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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 - 1/24/2017 5:05:52 AM   
majorskiddies

 

Posts: 1
Joined: 1/22/2017
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I didn't notice fixing the UI with 4k/ULD screens but that would be my pick in terms of usability.

I voted for more immersive land combat.

I kind of hope that includes proper amphibious and ferry missions (paratroops, helo assault etc).

Never seen a game that could handle a brigade para drop but this could be the one once implemented. Don't forget to add para drop RHIBs and Zodiacs when implemented Matrix Team!?:)

(in reply to miller7219)
Post #: 631
RE: RUNNING POLL - gameplay features - 1/24/2017 6:18:30 AM   
BathtubAdmiral

 

Posts: 13
Joined: 1/19/2017
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I would be glad about a simpler cargo system for beeing able to establish a supply chain. For me it's frustrating to transport dozens of tons of freight to a hub by Hercules or C-17 and then not beeing able to take the supplies to the troops by helicopter e.g. I would prefer a cargo system as simple as for passengers, troopers etc.

(in reply to majorskiddies)
Post #: 632
RE: RUNNING POLL - gameplay features - 1/29/2017 3:04:19 PM   
inanetunaman

 

Posts: 27
Joined: 1/29/2017
Status: offline
i have already said this on steam, but that is not the game website so i will say it here as it is not on the list


i really think it needs a custom unit/layout/sensor/weapon editor, and an ability to load multiple files in the editor so you can add you new special units, or pluck small amounts of units out of the other databases easily



i have a bunch of others that i may format later(it can be a long list), but this is the biggest one i want and suggesting 50+ things may not be effective

(in reply to miller7219)
Post #: 633
RE: RUNNING POLL - gameplay features - 1/29/2017 8:23:33 PM   
Dimitris

 

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

ORIGINAL: inanetunaman
i really think it needs a custom unit/layout/sensor/weapon editor, and an ability to load multiple files in the editor so you can add you new special units, or pluck small amounts of units out of the other databases easily


The scenario editor already offers the ability to customize a unit's weapons, sensors, datalinks etc. (see also the manual). It's not covering everything (e.g. you cannot change engines ATM) but it addresses the most common use cases. See also: http://www.warfaresims.com/?page_id=2920#1101

A comprehensive DB editor is available in the Professional Edition.

_____________________________


(in reply to inanetunaman)
Post #: 634
RE: RUNNING POLL - gameplay features - 1/29/2017 8:51:23 PM   
inanetunaman

 

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Joined: 1/29/2017
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that was not what i meant, i mean creating a new weapon of ship, it is very very very very tedious to edit ships, especially if you want a new class of fleet ship or drone,
the sensor list is the worst of all here, it is almost impossible to understand them, and picking one with the range you want is hard

and the weapon editor does not work for planes, yes you can add the missile you want, but it always has the weapon added regardless of the layout you pick, i want my plane to be able to load the Israels short range AA missile instead of the american one, also you can't edit planes on the ground, and honestly it is unrealistic to expect someone to spend 10 hours editing planes just to change one layout, i have tried to do this, and have spent over a week merely adding units and filling magazines with every single weapon for every single plane

you also can't change armor, signatures(radar,sonar, and visual), air facilities, fuel supplies, AIP sources, max speed,max sea state, and/or max depth/altitude , also day/night effectiveness

i have read the post saying why they don't want us to be able to alter databases, but you could go around that by allowing us to make our own units as seperate files that are attached and then loaded after the database when a scenario was started


at very least, it would help if you could copy a unit WITH its altered properties

< Message edited by inanetunaman -- 1/29/2017 8:52:54 PM >

(in reply to Dimitris)
Post #: 635
RE: RUNNING POLL - gameplay features - 1/29/2017 8:57:06 PM   
mikmykWS

 

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Joined: 3/22/2005
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You can clone a unit in game using Shift C (opposed to just c which copies the unit in a pristine state from the db). If you'd like to move it from scenario to scenario you can capture the changes in a delta file who's changes can be applied to any scenario you wish. There is a bit in the manual.

As far as a db editor we're not offering that to the entertainment crowd at this point. Maybe one day.

Thanks!

Mike

_____________________________


(in reply to inanetunaman)
Post #: 636
RE: RUNNING POLL - gameplay features - 1/29/2017 9:21:33 PM   
inanetunaman

 

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Joined: 1/29/2017
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that works well for ships, but not planes, were i really would want to change layouts, changing layouts meaning adding or changing an option that is selected before launch, and as far as i know, can't be done for landed aircraft, so you can't make a special fighter squadron were their F22s carry special sidewinders that work on ground units as well, or the simpler one that allows them to be equipped with 2 AAAMs or 6 AMRAAMs

it would allow you to replace their gun with a forward firing laser(i think, but am not sure if only clicking one box would mean straight firing in front of the aircraft) ... although the current lasers i have found in the database are too powerful for my idea were it only really works on planes or missiles, and barely does anything to ships or soft targets



it would also be nice if there was a way to reto-fit an older plane that makes it have later weapon/sensor versions, even if the real plane no longer exists

(in reply to mikmykWS)
Post #: 637
RE: RUNNING POLL - gameplay features - 1/29/2017 11:08:08 PM   
mikmykWS

 

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

quote:

ORIGINAL: inanetunaman

that works well for ships, but not planes, were i really would want to change layouts, changing layouts meaning adding or changing an option that is selected before launch, and as far as i know, can't be done for landed aircraft, so you can't make a special fighter squadron were their F22s carry special sidewinders that work on ground units as well, or the simpler one that allows them to be equipped with 2 AAAMs or 6 AMRAAMs

it would allow you to replace their gun with a forward firing laser(i think, but am not sure if only clicking one box would mean straight firing in front of the aircraft) ... although the current lasers i have found in the database are too powerful for my idea were it only really works on planes or missiles, and barely does anything to ships or soft targets



it would also be nice if there was a way to reto-fit an older plane that makes it have later weapon/sensor versions, even if the real plane no longer exists



I understand. There are no plans to release that capability at this point. Sorry.

