Why no demo?

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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Spookyashell
Posts: 40
Joined: Fri Apr 25, 2014 5:12 pm

RE: Why no demo?

Post by Spookyashell »

Sunburn, I've been watching vids of the editor now. Why is the same missile listed many times with 2/2 and 4/4? So if I wanted to add 400 sparrows to a airport storage, I would have to add the 4/4 100 times? Why isn't the missile just listed once and you type in 400 to add 400 of them? Having 100 entries of each weapon clogs up the ammo list and you lose overview of what you have at a base.
And what does 0/10000 mean , can you transport missiles from one base to another with free capacity?


Unless I have misunderstood something it would take forever just to add ammo to airports while building a scenario.
Spookyashell
Posts: 40
Joined: Fri Apr 25, 2014 5:12 pm

RE: Why no demo?

Post by Spookyashell »

ORIGINAL: Casinn

If you played NWAC that much, you obviously like naval/air sorts of gaming, you will definitely get your moneys worth out of Command.

Yeah, I've pretty much decided to buy it. Just have to wait til the 1st when I get my paycheck [:)]
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Sakai007
Posts: 140
Joined: Mon Mar 12, 2012 1:17 am
Location: Maine, USA
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RE: Why no demo?

Post by Sakai007 »

A little late to the game I think, but.... :D

I've played Harpoon in various forms for 14 years or so, loved Fleet Command back in the day, tested NWAC and CMANO.... Hands down my personal favorite is CMANO.

In my simplistic mind, it's like Harpoon but far easier to get into. Yes, basic game play is easy in Harpoon, but assigning missions, emcon changes, etc. was beyond my depth. CMANO had me using every command at my disposal from the start, and it just keeps on getting better.

Just my $0.02 having played all the games in question at length, lol, naval war junkie...
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ComDev
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RE: Why no demo?

Post by ComDev »

ORIGINAL: Spookyashell

Sunburn, I've been watching vids of the editor now. Why is the same missile listed many times with 2/2 and 4/4? So if I wanted to add 400 sparrows to a airport storage, I would have to add the 4/4 100 times? Why isn't the missile just listed once and you type in 400 to add 400 of them? Having 100 entries of each weapon clogs up the ammo list and you lose overview of what you have at a base.
And what does 0/10000 mean , can you transport missiles from one base to another with free capacity?

Unless I have misunderstood something it would take forever just to add ammo to airports while building a scenario.

To add 400 Sparrows (which is an awful lot btw) you'd add the 0/10000 weapon record and change the qty to 400. You can filter weapons by the types that the base's planes carry, which eases things considerably. So you'd only see Sparrows, Winders and low-drags, and no AS-4s or Roland SAMs. There's also the Scenario Configuration Files functionality that allows you to script ammo configurations, along with sensor and comm configuration.

So it takes a few clicks to add a handful weapons, and 2-3 mins to add a TON of weapons to an air base.

At some point, Command's complexity catches up with us and forces us to do a little manual labour hehe. No way around it if we want things realistic.

Oh wait!

This is Command: The-Customizable-To-Death simulator. So if you want to leave out air logistics, just turn it off and your planes have unlimited ordnance! [:D]
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Developer "Command: Modern Air/Naval Operations" project!
Stevechase
Posts: 161
Joined: Sat Oct 05, 2013 3:37 am

RE: Why no demo?

Post by Stevechase »

This is a niche game so the price will be higher than normal. But when a game with limited to no wow graphics and such a high price wins the awards, accolades, and a more than satisfied fan base that this simulation has acquired since its release, it is solid indication that the investment is worth it to anyone interested in naval and air ops simulation. Think about it. And welcome to Command.
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