CMO RUNNING POLL - Gameplay feature requests

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.

Moderator: MOD_Command

What feature would you like to see added in Command?

Multiplayer
43
21%
Custom drawing on map
17
8%
Ground operations: Make units recognize and use roads
31
15%
Tacview - AAR mode
24
12%
Enable borders/coastlines at close-in zoom
5
2%
Chemical & Biological weapon effects
3
1%
Scriptless downed/stranded crew (for CSAR)
12
6%
Scriptless carry-over of units between scenarios
6
3%
Weather/Day-night affects air sorties
30
14%
Integrated speech-to-text (SeaHag-style)
2
1%
More sonar data on contact (details)
5
2%
Search tool for the cargo list
1
0%
List damaged units on Losses & Expenditures
1
0%
Include currently-airborne units on flight-ops screen
7
3%
Add "training" torpedoes (details)
0
No votes
BOL-fire mode for indirect artillery
4
2%
Warning shots
2
1%
Scriptless boarding actions
2
1%
Scriptless takeover of fixed facilities
8
4%
Hotkeys for built-in map layers
0
No votes
Depressed trajectory option for BMs
4
2%
Ability to add Folders to the Quick Battle list (details)
0
No votes
 
Total votes: 207

trevor999
Posts: 59
Joined: Sun Jun 01, 2008 9:19 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

Mgellis wrote: Thu Sep 22, 2022 3:36 pm Not sure if this has been requested elsewhere (I think I did for the original poll a couple of years back)...

Would it be possible to update the map so major rivers, the African Great Lakes, and other large bodies of water can be navigated by ships? It doesn't have to be every river, but a few of the really big ones like the Amazon and the Mekong and perhaps the Congo offer possibilities for brown water scenarios. Smugglers. Pirates. Border incidents. River patrols during the Vietnam War. Same for the African Great Lakes.

Maybe it would be possible to convert anything listed as Land: Water in the terrain map to very shallow water (with a depth sufficient for small boats, amphibious craft, etc.)

Thanks for considering this.
I asked something similar awhile ago regarding land areas that showed negative altitude (underwater). The reply I got was essentially "The map is the map. What do you want us to do about it. Tough nuts."
nointernet
Posts: 12
Joined: Wed Sep 21, 2022 1:06 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by nointernet »

Transient wrote: Tue Aug 16, 2022 7:08 am With the wonderful Time on Target feature available now, can there be a button which would allow for the earliest synchronised ToT to be automatically calculated and automatically input in the ToT time input box?

Currently I am finding that I have to manually check every flight’s take off time to verify that none are ‘in the past’, and would therefore not take off.

If I am missing something that would allow me to avoid the above tediousness, would some kind soul let me know? Thanks.
+1 to this feature request!

One doesnt need to check every flight. It seems that after putting some time (even deault)-> click on create or update flightplans -> go to flighplan editor and select LAST callsign (it seems to be always sorted by time, descending time of start). It is going to show you exact time of launch of the first strike package ... then just do the math (time diff between current time and that above mentioned time , plus add some buffer like +5mins)..

But , yes it would be very nice to have it as as one button 'Calculate fastest possible coordinated strike time'
Zyph
Posts: 40
Joined: Mon Sep 12, 2022 6:58 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Zyph »

Make the top part of the Database scalable and most important add a favourite button/folder.
Thank you for a great game!
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KC45
Posts: 311
Joined: Thu Nov 23, 2017 8:35 pm
Location: JPN

Re: CMO RUNNING POLL - Gameplay feature requests

Post by KC45 »

Unlimited Ammo for specific (AI) side only. It makes easier for scenario maker, if they care number of ammo in player side, but not AI side.
Wargame is fun if war is unreal
2dnochan
Posts: 2
Joined: Fri Jul 29, 2022 11:39 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by 2dnochan »

could you add the turn-based model like the combat mission, and the turn-based model which assemble the turn in the harpoon such as one turn represents 30 minutes during traveling or 3 minutes during combat
BDukes
Posts: 2633
Joined: Wed Dec 27, 2017 12:59 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by BDukes »

Any chance you could make database viewer photos rotate as the primary (large photo). So t1 the first time you open the entry. T2 the next time etc. etc?

Pretty selfish request, if I do say so myself. No worry or expectation on this one ever. :P
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Craigkn
Posts: 191
Joined: Thu Jan 27, 2022 12:06 am
Location: Central Maryland

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Craigkn »

Denial and Deception options - as examples:

Inflatable decoys: basic and advanced. basic decoy would look like the intended ground unit through EO sensors, but not radar or IR. Advanced decoys would have radar reflectors and heaters, to simulate radar returns and IR signatures. Decoys could simulate facilities, mobile units, or aircraft parked in an airfield.

Camouflage: basic and advanced. Basic would hide the type of unit (specific type of system - not generic mobile unit, etc) from EO, while advanced would protect from IR and radar sensors. This could be implemented as a toggle that can be manually selected from the UI or triggered via LUA.

