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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El Savior
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RE: RUNNING POLL - gameplay features

Post by El Savior »

ORIGINAL: thbrix
I am playing with the editor, and i miss the ability to "Draw" on the map. I would like to draw boxes, circles, corridors and write text, all this in different colours. I need this to be able to define areas of responsibility, airspacelimits and so forth.

Excellent idea, second that. I miss map tools. Range circle tool (besed on unit and ref points or just right click are draw). Ref point can now use to write text. Also bearing tool with degress, etc. Simple line tool with range would be cool too.
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ExMachina
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RE: RUNNING POLL - gameplay features

Post by ExMachina »

ORIGINAL: Sunburn
ORIGINAL: JCR

Another small idea:
How about showing weapon mount arcs in the database viewer?

Thanks, added.

Already was in the poll. Now it's there twice [:)]
Dimitris
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RE: RUNNING POLL - gameplay features

Post by Dimitris »

Not quite. The original request was to display them on-map.
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SSN754planker
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RE: RUNNING POLL - gameplay features

Post by SSN754planker »

Ability to hide reference points: This needs to be implemented as a keyboard ON/OFF toggle, it would declutter the map immensely, maybe even add an option just hide the reference points attached to task forces.

TOT planner: Things are getting better in this regard with the latest build, but still not 100 percent there

Ability to disable map-cursor info box (aka big black box of data) should have been done yesterday, maybe also assign a hotkey such as Left Ctrl, when you press it, the box shows up.


To me those are the three biggies i would like to see soon.

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ExMachina
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RE: RUNNING POLL - gameplay features

Post by ExMachina »

WellOkBut...
Display weapon firing arc
vs
Display weapon firing arcs in DB viewer
... [:)]
FERdeBOER
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RE: RUNNING POLL - gameplay features

Post by FERdeBOER »

I miss more info about submerged contacts. It would be useful to know how a contact has been detected: passive sonar, active intercept, active sonar... even rough ones, I'm not asking for frequencies (well, if it's possible...[:D]), just enough to let the player guess like we can with air or surface assets: steam turbine, transient, double propeller...

Also, the ability to declare targets as neutral. ASW assets keep targeting contacts even after they classify it as "biologic". The only way to keep them with their ASW patrol is to let them to kill the whale... no good for the whale, and one torpedo wasted.
DrunkenScoper
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RE: RUNNING POLL - gameplay features

Post by DrunkenScoper »

I'm really looking forward to TOT mission planning. The ability to tell aircraft when they should be over a target will make it a lot easier to coordinate SEAD, strike, and escort flights when they approach hostile airspace.
Have
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RE: RUNNING POLL - gameplay features

Post by Have »

What is this, more sound effects leads the pack? In the words of the Persian envoy "This is madness!"

It is reasonable with couple of units, but with hundreds of units it will be total cacophony as we have already seen.



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RE: RUNNING POLL - gameplay features

Post by Dimitris »

"But it's not poliiiiiiished!"
Have
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RE: RUNNING POLL - gameplay features

Post by Have »

Regarding the sound design, I think DEFCON had really great music and sounds for this type of game - http://www.youtube.com/watch?v=mCpVpIBqaJg. I hope you are taking Command sound and music design to this direction.

Quote from a review:
One of the most chilling aspects of Defcon is the subtle ways it suggests that it's more than a simulation, something it does almost entirely through sound design. The sounds that accompany the action are appropriately blippy, and there's definitely something sinister about the Klaxons that sound when you reach a new Defcon level, but it's the ambient sounds that really set the mood. There's not so much music as there is a drifting, ominous instrumentation, and mingled with these dark sounds are the light hum of computers, the hollow wash of recycled air, some indistinguishable radio chatter, and the faint sound of someone coughing. Or is it crying? The ambient sounds end up looping after a while, but that doesn't lessen their effect of making you feel like you're holed up in a bunker, helping dictate how the world ends through a remote computer terminal.
tommo8993
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RE: RUNNING POLL - gameplay features

Post by tommo8993 »

ORIGINAL: Sunburn
ORIGINAL: tommo8993
The one think I would want is a simple "drag box" style of ASW missions. At the moment I cant do ASW, too complicated. But if it was just as simple as select an attack option, then drag a box in the area you want to search. Then I'm sorted for must have features in the game.

I think you can already do that. Define an area (right-click on map, select "define area", left-drag mouse to define area rectangle), create an ASW mission using this area, assign the desired units to that mission, and off they go.