Mike

_____________________________


(in reply to inanetunaman)
Post #: 638
RE: RUNNING POLL - gameplay features - 1/30/2017 12:50:15 PM   
ColonelMolerat

 

Posts: 479
Joined: 9/23/2015
Status: offline
inanetunaman -

I don't know if this helps, but if I want a special loadout on grounded planes, I place them in the air, set their loadout, then tell them to land.

Once they've landed, I set their time to ready, and reset the mission time to the start, so it's as if they were never in the air.

If they use up their new weapons, when they land again it says that they're rearming with their old loadout, but once they take off they'll have also rearmed the new weapons you gave them.

(in reply to mikmykWS)
Post #: 639
RE: RUNNING POLL - gameplay features [Counting Damage P... - 2/9/2017 6:03:16 PM   
Fer_Cabo

 

Posts: 111
Joined: 9/17/2015
Status: offline
In order to define a "fair" scoring (obviously it's not the same damaging a corvette than a cruiser or CVN, or BCGN, etc.), lots and lots of SCORING EVENTS have to be set up.

And that scoring criteria and the numerous events associated to it can vary from one scenario to another, and above all, it's more or less arbitrary depending on the guy who's editing the Scenario, besides not discerning one level of damage from another as previously stated.

Now imagine duplicating, triplicating or even more so the number of events to simulate the varying % of Damage due to repeated attacks, which does not consider the increasing damage caused by a Fire or Flooding resulting from just one initial attack.

No doubt, CMANO keeps track (at least separately) of the DPs suffered by each and every unit at any given moment. The aim here is to be able to add up and summarize that amount of DPs in a way that can be used to trigger events (i.e. => When DP suffered > 15.000 then Change ROE and Grant Use of Nuclear Weapons - Set to "Yes")

(in reply to Dimitris)
Post #: 640
RE: RUNNING POLL - 2/23/2017 9:06:39 PM   
inanetunaman

 

Posts: 27
Joined: 1/29/2017
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long list

Well, I honestly do not expect to get all of these, but hope some may make it on the list, but am going to list most of the things I have thought of while playing around in the editor, except the one I have already gotten a NO to
Because of that, most of this would be from the point of the editor
------------------------------

I still want a layout editor, but since you don’t want us to be able to edit databases, it would help if there was an “aircraft launched” and “aircraft landed” trigger, so we could add and remove weapons (and sensors/datalinks that they need) as the planes take off, and we could use LUA scripts to only apply the changes if it is has a certain layout
the example I have that this would help for is that brazil’s A-4 has 2 AA layouts with very similar layouts, so if the plane took off with one of the layouts it would remove one fuel tank and add a new missile(super r.530 in this case)
it would also be nice if there was extra layouts at the end, like (unused AA, or unused strike) that have the planes take off without any weapons (except guns) but still have armed ready times and still allow you to add weapons inside the layout so they effect the weight, I have found this works fine with normal layouts, except does not work with ferry or recon layouts

---------
Similar to that, it would be helpful if you could select “prohibited layouts” in the editor, like not allowing the 4 phoenix layout, but allowing the 1 and 2 phoenix layouts, but for more than one plane(not just only giving the base 2 phoenix missiles
Or possibly not allowing certain planes to change layouts
-------------
The ship AI needs work, if you turn off standoff distance (to get better hit rate, or to use secondary weapons) they ships seem intent to ram the other ship, completely ignore the fact that they take up space themselves and then overshooting the ship and if you zoom in it looks like 2 planes fighting, this makes sense for a small very fast boat, but not a destroyer getting close to a carrier
They should need to keep their ship length away from another ship, or they would of collided in RL
Also, I noticed that ships with depth charges don’t try and overtake submarines to drop their weapons, they try and turn around before getting out of range
Another thing that would be useful would be a doctrine option to add any attacking ship to their target list if they do not engage non-mission targets
ALSO MAKE IT SO SHIPS AVOID BEING HIT BY THEIR OWN UNGIDED TORPEDOS AND ROCKETS, OR WON’T FIRE SOMETHING THAT WILL HURT THEM OR THEIR FRENDS(DON’T SHOOT A 403MM ROUND AT A SHIP THAT ONE OF YOUR OTHER SHIPS IS CLOSE TO) (all caps for my lost PT boat) (also would apply to planes bombing near you units)
------------------
The sub AI could have a few improvements, mostly more options
First off, it would be helpful to tell them to limit speed when their battery is low in the doctrine window, like cruse only when battery is less than 50% unless running from torpedoes
It would also be helpful if there was settings about surfacing to attack with guns, this setting would override the dive when threat setting, but only when they try to attack