Decoy radars: radars that look to ELINT sensors as a real radar, however to radar or EO sensors, can be determined t be a decoy.
Swant
Posts: 265
Joined: Sun Jul 19, 2020 3:36 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Swant »

Hotkeys for the buttons "Expand aircraft list" and "Hide non-available" in the Air Ops window would help allot.
Alternative an option so every time you open the Air Ops window the list is already expanded and the non-available is hidden
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Gunner98
Posts: 5940
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Location: The Great White North!
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by Gunner98 »

This request is to fix something which I've screwed up before and did it again this morning. It is more of a PITA annoyance than anything but I am sure others have done it:

In the Editor
1. Open briefing on side A, do whatever changes
2. Flip to side B, briefing for side A is still open in its window
3. Continue making edits to the briefing because, you forget the last dozen times you've done this same thing...
4. Save or close the briefing window and then save or flip back to side A and save ...
5. Quit game
6. Start game and load scenario again only to find out that any edits or changes, even the ones before you switched sides are GONE

This is not a surprise, it has happened before. I think I know why it is happening. Can it be avoided - yes by remembering to close the briefing window before flipping sides. But -can you put up a warning or something, or fix it so that whatever you do saves no mater which side you are on etc.

Thanks, rant over - as I go back to re-editing what I lost a few hours ago...
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Parel803
Posts: 932
Joined: Thu Oct 10, 2019 3:39 pm
Location: Netherlands

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Parel803 »

Good evening,

Not impotant but more QoL questions:
- In Editor mode, seeing which side you're in screen.
- In editor mode the possibility to only see the side working on (not all freinds), and back.

best regards GJ

ps if it is already somewhere I do apologize, please let me known
BDukes
Posts: 2633
Joined: Wed Dec 27, 2017 12:59 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by BDukes »

HI Guys

Any chance for a group function for reference points? Circle area moves are a ton of clicks.
GroupMoveReferencePoints.JPG
GroupMoveReferencePoints.JPG (116.82 KiB) Viewed 1475 times
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gennyo
Posts: 202
Joined: Wed Apr 03, 2019 8:08 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by gennyo »

Any hope for these unlikely QoL changes? :mrgreen:

1. 64-bit builds for world war scale scenario.
2. the old "Microsoft Gray" interface color scheme for easier playing with laptop on commuting bus in daylight.
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Mitchell_Gant
Posts: 14
Joined: Fri Mar 05, 2021 12:18 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Mitchell_Gant »

Hi,

I have only one request for CMO and that's to include the Tacview option currently only in the PE version, as in the ability to record and playback mission replays for ACMI analysis so we can finally have a proper record for AAR's.

When I bought CMO I thought this was a standard feature included in the Tacview Pro bundle - it would've been nice if this was made more obvious on the store page when I bought it that it was missing. Better still, just add the option, thanks!
trevor999
Posts: 59
Joined: Sun Jun 01, 2008 9:19 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

A better map. With elevations corrected - coastal areas not at negative elevation. Faster loading when zooming. I'd even pay $10 or $20 for a better map.
Parel803
Posts: 932
Joined: Thu Oct 10, 2019 3:39 pm
Location: Netherlands

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Parel803 »

Good evening,

Just a thought, sorry if it is already on this forum.
Would it be a possibility to have Out of Comms units be contact. So an OoC unit could still be on radar or visual if it is within sensor parameters.

best regards GJ
jason oates
Posts: 118
Joined: Mon Nov 07, 2011 10:16 pm
Contact:

Re: CMO RUNNING POLL - Gameplay feature requests

Post by jason oates »

When ships are damaged, it seems like you watch them slowly burn and take on water until they sink. I was excited to see "Damage Control" but this is just a more detailed summary of the watch it burn situation. Could there be something that a crew could be ordered to do to keep the ship from sinking and maybe return it to action, maybe in a reduced capacity. Given a 2 day scenario this might be within the time scale and a little bit more interesting than monitoring the demise.
thewood1
Posts: 9918
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

Parel803 wrote: Sat Oct 29, 2022 7:09 pm Good evening,

Just a thought, sorry if it is already on this forum.
Would it be a possibility to have Out of Comms units be contact. So an OoC unit could still be on radar or visual if it is within sensor parameters.

best regards GJ
I think that is how it might have worked when the comms disruption was first introduced. But the issue became a lot of friendly fire because the AI had no memory of the unit out of comms. Depending how postures, ROEs, and zones were set up, wingmen would immediately attack wingmen when they were out of comms. It was almost comical watching a CAP flight lead immediately attack its own wingman when it went out of comms.

I suggest asking the question on the main forum and see if there is any clarification on it.
Parel803
Posts: 932
Joined: Thu Oct 10, 2019 3:39 pm
Location: Netherlands

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Parel803 »

thewood1,
thx for your clarification. That sounds like it is an impossible question, np.
best regards GJ
Count Sessine
Posts: 204
Joined: Thu Oct 30, 2003 4:13 pm

Re: RE: CMO RUNNING POLL - Gameplay feature requests

Post by Count Sessine »

Gunner98 wrote: Sat Nov 02, 2019 8:38 am The ability to carry units over from one scenario to the next will allow a long requested 'Linked Campaign', something that would add a layer of depth to the gameplay experience.
I support this statement :)
trevor999
Posts: 59
Joined: Sun Jun 01, 2008 9:19 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

Just a few suggestions
1. Aircraft on airfield, SAM and ground unit decoys (eg. During the Kosovo conflict the USAF hit as many Serbian decoys as they did real targets)
2. Separate training levels for air, land and naval forces, not just a global "veteran", "cadet" etc.
3. In the scenario editor, a menu that shows aircraft capacity by size - X# extra large, X# large etc.
4. Add deployment times to self propelled units - SAMs, artillery etc. From a few minutes to several hours. Also include in unit model if they can fire on the move or must stop first.
5. Underground/mountain a/c shelters for VL aircraft.
6. Ground unit entrenchment containers - dug in, overhead cover etc
7. Anti helo mines, land minefields
8. Balloons, aerostats etc for area denial, EW, surveillance, recce, AD, anti-rotary wing nets, barrage balloons etc
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