Command v1.06 - The new features Part I

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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Pergite!
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RE: Command v1.06 - The new features Part I

Post by Pergite! »

ORIGINAL: mikmyk

ORIGINAL: Spookyashell

Glad I bought this game now that I see continued development of the game.
How long will you keep updating it?

Till we get the game we always wanted[:)]

How can we help to keep your funding up? Neither extra maps or horse armour seems applicable here ;)

Or are you planning to go after some juicy defense contracts in order to pay the bills?
mikmykWS
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RE: Command v1.06 - The new features Part I

Post by mikmykWS »

Thats one path of several we are pursuing. Obviously we want to make a fair return on all this. In general we are very satisfied with sales and feel good about with where we are going in the future. Our publishers, partners and the player community have been great .

Mike
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Mgellis
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RE: Command v1.06 - The new features Part I

Post by Mgellis »

ORIGINAL: Pergite!

How can we help to keep your funding up? Neither extra maps or horse armour seems applicable here ;)

Or are you planning to go after some juicy defense contracts in order to pay the bills?

Probably the best things we can do are...

1. Tell everyone we know about this game. Odds are, most of them will not be interested, but you might be surprised. Not every war-gamer wears his (or her) love for the hobby on his (or her) sleeve. I suspect, among other things, there are a lot of computer-savvy grandfathers who lived through the Vietnam era who might enjoy Command.

2. Write lots of interesting scenarios. Get other people to write interesting scenarios. This includes simple scenarios that novice players can play to gain experience (maybe these could even be bundled as a separate scenario pack so people would know they could start with them?). Write scenarios that take advantage of all the cool, unique features that Command offers.

(I think there is even a case to be made for adding a few fantasy elements. F-15s vs. MiG-29s? Lots of possibilities, to be sure, but what if you could also have F-15s vs. fire-breathing dragons? Or flying saucers? Or beam weapon-toting magical girls? You'd probably triple your sales right there.)

3. As you notice things that could be improved or added, suggest them, especially those that would affect gameplay and scenario design.

mikmykWS
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RE: Command v1.06 - The new features Part I

Post by mikmykWS »

Yeah all that helps.

Honestly we get the greatest kick out of seeing people have fun with the games and doing different things with it.

Mike
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cf_dallas
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RE: Command v1.06 - The new features Part I

Post by cf_dallas »

I continue to be amazed at the (free) improvements. I'm really glad sales have exceeded expectations too.
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TonyAAA
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RE: Command v1.06 - The new features Part I

Post by TonyAAA »

ORIGINAL: Pergite!



How can we help to keep your funding up? Neither extra maps or horse armour seems applicable here ;)


I think many of us would pay for a third database/expansion covering WW1 and WW2.

Say 1900-1946
mikmykWS
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RE: Command v1.06 - The new features Part I

Post by mikmykWS »

Hi Tony

Its something we've been thinking about but we do have a substantial list of code changes we need to look at first to do WWI and WWII well.

Mike
batek688
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RE: Command v1.06 - The new features Part I

Post by batek688 »

Personally, i'd like a "popular fiction" database with things like EB-52s and EB-1s from Larry Bond's books...but that's like, for your 2017 list of nice to haves in a year or three =)
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RE: Command v1.06 - The new features Part I

Post by riflebrigade »

I must agree Modern Air / Naval Operations has been updated to a level I did not expect to be possible when I purchased the game.

The addition of Unit-level proficiency values is a big surprise, I asked if this could be provided and it appeared the provision of Unit-level proficiency values was only wanted by a small number of game owners. This should provide an enormous benefit to the game.

Could you advise exactly what and how operations/tasks are effected by the Unit-level proficiency values?

I await the v1.06 part 2 to see what other additions will be coming.








thewood1
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RE: Command v1.06 - The new features Part I

Post by thewood1 »

Are we close to a release on the update?
mikmykWS
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RE: Command v1.06 - The new features Part I

Post by mikmykWS »

Yes. Within the next couple weeks.

Mike
Veracity
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RE: Command v1.06 - The new features Part I

Post by Veracity »

Hey devs - it's been awhile! :)

I am curious if you can share any further information on the Advanced Strike Planner we've heard whispers about for quite some time? The TOT function would really help simplify mission planning and it's been "THE" feature I've been looking forward to the most since purchasing the software.

Cheers,
Paul
mikmykWS
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RE: Command v1.06 - The new features Part I

Post by mikmykWS »

Hi Paul

Still on the list. If you look at our fix and add lists when we release builds you can see our creep towards it.

Mike
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Gunner98
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RE: Command v1.06 - The new features Part I

Post by Gunner98 »

Excellent, just saw this!
 
Couple quick questions:
 
1:  With the 'Quick turn around' feature, what can the AC do in the '6 hrs downtime', are they in Maintenance or Reserve mode or can they be readying for another load-out? I presume they are completely unavailable, and once the 6 hrs is over they can start another loadout or another quick turn around cycle, if they are allowed to simply arm for another mission it wouldn't be much of a penalty.
 
2:   For the unit proficiency values, will that apply to ships and other units or just AC?
 
3:  In the screenshots, the photo of the unit appears in the side-bar - another new feature? [:D]
 
Thanks a lot guys this is fantastic.
 
Bart
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cf_dallas
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RE: Command v1.06 - The new features Part I

Post by cf_dallas »

My apologies if this has been asked. Will Air Ops tempo be something that can be changed via event editor? IE, scenario starts at normal tempo, until some event triggers surge ops. Or vice versa, you start a scenario on surge, then after some time settle into an extended campaign pace of operations.
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mikmykWS
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RE: Command v1.06 - The new features Part I

Post by mikmykWS »

Not Lua but player initiates via a ROE (Surge/Sustained). Have added a request to change the ROE's via LUA though. Designers might want this.

M
Ocel0t
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RE: Command v1.06 - The new features Part I

Post by Ocel0t »

ORIGINAL: mikmyk

ORIGINAL: Spookyashell

Glad I bought this game now that I see continued development of the game.
How long will you keep updating it?

Till we get the game we always wanted[:)]

Tell us this is 'never'! [;)]
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cf_dallas
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RE: Command v1.06 - The new features Part I

Post by cf_dallas »

ORIGINAL: mikmyk

Not Lua but player initiates via a ROE (Surge/Sustained). Have added a request to change the ROE's via LUA though. Designers might want this.

M
Awesome, thanks. Yeah, modifying all ROEs would give designers a lot of flexibility.
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Tomcat84
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RE: Command v1.06 - The new features Part I

Post by Tomcat84 »

ORIGINAL: mikmyk

Not Lua but player initiates via a ROE (Surge/Sustained). Have added a request to change the ROE's via LUA though. Designers might want this.

M


Haven't been able to test this yet but isn't this already possible via:

http://wiki.baloogancampaign.com/index. ... etDoctrine
My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )
mikmykWS
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RE: Command v1.06 - The new features Part I

Post by mikmykWS »

Ah. There it is.

Good news:)

Mike
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