66 ft periscope depth is not that unrealistic if you measure from the bottom, but 0 is still surfaced, so that would mean it was a 66ft long periscope, but this has little effect on gameplay
Also, there are some arrears were a sub should not be allowed to be underwater, they are limited to dive past those points, but if 66ft is periscope depth, 24 feet should not be underwater
Outside of that, it seems good
-----------------------------------------
The airplane AI seems great, but there are a few things I think would be better if change
The single-minded RTB plans, I have seen plenty of times when a plane is killed because it goes to refuel or RTB near enemies, they were going in to attack, but then leave and won’t turn or go faster than 480kts and get killed, it would help if you could tell them to continue at high speed (if they have the fuel) it would also be helpful if there was an option to have RTBing planes turn around and engage pursuers, as I have had times when a plane still has sidewinders left and an older fighter is chasing them for a gun kill(also the plane won’t throttle up to avoid it), and they get killed, when they may of made it if they had turned around and defended themselves
It would also be helpful if there was a “yes unless illumining for weapon” option in the automatic evasion doctrine setting
With that last line, another interesting(but probably annoying) feature would be if novice pilots lose their nerve with that setting, and evade anyway making their weapon miss
--------------------------------------------
It would be helpful if you cold click and open the database viewer then adding aircraft with the ctrl f6 menu, and not have to have them both open at the same time
---------------------------
Could the generic chaff and flare rockets work for land units like tanks, they don’t, also maybe for surfaced subs
--------------------------------------
Detail of how decoys work in their database viewer, as well has a database viewer for sensors
---------------------------------------------------------------
“Search” missions, combining AEW and ASW searches into one mission, support can do this for AEW, but it would be nice if there was a search mission were they would fly to maximize search area, and possibly have multiple planes work together automatically, like drones flying to radar contacts
---------------------------------------
Separate “nuclear strike” mission to preset attacks, as well with predefining were to detonate, having it active would cause each unit in the mission to be ready to fire, but you would still need to click on something to launch
-----------------------------------------------
Generic radar illuminators that can guide any SARH weapons
---------------------------------------------------------
Option to add sensor guidance to mounts
------------------------------------------------
Now another major one
Groups of ships
First off, the group should really set the group speed settings to the speed of the slowest unit, if you carrier can go 35kts that does not mean the whole fleet can, and the leave ships behind when you use manual speeds, also it make it really easy use up all your fuel if you don’t realize that the cruise setting for you group makes some ships use their full setting
also units with similar max speeds seem to have trouble, the case I have is when some of my frigates fell behind, despite the fact they can travel 1kt faster than the lead ship, the group setting was 32kts, and they went 30kts (full speed) but there flank speed was 33 kts, they should not of fallen behind when they are faster, but I am not sure if the AI can order ships to go at any speed, or if there is some other reason some ships go faster than others when ordered to go the same speed
It would also be helpful if there was range/bearing lines from the main unit, for people that may be a bit OCD about fleet symmetry
------------------------------
Larger aircraft squadrons, so you could have a WWII style bomber group, possible have a box to enter a number
-------------------------------------------------------
Also, maybe have the aircraft bellow flight size do not take off, function be improved a bit, as disabling it seems to make second strikes take off as single planes because they did not all land at the EXACT same time, maybe have it build squads with any plane that is within 2 min of being ready, so it still groups you aircraft when they should be, but are not because one has a few more mins to go
----------------------------------------------------------------------
More laser options, like some that draw from the ships main power systems, meaning they would be less effective at full speed then cruse speed, or have a battery that limits fire rate, meaning you would have unlimited ammo if you only had to fire once in a while, but may only have 5-10 shots while a group of missiles approaches
Also, it would be interesting to have an Air to air laser that was placed in the place the gun was normally placed , you can try this right now, but the range makes sidewinders useless, and it still fires like a turret and not a forward firing gun, even if you only select one box
--------------------------------------------------------------
With that last thought, possibly have a fixed gun option, were there is no firing ark, just a single fixed angle(although, this probably means a 1 degree ark)
-------------------------------------------------
A generic carrier that acts like an airbase with a short runway, but is not the huge battle island , I ask for this because many nations do not have carrier planes of their own
------------------------------------------------------
Ability to edit engines and fuel scores, I know you can do mock nuclear by having a LUA script reset your fuel supply ever 5min
----------------------------------------------------
More details about how speed affects sonar range, for each ship
Also details about how layouts affect radar reflections with external stores
-----------------------------------------------------------
Ship mounted railguns
------------------------------------------------------------------
Unit landings without massive scripts, although you would need an ammo store for this, as it would be bad if you could create infinite infantry squads with unlimited magazines
--------------------------------------------------------
External fuel tank mount that can be added to planes
----------------------------------------------------------
Generic “transforming” weapon, this is not real, but would be a ammo box that becomes what is needed when it is unloaded this would save TONS of time making supply ships, and especially land bases
___________________________
With that last one implement cargo missions, I know there is a place holder, but it would be helpful if you could use helicopters to rearm ships, or mobile units
------------------------------------------------------------------------
Supply trunk, there are supply ships, but not a mobile unit version
__________________________________________________________
prebooking tankers, so a plane on a long strike mission will reserve the fuel it need to return BEFORE flying deep into enemy territory and dooming itself, also maybe take the tankers flight plan into account
---------------------------------------------------------------------------
BEING ABLE TO EDIT AIRCRAFT ON THE GROUND, it is possible to do this in the editor if they are in the air, but that makes it hard to add large airwings with altered traits
Also this should apply to docked ships
------------------------------------------
Ship ‘layouts” as some ships store multiple types of weapons in the same magazine, and it would be helpful to tell the base how to restock the ship, like “all sams” or “more tomahawks”