Still too much for me.
RoryAndersonCDT
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RE: RUNNING POLL - gameplay features

Post by RoryAndersonCDT »

ORIGINAL: tommo8993

Still too much for me.

What would you recommend?
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orca
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RE: RUNNING POLL - gameplay features

Post by orca »

Agree things could be simpler. To me it seems more intuitive to be able pick ref points/define area for mission while in mission editor rather than first defining reference points in regular game and then opening mission editor.

For ease of creating or modifying missions, would also like option to both remove all ref points from mission and deselect all ref points.

Dimitris
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RE: RUNNING POLL - gameplay features

Post by Dimitris »

ORIGINAL: orca
Agree things could be simpler. To me it seems more intuitive to be able pick ref points/define area for mission while in mission editor rather than first defining reference points in regular game and then opening mission editor.
OK so you bring up the mission editor. You create a patrol mission. How do you then add the reference points? Do you "park" the mission editor window out of the way (good luck getting fresh players to do that BTW), add the reference points on the map, select them, then bring up the mission editor window again and finally add them? Exactly how is this simpler/faster?
For ease of creating or modifying missions, would also like option to both remove all ref points from mission and deselect all ref points.
IIRC you can already do that.
orca
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RE: RUNNING POLL - gameplay features

Post by orca »

I see your point, maybe it's not simple/faster. But for the way I think I'd rather select patrol zone at end of creating a mission. A very simple change would be to allow the mission editor window to be resizable and minimizable. This wouldn't affect the current way of creating patrol zones but would make the way I prefer much more feasible.



From what I can see in mission editor there are 2 options to edit patrol area. They are add points currently highlighted on map and remove selected. It would be really nice to also have a 1 click option that would both 1) deselect all ref points on map and 2) to remove ref points that are already selected in the edit patrol area box of mission editor. It not a big deal but would cut down on clicks.
JCR
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RE: RUNNING POLL - gameplay features

Post by JCR »

Another poll suggestion:
"Launch patrol missions as groups"
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Blu3wolf
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RE: RUNNING POLL - gameplay features

Post by Blu3wolf »

From what I can see in mission editor there are 2 options to edit patrol area. They are add points currently highlighted on map and remove selected. It would be really nice to also have a 1 click option that would both 1) deselect all ref points on map and 2) to remove ref points that are already selected in the edit patrol area box of mission editor. It not a big deal but would cut down on clicks.

pretty sure there is an option in the taskbar for deselecting all ref points already.
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ComDev
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RE: RUNNING POLL - gameplay features

Post by ComDev »

ORIGINAL: orca

I see your point, maybe it's not simple/faster. But for the way I think I'd rather select patrol zone at end of creating a mission. A very simple change would be to allow the mission editor window to be resizable and minimizable. This wouldn't affect the current way of creating patrol zones but would make the way I prefer much more feasible.

From what I can see in mission editor there are 2 options to edit patrol area. They are add points currently highlighted on map and remove selected. It would be really nice to also have a 1 click option that would both 1) deselect all ref points on map and 2) to remove ref points that are already selected in the edit patrol area box of mission editor. It not a big deal but would cut down on clicks.

Hehehe okay this is interesting, and is a good example of the challenges we face as a dev. First a request for a super-complex strike mission editor, and then a request for simplified mission editing. So first a 50-clicks-per-mission request followed by a 1-click request.
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Devast8or
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RE: RUNNING POLL - gameplay features

Post by Devast8or »

I'd like the text info to be clickable for new contacts, hostile id, missile launches and destroyed units. By clicking on the text the map would pan and focus on that area, would make it easier to react in scenarios with many units.

I'd also like to see damage model to air units. Damage to sensors, avionics, weapons, leaking fuel tanks etc..

Also for larger scenarios would you consider making single unit airfields attackable? Maybe introduce same structure as for real air bases but have magazines, hangars, access points etc be under the hood. The player could still select to attack specific parts of the air base and the game would simulate it under the hood. This would open up space for more units and allow creation of scenarios that cover larger areas.

tommo8993
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RE: RUNNING POLL - gameplay features

Post by tommo8993 »

ORIGINAL: Baloogan

ORIGINAL: tommo8993

Still too much for me.

What would you recommend?

Some thing like:

Right click, select mission (ASW patrol, AA patrol ect ect)Then drag a box around said area.

The define area button works for the drag box so in my opinion I think it is possible. I'm not a computer whiz but thats what I would do.
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