RUNNING POLL - gameplay features [Feature Requests Go Here]

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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DWReese
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RE: RUNNING POLL - gameplay features

Post by DWReese »

Perhaps, as an alternative, some kind of smoke defense option could be created that could degrade the enemy's ability to detect (see) the defending unit, or something (treated like chaff) that could temporarily degrade the weapon effectiveness of those fired against it. I believe that those could offer some relief without changing things too much, until a more permanent solution could be created.

Doug
Silleron
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Silleron »

My request for CMANO is simple. I would like to see more refinable search filters for units added to CMANO, such as searching for fighters only, or multiroles only, ssgn only, SAM only. Also a filter for individual branches (army,navy,air force etc...) etc... I think the filters would work for air,sea,sub, and facilites equally if done correctly and would make designing scenarios much easier on myself and anyone else who makes them for the game. anyway that's my two cents worth and thank you so much for creating this outstanding game!
ARCNA442
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by ARCNA442 »

Could we have a way to not see friendly missiles unless they have a datalink? The way it's set up now you can fire your missiles and know exactly how many hit and how many were shot down even when they are far over the horizon, giving the player far too much information that he really shouldn't have.
Tookatee
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Tookatee »

So will this poll (and by extension the other requests made under it) now be applicable to the recently announced CMO or will we still expect to see some of these requests released for CMANO before CMO is released?
guanotwozero
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by guanotwozero »

Request: Reserved Refuel List

I'd like to restrict a tanker mission to allow only certain planes to refuel.

The Tanker Planner could include a "Reserved" add-to list, similar to how planes are added to missions. The tanker mission would only be available to planes on that list.

Also useful would be the ability to set a maximum per-receiver fuel quantity and a Lua-friendly "Open for Business" trigger so that tankers will only dispense at a particular mission area (or potential other event).

While CMO won't come with an advanced mission planner, these added abilities would enable more useful control over how we run complex missions with calculated fuel plans.



LMychajluk
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by LMychajluk »

@guanotwozero - Can't we already do that in CMANO?

-Disable AAR for the side
-Enable it for the Tanker Missions
-Enable it for the Missions that you want to refuel, with the specific Tanker Missions selected?

I often do this to keep those pesky CAP fighter pilots that are on course to intercept a bogey 80mi away from deciding they have to refuel NOW at a tanker that is 300mi away on the opposite side of a SAM site...
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hellfish6
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RE: RUNNING POLL - gameplay features

Post by hellfish6 »

ORIGINAL: Gunner98
Please add Smoke. It can protect units by blocking LOS and laser-guided munitions.

When adding smoke it is good to remember that smoke is not just smoke:

-Smoke HC (hexachloroethane) blocks image optics but not IR (Infra-Red) or TI (Thermal Imagery) and Lasers can penetrate it at some degradation if the originator has IR or TI to view the target - has been around for a long time.
-Smoke WP (White Phosphorus) blocks both image and IR but 'pillars' and leaves gaps in warm to hot weather. Starts fires really well. Banned (sort of) by the Geneva convention ~2005 as an inhumane weapon along with NAPALM but can still technically be used as a smoke round
-Smoke RP (Red Phosphorus) is better and more modern than WP, more effective at spreading the smoke effect and is also useful to blind TI. In some definitions this is a multi-spectral smoke
-Multi-Spectral Smoke. Designed to defeat visual, IR, TI and in some cases radar.

Also wind and precipitation have a huge effect on smoke. On a damp, calm morning it can hang for a long time but will seek low ground so elevation has an impact. Calm dry days are perfect, gusty days or heavy rain - not so much.

Randomizer can probably add chapter & verse to this...

B

There's also the always fun "The rebels/insurgents/terrorists lit tires on fire to make smoke" kind of smoke that comes from burning ordinary things. Also makes a hell of a beacon if you get disoriented, or gets you to pay attention to something if, flying in on a target, there's a whole lotta smoke coming from something else.
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Gunner98
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RE: RUNNING POLL - gameplay features

Post by Gunner98 »

There's also the always fun "The rebels/insurgents/terrorists lit tires on fire to make smoke" kind of smoke that comes from burning ordinary things. Also makes a hell of a beacon if you get disoriented, or gets you to pay attention to something if, flying in on a target, there's a whole lotta smoke coming from something else.