________________________________
A “danger zone” that can be placed, were aircraft would increase speed to evade, and ships may reduce speed to watch for mines
-------------------------------------------------------------
Not sure if this is just me, but the seafox does not attack mines
___________________________________
Option to avoid sams or ships,
I tend to get annoyed when my AAW mission makes my planes fly to their doom by chasing planes back to their carriers
This gets compounded when I tell them to go away but they reacquire targets and get killed
-------------------------------------------------------------------
Doctrine option to engage opportunity targets like AEWs if there are no fighters around, but not to if they would be in tons of danger
---------------------------------------------------------
Being able to tow damaged ships or small boats that ran out of fuel
______________________________________________
Aircraft being damaged but not destroyed by area effect shells, or small bullets
_____________________________
Notes on how much fuel weighs
________________-------------------------------

Being able to add fuel tanks as a weapon in a magazine as I sometimes need a certain fuel type for a single ship, and adding another tanker seems overkill
________________________________________
I said this next one on steam, but not here
It would be helpful if you could give target priories to you units, like shoot bombers first, or attack AEW planes to blind them, or to have your fighters attack other fighters first to protect themselves
-----------------------------------
TALD to be used in missions, or the ability to target planes or sams with them, intending to try and make them waste ammo
--------------------------------------------------------
Pop up message control, I personally like to have a popup message to warn me when there is a missile fired at me so I can stop time compression, but it gets really annoying when a lot of missiles are fired at once(also when nukes go off)
This is also really bad when one of your ships is shot at with a 12.7mm MG, as it almost freezes the game as you can’t do anything until the message is gone, and you are hit again a second after it
I would be helpful if there was an option to have a pop up message once, but will not give another message for 5 RL seconds
Also maybe an option to not give messages when a nuke goes off, and then give a report of what was lost after the explosion is over
---------------------------------------------------
Sort by type option for the editor, so you can see all minesweepers, or all IR guided anti-surface missiles
------------------------------------------------------------------------------------------------------
Identify command, were you unit will get as close as needed to ID something, but will then turn away
I want this because sometimes manually moving my plan under cloud cover gets them killed because I make them get to close
--------------------------------------------------------------------------------------------
Also from steam, ability to target incoming planes, this would be helpful for ships because they can try and shoot down the planes that still can attack, and are heavy with weapons
---------------------------------
also, being able to add comms and datalinks within the editor, not haveing to use SBR scripts
---------------
That is all I can think of now, it may not be all I have thought of, as I may of forget some typing this out



ok this was not a reply to the person above me but it made it that way

< Message edited by inanetunaman -- 2/23/2017 9:15:18 PM >

(in reply to Fer_Cabo)
Post #: 641
RE: RUNNING POLL - 2/24/2017 6:44:25 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
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Ok there's a lot here and just spot checking there are a bunch of things in the game that you are missing.

Please do review our documentation and see if you can cut down on that list. We'll be happy to address items after.

quote:

Documentation

A printer-friendly (and some would argue, also eyes-friendly) of the Command user manual is available for download here: http://www.matrixgames.com/forums/tm.asp?m=3418599

The manual refers to the original version v1.00 of the game, and the updates released since have added a plethora of new features and improvements. To get up to speed on what's new, see the Manual Addendum section on the WarfareSims site: http://www.warfaresims.com/?page_id=2695


There is also the new Mega-FAQ here: http://www.warfaresims.com/?page_id=2920 . Take a look there before asking your first questions, chances are that the answer is already there.

Lua Documentation: https://commandlua.github.io/


Thanks!

Mike

_____________________________


(in reply to inanetunaman)
Post #: 642
RE: RUNNING POLL - 2/24/2017 7:26:08 PM   
inanetunaman

 

Posts: 27
Joined: 1/29/2017
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ok, i will look for overlaps, but some are hard to find(also worth noting i started this list before the last update) and try to shorten the list), although i had not found any of overlaps on a very quick glance(i will look more), are there any specifics that stand out(and killed this list)

i also will point out that some things(at least for the steam one before this) i suggest are there because it could be easier as not everyone is a programmer(meaning that there would be more things to play if people could make them easily)
can i still ask for a aircraft land/taking off trigger(there is none right now), and and an short range air to air laser right now?

well the update gave it a laser, but it won't fire



< Message edited by inanetunaman -- 2/24/2017 10:11:20 PM >

(in reply to mikmykWS)
Post #: 643
RE: RUNNING POLL - 2/24/2017 9:51:01 PM   
Rory Noonan

 

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

quote:

ORIGINAL: inanetunaman

Also, maybe have the aircraft bellow flight size do not take off, function be improved a bit, as disabling it seems to make second strikes take off as single planes because they did not all land at the EXACT same time, maybe have it build squads with any plane that is within 2 min of being ready, so it still groups you aircraft when they should be, but are not because one has a few more mins to go

AFAIK in this situation (where your planes have landed a few mins apart) the mission will launch automatically when it meets the 'flight size' & 'minimum flights' criteria.

