RE: RUNNING POLL - gameplay features (Full Version)

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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: -- )


Message


Anabella888 -> RE: RUNNING POLL - gameplay features (8/8/2015 8:56:28 AM)

Range circles for aircraft [8|]




JPFisher55 -> RE: RUNNING POLL - gameplay features (9/10/2015 6:16:49 PM)

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

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




Dimitris -> RE: RUNNING POLL - gameplay features (9/10/2015 6:51:24 PM)

quote:

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

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


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




JPFisher55 -> RE: RUNNING POLL - gameplay features (9/10/2015 8:55:08 PM)


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

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




Dimitris -> RE: RUNNING POLL - gameplay features (9/11/2015 2:08:38 AM)

quote:

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




JPFisher55 -> RE: RUNNING POLL - gameplay features (9/11/2015 3:22:54 AM)

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




gosnold -> RE: RUNNING POLL - gameplay features (9/19/2015 7:14:01 PM)

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




michaelm75au -> RE: RUNNING POLL - gameplay features (9/20/2015 3:15:05 AM)

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




CountBuggula -> RE: RUNNING POLL - gameplay features (9/21/2015 8:13:48 PM)

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

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




Casinn -> RE: RUNNING POLL - gameplay features (9/22/2015 4:41:12 AM)

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




thewood1 -> RE: RUNNING POLL - gameplay features (9/22/2015 10:41:30 AM)

It gets reset about once a month or two. I have voted three or four times at least.




Tomcat84 -> RE: RUNNING POLL - gameplay features (9/22/2015 10:46:42 AM)

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




Tomcat84 -> RE: RUNNING POLL - gameplay features (9/22/2015 10:48:24 AM)

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



quote:

ORIGINAL: michaelm

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





Dimitris -> RE: RUNNING POLL - gameplay features (9/22/2015 12:30:55 PM)

quote:

ORIGINAL: Tomcat84

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

quote:

ORIGINAL: michaelm

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



Please check Skype!




Dysta -> RE: RUNNING POLL - gameplay features (9/22/2015 1:09:16 PM)

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

[image]http://i37.photobucket.com/albums/e71/mywoem2002/CMANO_message_slots_1_zpstqswctry.png[/image]

[image]http://i37.photobucket.com/albums/e71/mywoem2002/CMANO_message_slots_2_zps8nyzltng.png[/image]

[image]http://i37.photobucket.com/albums/e71/mywoem2002/CMANO_message_slots_3_zps696ujics.png[/image]




Kitchens Sink -> RE: RUNNING POLL - gameplay features (9/22/2015 8:33:14 PM)

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

Thanks!




thewood1 -> RE: RUNNING POLL - gameplay features (9/22/2015 8:49:40 PM)

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




ParachuteProne -> RE: RUNNING POLL - gameplay features (9/30/2015 11:54:27 AM)

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




thewood1 -> RE: RUNNING POLL - gameplay features (9/30/2015 12:36:34 PM)

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




ParachuteProne -> RE: RUNNING POLL - gameplay features (9/30/2015 12:46:57 PM)

quote:

ORIGINAL: thewood1

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


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




thewood1 -> RE: RUNNING POLL - gameplay features (9/30/2015 1:16:42 PM)

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




thewood1 -> RE: RUNNING POLL - gameplay features (9/30/2015 11:28:03 PM)

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




JPFisher55 -> RE: RUNNING POLL - gameplay features (10/1/2015 5:21:39 PM)

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

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




thewood1 -> RE: RUNNING POLL - gameplay features (10/1/2015 5:46:03 PM)

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




JPFisher55 -> RE: RUNNING POLL - gameplay features (10/1/2015 9:56:36 PM)

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




gosnold -> RE: RUNNING POLL - gameplay features (10/2/2015 8:53:47 PM)

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




renders -> RE: RUNNING POLL - gameplay features (10/3/2015 2:32:18 AM)

quote:



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




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




Dimitris -> RE: RUNNING POLL - gameplay features (10/6/2015 8:54:39 AM)

quote:

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


Added.




Dimitris -> RE: RUNNING POLL - gameplay features (10/6/2015 8:55:17 AM)


quote:

ORIGINAL: Primarchx

One more idea today...

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

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

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


Added.




Dimitris -> RE: RUNNING POLL - gameplay features (10/6/2015 8:57:29 AM)

quote:

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


Added, on ScenEdit poll.




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