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


AlGrant -> RE: RUNNING POLL - gameplay features (11/22/2016 12:30:40 PM)


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.





eleos -> RE: RUNNING POLL - gameplay features (11/24/2016 9:30:47 AM)

Congrats to the development team for the unilimited hours of brainstorming for the next mission.[&o]

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 [&o]




Peter66 -> RE: RUNNING POLL - gameplay features (11/28/2016 10:36:01 AM)

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.




Gunner98 -> RE: RUNNING POLL - gameplay features (11/28/2016 11:46:10 AM)

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




cheap -> RE: RUNNING POLL - gameplay features (12/3/2016 12:49:19 PM)

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.




cheap -> RE: RUNNING POLL - gameplay features (12/3/2016 2:35:30 PM)

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).




Primarchx -> RE: RUNNING POLL - gameplay features (12/4/2016 3:31:34 PM)

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.




Rory Noonan -> RE: RUNNING POLL - gameplay features (12/23/2016 9:59:52 PM)

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.




Cousteau -> RE: RUNNING POLL - gameplay features (12/29/2016 7:15:22 PM)

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.




INWI -> RE: RUNNING POLL - gameplay features (12/30/2016 12:55:10 PM)

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.




Hefeteig -> RE: RUNNING POLL - gameplay features [Feature Requests Go Here] (12/30/2016 3:52:18 PM)

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 :)




Cik -> RE: RUNNING POLL - gameplay features [Feature Requests Go Here] (12/30/2016 7:24:20 PM)

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.




mikmykWS -> RE: RUNNING POLL - gameplay features [Feature Requests Go Here] (12/30/2016 10:28:41 PM)

The game has a recorder with replay.

Mike




Cik -> RE: RUNNING POLL - gameplay features [Feature Requests Go Here] (12/30/2016 11:32:47 PM)

wut




Rory Noonan -> RE: RUNNING POLL - gameplay features [Feature Requests Go Here] (12/31/2016 12:11:07 AM)


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.







AndrewJ -> RE: RUNNING POLL - gameplay features (1/2/2017 1:54:12 AM)

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.)




Rory Noonan -> RE: RUNNING POLL - gameplay features (1/3/2017 8:21:04 AM)

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.




DWReese -> RE: RUNNING POLL - gameplay features (1/5/2017 1:57:59 PM)

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.




Cik -> RE: RUNNING POLL - gameplay features (1/5/2017 2:07:55 PM)

^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?




Peter66 -> RE: RUNNING POLL - gameplay features (1/6/2017 1:00:49 PM)

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.




Gunner98 -> RE: RUNNING POLL - gameplay features (1/6/2017 1:10:10 PM)

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




Peter66 -> RE: RUNNING POLL - gameplay features (1/6/2017 7:59:36 PM)

Ooohh, that's easier on the hands. Many thanks.




DrRansom -> RE: RUNNING POLL - gameplay features (1/7/2017 1:02:10 PM)

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.




wild_Willie2 -> RE: RUNNING POLL - gameplay features (1/7/2017 5:18:50 PM)

+1 for the extra jammer information!!




Sardaukar -> RE: RUNNING POLL - gameplay features (1/7/2017 5:31:08 PM)

Indeed.

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




Cik -> RE: RUNNING POLL - gameplay features (1/11/2017 2:38:45 AM)

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.




Peter66 -> RE: RUNNING POLL - gameplay features (1/11/2017 10:37:47 AM)

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.




orca -> RE: RUNNING POLL - gameplay features (1/16/2017 4:21:04 PM)

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.




Chris21wen -> RE: RUNNING POLL - gameplay features (1/17/2017 6:12:46 AM)

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.




Puciek -> RE: RUNNING POLL - gameplay features (1/21/2017 10:13:15 PM)

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.




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