If that's not working, then I'd say it's a tech support issue because it's designed to work that way.

quote:


A generic carrier that acts like an airbase with a short runway, but is not the huge battle island , I ask for this because many nations do not have carrier planes of their own

Pick any carrier in the db. There's your generic carrier.

quote:


Ability to edit engines and fuel scores, I know you can do mock nuclear by having a LUA script reset your fuel supply ever 5min

If you mean editing available fuel that's already a feature.

Or do you mean edit fuel consumption?
quote:


More details about how speed affects sonar range, for each ship
Also details about how layouts affect radar reflections with external stores

This stuff is highly classified IRL (so not everyone has access to it from a game perspective), and would also allow players to 'game' the sim way too easily.

quote:


Unit landings without massive scripts, although you would need an ammo store for this, as it would be bad if you could create infinite infantry squads with unlimited magazines

Define massive? I am a Lua noob and I could script that in less than 50 lines.

quote:


Supply trunk, there are supply ships, but not a mobile unit version

There are ammo trucks. Fuel is not modelled for ground units or airbases yet.


There are some great suggestions in there, but the ones above are probably what Mike is talking about.

(in reply to inanetunaman)
Post #: 644
RE: RUNNING POLL - 2/24/2017 10:17:06 PM   
inanetunaman

 

Posts: 27
Joined: 1/29/2017
Status: offline
but many nations do not have carrier planes, i asked for one that acts like a single unit airfield, it would be better to ask for the ability to allow planes to be made into carrier planes, but they won't let us do that



for fuel
no, i mean changing the maximum amount , or switching form gas to oil, or even nuclear

for sonar and radar:
i mean the simplified version that the game we can get uses, it can't have extremely classified information, because it is possible to get it, just not easily





----------- but i will just change the big list


although, the ammo truck was an overlap

< Message edited by inanetunaman -- 2/24/2017 10:23:25 PM >

(in reply to Rory Noonan)
Post #: 645
RE: RUNNING POLL - 2/24/2017 11:09:40 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Ok there are 3 generic carriers in the DB search for Generic Catobar Carrier. ID's are 2906, 2624 and 2625. You may find others if you look.

As far as generic radars there are tons. Try adding a sensor to whatever and search for generic.

Thanks

Mike

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(in reply to inanetunaman)
Post #: 646
RE: RUNNING POLL - 2/24/2017 11:24:01 PM   
inanetunaman

 

Posts: 27
Joined: 1/29/2017
Status: offline
ok, i timed the list, although i do not know how the AI was altered in the last update
and i looked at the new database, not the pre-update one
there should not be things that already exist anymore, unless something is deeply hidden
----------------------------------

Cleaned up a bit, but I do not know how the AIs work in the new ones, so I will leave those ones
------------------------------

I still want a layout editor, but since you don’t want us to be able to edit databases, it would help if there was an “aircraft launched” and “aircraft landed” trigger, so we could add and remove weapons (and sensors/datalinks that they need) as the planes take off, and we could use LUA scripts to only apply the changes if it is has a certain layout
the example I have that this would help for is that brazil’s A-4 has 2 AA layouts with very similar layouts, so if the plane took off with one of the layouts it would remove one fuel tank and add a new missile(super r.530 in this case)
it would also be nice if there was extra layouts at the end, like (unused AA, or unused strike) that have the planes take off without any weapons (except guns) but still have armed ready times and still allow you to add weapons inside the layout so they effect the weight, I have found this works fine with normal layouts, except does not work with ferry or recon layouts

also, letting us edit the layouts with SBR and LUA, not the database, but the 1 time layout in the air, it will then still take weapon weight into account, or add a “layout” that when added to the range and agility calculation, if you use the editor to add a new missile to your layout it does this, but the change does not happen in delta templets and does not last when relaunched

---------
Similar to that, it would be helpful if you could select “prohibited layouts” in the editor, like not allowing the 4 phoenix layout, but allowing the 1 and 2 phoenix layouts, but for more than one plane(not just only giving the base 2 phoenix missiles
Or possibly not allowing certain planes to change layouts
-------------
The ship AI needs work, if you turn off standoff distance (to get better hit rate, or to use secondary weapons) they ships seem intent to ram the other ship, completely ignore the fact that they take up space themselves and then overshooting the ship and if you zoom in it looks like 2 planes fighting, this makes sense for a small very fast boat, but not a destroyer getting close to a carrier
They should need to keep their ship length away from another ship, or they would of collided in RL
Also, I noticed that ships with depth charges don’t try and overtake submarines to drop their weapons, they try and turn around before getting out of range
Another thing that would be useful would be a doctrine option to add any attacking ship to their target list if they do not engage non-mission targets
ALSO MAKE IT SO SHIPS AVOID BEING HIT BY THEIR OWN UNGIDED TORPEDOS AND ROCKETS, OR WON’T FIRE SOMETHING THAT WILL HURT THEM OR THEIR FRENDS(DON’T SHOOT A 403MM ROUND AT A SHIP THAT ONE OF YOUR OTHER SHIPS IS CLOSE TO) (all caps for my lost PT boat) (also would apply to planes bombing near you units)
------------------
The sub AI could have a few improvements, mostly more options
First off, it would be helpful to tell them to limit speed when their battery is low in the doctrine window, like cruse only when battery is less than 50% unless running from torpedoes
It would also be helpful if there was settings about surfacing to attack with guns, this setting would override the dive when threat setting, but only when they try to attack

