full screen, but instead neatly nested between other windows. Sadly whenever I restart CMANO, it starts in maximized mode, so I have to load a scenario, and then I can re-nest the window. It would be lovely if it could remember it's own settings from last launch, just like the other windows do.

(in reply to Chris21wen)
Post #: 630
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