[:D] very true. I can see it now - AI rebels running to the point of the smoke while at the same time improving the POH of dumb bombs because the pilot has an aim point -- lots of options...


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guanotwozero
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by guanotwozero »

ORIGINAL: LMychajluk

@guanotwozero - Can't we already do that in CMANO?

-Disable AAR for the side
-Enable it for the Tanker Missions
-Enable it for the Missions that you want to refuel, with the specific Tanker Missions selected?

I often do this to keep those pesky CAP fighter pilots that are on course to intercept a bogey 80mi away from deciding they have to refuel NOW at a tanker that is 300mi away on the opposite side of a SAM site...
That'll work fine if I've only a few missions needing refuelled, but if I've multiple missions (tanking + combat) all over the place I won't want to disable AAR for my side. Also, for a scenario involving tankers accompanying strike aircraft, it would be useful to determine which specific aircraft they refuel at what point.

Sure, I could do it all manually, but one of the strengths of CMANO (& CMO presumably) is to be able to automate many parts of missions - this would help.
macinlew
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by macinlew »

In the Run for a specific chunk of simulated time, then stop: category I have a feature request. So I'm using this feature and I see something happen, sunk ship, aircraft shot down, weapon misses target, etc., and I want to go back to the start of the selected chunk of simulated time that just finished, and do it over again without having to save before I select the chunk of time and reload the save. Ideally being able to scroll through what happened in that chunk of time like scrolling through a video and restarting right before the event is what I really want. I can see how doing that could impact performance but maybe an option if you're willing to sacrifice the performance? And when I say restarting I mean it actually runs the simulation again from that point and not just replay what happened before.

So for example being able to scroll through the message log window and click on a message and restart the simulation at that point, and while we're being unrealistic could it find me a better wife, make me a better husband, raise my kids right and make me king of the world... Woo Hooo!
Cik
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Cik »

use the record feature, it's exactly what you want.
macinlew
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by macinlew »

ORIGINAL: Cik

use the record feature, it's exactly what you want.


Just goes to show you should read the manual before posting a feature request...
Dimitris
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Dimitris »

Removed various features that have been implemented in CMO.
Parel803
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Parel803 »

Bearing - Distance tool writing is at the end of the line. Sometimes hard to read due to the (hover) info. Maybe optional the writing half way the line or optional at the bottom of the screen. If its in there of or already mentioned or not useful, I apologize.
with regards
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pbrowne
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by pbrowne »

ORIGINAL: Parel803

Bearing - Distance tool writing is at the end of the line. Sometimes hard to read due to the (hover) info. Maybe optional the writing half way the line or optional at the bottom of the screen. If its in there of or already mentioned or not useful, I apologize.
with regards


Perhaps something like this?

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DWReese
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by DWReese »

Advanced Flight Planner.......PLEASE
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pbrowne
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by pbrowne »

A better globe using Mapbox satellite tiling please.
rickywild
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by rickywild »

It will be nice to have a Hi-Lo-Hi profile
Dive-bombing with iron bombs should increase accuracy because now we have only level-bombing
Hodugherty
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RE: RUNNING POLL - gameplay features

Post by Hodugherty »

Amen... Great Idea.
robertqin
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RE: RUNNING POLL - gameplay features

Post by robertqin »

Three QoL requests:

1. Able to sort ac/boats in the air operations/boat operations window. The ability to sort by ready time/load out would increase QoL by a lot. I don’t believe this function is currently here. The manual does not seem to mention it and I played around with the window a bit and cannot figure out how to do this. There is a thread from 2013 requesting this feature and the dev said it was logged so if this is already in, I apologize.

2. Ability to hide ac on maintenance. They are not available anyway, so a button to just hide them from the list would be great. They are still there in the airport of course and can be destroyed,

3. Show how much capacity each hanger/tarmac/revetment/open parking is filled by a number or percentage in air facility tab. Currently it shows which aircrafts are parked at each parking space, but for some large hangers (like the ones in CV or single point airport) it is inconvenient to count ac one by one. It would be better to have this number displayed. Since ac have different sizes and occupy different spaces, a percentage would also be very helpful. This helps in managing filled up airports.
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