66 ft periscope depth is not that unrealistic if you measure from the bottom, but 0 is still surfaced, so that would mean it was a 66ft long periscope, but this has little effect on gameplay
Also, there are some arrears were a sub should not be allowed to be underwater, they are limited to dive past those points, but if 66ft is periscope depth, 24 feet should not be underwater
Outside of that, it seems good
-----------------------------------------
The airplane AI seems great, but there are a few things I think would be better if change
The single-minded RTB plans, I have seen plenty of times when a plane is killed because it goes to refuel or RTB near enemies, they were going in to attack, but then leave and won’t turn or go faster than 480kts and get killed, it would help if you could tell them to continue at high speed (if they have the fuel) it would also be helpful if there was an option to have RTBing planes turn around and engage pursuers, as I have had times when a plane still has sidewinders left and an older fighter is chasing them for a gun kill(also the plane won’t throttle up to avoid it), and they get killed, when they may of made it if they had turned around and defended themselves
It would also be helpful if there was a “yes unless illumining for weapon” option in the automatic evasion doctrine setting
With that last line, another interesting(but probably annoying) feature would be if novice pilots lose their nerve with that setting, and evade anyway making their weapon miss
--------------------------------------------
It would be helpful if you could click and open the database viewer then adding aircraft with the ctrl f6 menu, and not have to have them both open at the same time
---------------------------
Could the generic chaff and flare rockets work for land units like tanks, they don’t, also maybe for surfaced subs
--------------------------------------
Detail of how decoys work in their database viewer, as well has a database viewer for sensors(also, the simple version)
---------------------------------------------------------------
“Search” missions, combining AEW and ASW searches into one mission, support can do this for AEW, but it would be nice if there was a search mission were they would fly to maximize search area, and possibly have multiple planes work together automatically, like drones flying to radar contacts
---------------------------------------
Separate “nuclear strike” mission to preset attacks, as well with predefining were to detonate, having it active would cause each unit in the mission to be ready to fire, but you would still need to click on something to launch
-----------------------------------------------
Generic radar illuminators that can guide any SARH weapons,
There was a lot of new generic sensors , but not a specific illumator, I will test
---------------------------------------------------------
Option to add sensor guidance to mounts
------------------------------------------------
Now another major one
Groups of ships (still needed)
First off, the group should really set the group speed settings to the speed of the slowest unit, if you carrier can go 35kts that does not mean the whole fleet can, and the leave ships behind when you use manual speeds, also it make it really easy use up all your fuel if you don’t realize that the cruise setting for you group makes some ships use their full setting
also units with similar max speeds seem to have trouble, the case I have is when some of my frigates fell behind, despite the fact they can travel 1kt faster than the lead ship, the group setting was 32kts, and they went 30kts (full speed) but there flank speed was 33 kts, they should not of fallen behind when they are faster, but I am not sure if the AI can order ships to go at any speed, or if there is some other reason some ships go faster than others when ordered to go the same speed
It would also be helpful if there was range/bearing lines from the main unit, for people that may be a bit OCD about fleet symmetry
------------------------------
Larger aircraft squadrons, so you could have a WWII style bomber group, possible have a box to enter a number
-------------------------------------------------------
We got a bunch more lasers in the update that was not automatic, but they won’t fire anymore
I would still want to ask for one without a minimum range
Also, as a minor thing, could I get a solid fiber laser with 10 max shots, the are ways to force this(like putting it in a machine gun mount
But thanks anyway here
--------------------------------------------------------------
possibly have a fixed gun option, were there is no firing ark, just a single fixed angle(although, this probably means a 1 degree ark)
-------------------------------------------------
A generic carrier that acts like an airbase with a short runway, but is not the huge battle island , I ask for this because many nations do not have carrier planes of their own
Note, I am asking for one that acts like a single unit airfield, and can launch land based planes, as many nations(like Iran) do not have carrier based planes of their own, but do have planes that are carrier based for other in other nations
------------------------------------------------------
Ability to edit engines and fuel scores, I know you can do mock nuclear by having a LUA script reset your fuel supply ever 5min
Note, beforehand, not by events
meaning adding AIP, or switching diesel to oil, and the ability to change the max ammount
----------------------------------------------------
More details about how speed affects sonar range, for each ship
Also details about how layouts affect radar reflections with external stores
With the simplified version the game uses, not the RL values
-----------------------------------------------------------
Ship mounted railguns
------------------------------------------------------------------
v/
Unit landings without scripts
--------------------------------------------------------
External fuel tank mount that can be added to planes
----------------------------------------------------------
Generic “transforming” weapon, this is not real, but would be a ammo box that becomes what is needed when it is unloaded this would save TONS of time making supply ships, and especially land bases
___________________________
Not sure what happened to cargo missions… , but if they are being removed and cargo is a dead weight then that is fine, but if they are not then they would be nice
---------------------------------------------------------------------------
BEING ABLE TO EDIT AIRCRAFT ON THE GROUND, it is possible to do this in the editor if they are in the air, but that makes it hard to add large airwings with altered traits
Also this should apply to docked ships

