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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AlphaSierra
Posts: 132
Joined: Mon Feb 13, 2017 9:35 am

RE: RUNNING POLL - gameplay features

Post by AlphaSierra »

How about a standard cargo loadout for LSD, LHD, LHA etc, with various missions in mind. ARG, MEU, QRF etc.

Thank You.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. -John Paul Jones
SunlitZelkova
Posts: 346
Joined: Tue Mar 06, 2018 11:49 pm

RE: RUNNING POLL - gameplay features

Post by SunlitZelkova »

ORIGINAL: AlphaSierra

How about a standard cargo loadout for LSD, LHD, LHA etc, with various missions in mind. ARG, MEU, QRF etc.

Thank You.

What do you mean by this? Like a pre-packaged number of units that can be loaded on, instead of having to research marine OOBs, and then add each piece of equipment/personnel one by one?
Formerly known as Project2035, TyeeBanzai, and FlyForLenin
AlphaSierra
Posts: 132
Joined: Mon Feb 13, 2017 9:35 am

RE: RUNNING POLL - gameplay features

Post by AlphaSierra »

It's great to be able to save a group with a particular cargo load from scenario to scenario. But I think the realism of having to pull into port and "reload" for a particular mission, choose the wrong load, could be trouble. Along the same lines as weapons loadouts for aircraft.

Looks like thewood1 has a new moniker ... TheTwig1 or TheStick1

You fool noone and you need to get a life stickboy
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. -John Paul Jones
SunlitZelkova
Posts: 346
Joined: Tue Mar 06, 2018 11:49 pm

RE: RUNNING POLL - gameplay features

Post by SunlitZelkova »

ORIGINAL: AlphaSierra

It's great to be able to save a group with a particular cargo load from scenario to scenario. But I think the realism of having to pull into port and "reload" for a particular mission, choose the wrong load, could be trouble. Along the same lines as weapons loadouts for aircraft.

Looks like thewood1 has a new moniker ... TheTwig1 or TheStick1

You fool noone and you need to get a life stickboy

I see regarding the cargo loadouts.
Formerly known as Project2035, TyeeBanzai, and FlyForLenin
Dimitris
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RE: RUNNING POLL - gameplay features

Post by Dimitris »

ORIGINAL: AlphaSierra

It's great to be able to save a group with a particular cargo load from scenario to scenario. But I think the realism of having to pull into port and "reload" for a particular mission, choose the wrong load, could be trouble. Along the same lines as weapons loadouts for aircraft.

Looks like thewood1 has a new moniker ... TheTwig1 or TheStick1

You fool noone and you need to get a life stickboy

Please don't.
guanotwozero
Posts: 651
Joined: Fri Dec 27, 2013 1:53 am

RE: RUNNING POLL - gameplay features

Post by guanotwozero »

Request: Type-agnostic 1/3 rule option.

I'd like to assign mixed aircraft to a mission, and have the 1/3 rule apply to the whole instead of separately to each type.

This would include maintaining aircraft on station.
Peter66
Posts: 104
Joined: Sun Nov 13, 2016 7:12 pm

RE: RUNNING POLL - gameplay features

Post by Peter66 »

I'd like to see the new Chance of Appearance option to be saved within .inst files much the same as EMCON states are saved. It would be useful to be able to import random chance group builds in a few seconds.
"Is game hard to pick up?" <- easier to pick up than most women.
Gneckes
Posts: 172
Joined: Mon Jun 22, 2015 11:13 am

RE: RUNNING POLL - gameplay features

Post by Gneckes »

Can we have a kind of Line-of-Sight checker? Telling the radar horizon of a SAM or such from the Relief Layer alone is pretty tough.
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stilesw
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Location: Hansville, WA, USA

RE: RUNNING POLL - gameplay features

Post by stilesw »

Here are two tools that have been provided by other forum members:

http://members.home.nl/7seas/radcalc.htm

https://dizzib.github.io/earth/curve-ca ... t=imperial
“There is no limit to what a man can do so long as he does not care a straw who gets the credit for it.”