________________________________
A “danger zone” that can be placed, were aircraft would increase speed to evade, and ships may reduce speed to watch for mines
-------------------------------------------------------------
Not sure if this is just me, but the seafox does not attack mines
___________________________________
Option to avoid sams or ships,
I tend to get annoyed when my AAW mission makes my planes fly to their doom by chasing planes back to their carriers
This gets compounded when I tell them to go away but they reacquire targets and get killed
-------------------------------------------------------------------
Doctrine option to engage opportunity targets like AEWs if there are no fighters around, but not to if they would be in tons of danger
---------------------------------------------------------
Being able to tow damaged ships or small boats that ran out of fuel
______________________________________________
Notes on how much fuel weighs
________________-------------------------------

Being able to add fuel tanks as a weapon in a magazine as I sometimes need a certain fuel type for a single ship, and adding another tanker seems overkill
Like adding “1 ton diesel fuel” to a munitions magazine


________________________________________
I said this next one on steam, but not here
It would be helpful if you could give target priories to you units, like shoot bombers first, or attack AEW planes to blind them, or to have your fighters attack other fighters first to protect themselves
-----------------------------------
TALD to be used in missions, or the ability to target planes or sams with them, intending to try and make them waste ammo
--------------------------------------------------------
Pop up message control, I personally like to have a popup message to warn me when there is a missile fired at me so I can stop time compression, but it gets really annoying when a lot of missiles are fired at once(also when nukes go off)
This is also really bad when one of your ships is shot at with a 12.7mm MG, as it almost freezes the game as you can’t do anything until the message is gone, and you are hit again a second after it
I would be helpful if there was an option to have a pop up message once, but will not give another message for 5 RL seconds
Also maybe an option to not give messages when a nuke goes off, and then give a report of what was lost after the explosion is over
---------------------------------------------------
v/
Sort by type option for the editor, so you can see all minesweepers, or all IR guided anti-surface missiles
------------------------------------------------------------------------------------------------------
Identify command, were you unit will get as close as needed to ID something, but will then turn away
I want this because sometimes manually moving my plan under cloud cover gets them killed because I make them get to close
--------------------------------------------------------------------------------------------
Also from steam, ability to target incoming planes, this would be helpful for ships because they can try and shoot down the planes that still can attack, and are heavy with weapons
---------------------------------



< Message edited by inanetunaman -- 2/25/2017 12:33:25 AM >

(in reply to mikmykWS)
Post #: 647
RE: RUNNING POLL - 2/25/2017 9:44:32 PM   
Cousteau

 

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

simple request : the ability to force a facility to be settle at sea.it could be particulary usefull when you want to create a port - based on satellite images - and the coast is not enough accurate to put items at the correct location.

(in reply to inanetunaman)
Post #: 648
RE: RUNNING POLL - 2/25/2017 10:19:05 PM   
inanetunaman

 

Posts: 27
Joined: 1/29/2017
Status: offline

quote:

ORIGINAL: Cousteau

Hi,

simple request : the ability to force a facility to be settle at sea.it could be particulary usefull when you want to create a port - based on satellite images - and the coast is not enough accurate to put items at the correct location.



that would be helpful

although, you can do this, first place the building on land, and then move them with the M key to their intended location (at least i could

(in reply to Cousteau)
Post #: 649
RE: RUNNING POLL - 2/26/2017 10:42:31 AM   
Cousteau

 

Posts: 13
Joined: 11/5/2016
Status: offline
yes, i notice that, but it doesn't work with an import file. Things at sea flow, when you import the port. :)

(in reply to inanetunaman)
Post #: 650
RE: RUNNING POLL - 3/3/2017 9:10:57 PM   
Mini_Von


Posts: 134
Joined: 12/17/2013
Status: offline
How about unit specific directional symbols which can be selected from a list of available icons. I think it would be really cool and very moddable to be able to have an appropriate silhouette for different types of aircraft. You would be able to differentiate the type of aircraft at a glance instead of clicking on the icon to see what it is.










Attachment (1)

< Message edited by Mini_Von -- 3/3/2017 9:13:12 PM >


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(in reply to Cousteau)
Post #: 651
RE: RUNNING POLL - 3/8/2017 5:33:07 PM   
Cousteau

 

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

read from an other post but simply unavoidable: fuel stock management for airport (if fuel tank explode, no more flight)

by extent : an attribute to set the flow at which replenish fuel stocks and/or refill plane's tanks by trucks (in case of airport's fuel tank destruction). Such as : 1000 liters/2 hours (*)

(*) liter is a world unit for gallons

(in reply to Mini_Von)
Post #: 652
RE: RUNNING POLL - 3/8/2017 6:36:06 PM   
ColonelMolerat

 

Posts: 479
Joined: 9/23/2015
Status: offline
1. A) Could it be made a little easier to distinguish between allied and own units when they're parked please?

For example, I'm playing the 'You Brexit You Fix It' scenario, and since some units on the map belong to allies, and some belong to me but are parked on allied bases, it can be hard to tell what I have control over. For example, an airbase may have 'A' to show it is allied, but there's no way to tell who the planes parked there belong to. A 'side' listing after their name on the airbase, or having allied-controlled planes coloured red for unavailable, could help, for instance.

B) And could allied bases have the 'magazines' button available? At the moment if you are sending a unit to an allied base there's no way to tell if it will be able to rearm (unless you have other units already there so you can open the 'ready/set loadout' window).

(Edit, a couple more):

2: Sometimes when there are a lot of units close together, it can be hard to tell which one a particular range circle belongs to. Could this be made easier? Perhaps by allowing you to select a unit by clicking on its range circle? Although this is a tricky one to think of an elegant solution to!

3. Finally, perhaps A) a way to view the order of battle by current loadout? To help get an idea of what balance of weaponry you have ready/being readied, or to quickly find aircraft with a particular loadout? and

B) an 'Unassigned' section of the 'Units By Mission/Task' tab on the Order of Battle window, so you can see any units not on a mission?

Sorry to add more demands, the game's bloody great as it is!

< Message edited by ColonelMolerat -- 3/9/2017 1:47:14 AM >

(in reply to Cousteau)
Post #: 653
RE: RUNNING POLL - 3/9/2017 1:11:38 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
I think weather modeling would be cool; I am sure that that would be a lot of work as aircraft would have to have a section in their information as to whether they were all weather etc. But that would be cool.

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to ColonelMolerat)
Post #: 654
RE: RUNNING POLL - 3/10/2017 2:32:33 PM   
inanetunaman

 

Posts: 27
Joined: 1/29/2017
Status: offline
from multiple people on steam(although not me specifically)

language translations for the game and the manual


or just even a text only version of the manual(not a PDF) so the text can be translated by software(probably goggle translate)

(in reply to tjhkkr)
Post #: 655
RE: RUNNING POLL - 3/11/2017 3:33:04 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: Mini_Von

How about unit specific directional symbols which can be selected from a list of available icons. I think it would be really cool and very moddable to be able to have an appropriate silhouette for different types of aircraft. You would be able to differentiate the type of aircraft at a glance instead of clicking on the icon to see what it is.




That would be neat, and I like it, but I bet it would be space hog


_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Mini_Von)
Post #: 656
RE: RUNNING POLL - gameplay features - 3/23/2017 7:54:18 PM   
nats


Posts: 80
Joined: 5/28/2009
From: York
Status: offline
Some things stand out as being needed for this game:

1. Being able to program ASW beacon drop locations - there are many times I am flying a manual route with a plane to try to find a target and I presently have to micromanage all the ASW beacon dropping. How great it would be for me to be able to set this in either a mission setting (passive beacon every 5 miles etc) or be able to mouse pick a string of locations for the plane to automatically drop beacons when it reaches them. Would save loads of hastle.

2. Print screen - there is no easy way to print screen using the Steam version

3. Mouse panning the map - either by grabbing the map using the RMB or moving the mouse to the edges of the screen to pan it

4. 2x speed for the many times when 5x is too fast and 1x is too slow

5. I wish there was a way you could set the game to slow down to 1x speed on the first unknown weapon/enemy contact. I know there are pop up menus but they are annoying and distruptive to the game so I dont like them and if you set them to appear they appear every flaming time you see a weapon which is not what I want. I would love there to be a setting where on any contact of an unknown enemy or weapon the game goes to 1x speed so you can take you time to go and find the enemy. It would save having to have my hand constantly over the spacebar in 5x speed etc in case a missile is discovered heading for one of my ships for example.

6. I wish there was a way you could click on any item in the log and get taken straight to the location of the message's focus. Loads of times I get a weapon or enemy message and I have to then hunt around for it for ages. How easy would it be to allow me to go straight there by clicking on the log?

Thats it. Its a great game and I am enjoying it a lot - but with a few of the above features it could be made into a far more enjoyable, smooth playing experience IMO.

_____________________________

"Its life Jim, but not as we know it"

(in reply to miller7219)
Post #: 657
RE: RUNNING POLL - gameplay features - 3/24/2017 6:44:49 PM   
Cousteau

 

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

like the idea of the map mouse grab system (but with the LMB ) and the 2x speed accel. the idea number 6 is just mandatory (a standard in many games with messages)...

some other simple things :

using the map projection to draw the range/bearing rule (sorry for my english if not the good word) and to create area. These tools are using a plan projection, not a spherical one. It also would be nice to have a fixed range tool, fixed to a "thing" (missile, boat, plane) and with the bearing equal to the bearing of the thing. The cursor will indicate range and ETA at the cursor position.




(in reply to nats)
Post #: 658
RE: RUNNING POLL - gameplay features - 3/28/2017 9:23:46 AM   
Peter66

 

Posts: 104
Joined: 11/13/2016
Status: offline
I would like to see the feature to rename multiple reference points at the same time. Naming RP's allow you to keep track of which ones are for what (100nm AAW / AEW Track etc). This is a tedious when you have lots of RP's to rename.

(in reply to Cousteau)
Post #: 659
RE: RUNNING POLL - 3/28/2017 12:05:10 PM   
ParachuteProne

 

Posts: 207
Joined: 8/2/2004
Status: offline

quote:

ORIGINAL: tjhkkr

quote:

ORIGINAL: Mini_Von

How about unit specific directional symbols which can be selected from a list of available icons. I think it would be really cool and very moddable to be able to have an appropriate silhouette for different types of aircraft. You would be able to differentiate the type of aircraft at a glance instead of clicking on the icon to see what it is.




That would be neat, and I like it, but I bet it would be space hog



I would like this as well. Would give the game a bit more atmosphere.



(in reply to tjhkkr)
Post #: 660
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