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~Disenchantment, ch. 15 (1922)
Rain08
Posts: 113
Joined: Mon Jul 18, 2016 9:54 am

RE: RUNNING POLL - gameplay features

Post by Rain08 »

ORIGINAL: stilesw

Here are two tools that have been provided by other forum members:

http://members.home.nl/7seas/radcalc.htm

https://dizzib.github.io/earth/curve-ca ... t=imperial

I think he's also talking about LoS on mountainous terrain. It's hard to know how much the radar could see if it's set on an uneven terrain. Plus it would be also helpful as an attacker if you plan on doing NoE flights or cruise missile strikes as you can direct them to the blind spots easier.
Gneckes
Posts: 172
Joined: Mon Jun 22, 2015 11:13 am

RE: RUNNING POLL - gameplay features

Post by Gneckes »

Yes indeed, I was talking about something to take terrain into consideration.
Stacker1010
Posts: 32
Joined: Sun Dec 07, 2014 9:29 pm

RE: RUNNING POLL - gameplay features

Post by Stacker1010 »

Reference Point Editor -

One thing I would really like to help manage complex scenarios is a central place to manipulate reference points. When running a scenario I sometimes find it useful to decorate it with reference points with meaningful names (such as 'Primary Target #1' etc..). However, it's a right pain when I have to rename one because you have to de-select everything, rename it, then remember which ones to re-select etc... This is especially tedious, if like me, you like to have a nice clean view with only the useful RP's selected and/or when the scenario maker has also added a gazillion RP's for their own use.

So my idea would be as follows:
A simple list window which enumerates all current editable RP's which would allow rename/select/deselect. Nothing fancy, just a list control of all RP's.
guanotwozero
Posts: 651
Joined: Fri Dec 27, 2013 1:53 am

RE: RUNNING POLL - gameplay features

Post by guanotwozero »

Feature Request:

Display empty capacity in aircraft fuel tank.

This would make it easier to work out how many planes can be refuelled by a tanker with known Bingo-free fuel on board.
Puciek
Posts: 63
Joined: Tue Jan 10, 2017 11:19 am

RE: RUNNING POLL - gameplay features

Post by Puciek »

A small feature request, but much help for newer players: when configuring WRA, double-clicking the weapon should open the database entry for that weapon. Right now you have to open the database separately, and then retype the name to find it.
riflebrigade
Posts: 117
Joined: Mon Aug 01, 2005 8:07 am
Location: Australia

RE: RUNNING POLL - gameplay features

Post by riflebrigade »

What are the procedures to vote in the poll?
ExNusquam
Posts: 530
Joined: Mon Mar 03, 2014 11:26 pm
Location: Washington, D.C.

RE: RUNNING POLL - gameplay features

Post by ExNusquam »

This is a big ask: GNSS Jamming

This would require two key elements 1) A method to create GNSS Jamming and 2) An CEP effect on GNSS guided weapons.

I think there are two ways to implement GNSS jamming: 1) A unit flag that indicates that GNSS is Jammed, or 2) GNSS Jammer ground units. 1) Would be controllable via the Editor or via lua. With area triggers it would be fairly easy to model GNSS Jamming. 2) Would need several "Generic" jamming vehicles (and people will undoubtedly request specific units) with a variety of effect ranges. Using units has the added benefit of allowing easy modeling of HOJ options that are included on SDB-II.

CEP Effects should impact all weapons that have the property "INS w/GPS Navigation" and lack a terminal seeker. For weapons that have lost GNSS signal for the entire TOF, CEP should expand by 500% (based on stated JDAM performance), scaling linearly if signal is not lost for the entire TOF.

I understand if this a feature that the devs want to keep reserved for the Professional edition, but even the lua implementation would add a realistic complicating factor for modern operations.
SunlitZelkova
Posts: 346
Joined: Tue Mar 06, 2018 11:49 pm

RE: RUNNING POLL - gameplay features

Post by SunlitZelkova »

A dedicated system for nuclear weapons targeting would be good. So would can do things like selecting yield, selecting targets for MIRVs, etc.

I know this has been suggested before but I wanted to add the yield selection part.
Formerly known as Project2035, TyeeBanzai, and FlyForLenin
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Primarchx
Posts: 1954
Joined: Sun Jan 20, 2013 9:29 pm

RE: RUNNING POLL - gameplay features

Post by Primarchx »

It would be nice to have an appended document in html format that has all scenario messages placed in it in order of display. This allows you to go back and read things like orders and other scen editor's messages without worrying about losing them due to mis-clicks. Just open the .html file for <scen_name}MSG.html and you see everything that's been been sent, including time stamp, for the current game.
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Primarchx
Posts: 1954
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RE: RUNNING POLL - gameplay features

Post by Primarchx »

The ability to manipulate mounts' initial engagement time and/or ongoing OODA time independent of their training level. This is to reflect a unit's level of readiness, effective command, etc.
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tjhkkr
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RE: RUNNING POLL - gameplay features

Post by tjhkkr »

I was wondering:
In the commercial category if we could have maybe three ships with a cargo capacity.
We do not need a lot: maybe one small, one medium, one large.

If this has already been asked for, please forgive me...
Thank you!
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