RUNNING POLL - gameplay features [Feature Requests Go Here]
Moderator: MOD_Command
RE: RUNNING POLL - gameplay features
I believe at some point… There should be two general gameplay features or categories...
A simplified mode… That would be useful for new players and people who just want to jump in and have some fun…
And a full realism mode… For people who appreciate the game as a simulator and educator of modern theater operations and warfare… Like myself…
In simplefied mode there could be checkboxes of features that you could activate or deactivate......
In realism mode there could be features that you could deactivate…
Some of the major ones that I can think of… Are like aircraft agility as affected by load out....
Submarine operation modeling and behavior… This constant contact and ability to manipulate and direct submarines well subsurfaced is so unreal…however I do understand its usefulness and pleasure in gameplay for many people… So if it was optional… I believe it would satisfy everyone.......
Features could also be turned on and off to improve computer performance for some users...... I am aware that there's a lot of feature choices that already exist in the game as it is… I am just thinking of it being more expanded and more incompasing......
I am just expressing some general notions here… However I suspect command will move in this direction at sometime in the future AnyWho…
A simplified mode… That would be useful for new players and people who just want to jump in and have some fun…
And a full realism mode… For people who appreciate the game as a simulator and educator of modern theater operations and warfare… Like myself…
In simplefied mode there could be checkboxes of features that you could activate or deactivate......
In realism mode there could be features that you could deactivate…
Some of the major ones that I can think of… Are like aircraft agility as affected by load out....
Submarine operation modeling and behavior… This constant contact and ability to manipulate and direct submarines well subsurfaced is so unreal…however I do understand its usefulness and pleasure in gameplay for many people… So if it was optional… I believe it would satisfy everyone.......
Features could also be turned on and off to improve computer performance for some users...... I am aware that there's a lot of feature choices that already exist in the game as it is… I am just thinking of it being more expanded and more incompasing......
I am just expressing some general notions here… However I suspect command will move in this direction at sometime in the future AnyWho…
RE: RUNNING POLL - gameplay features
ORIGINAL: magi
I would really like the following:
Sonobuoys to be ghosted… Fainter or a slightly different color....
I'd like to see where they are… But they really clutter up the screen…
FYI - this is already featured in Game Options->Map Display->Sonobuoy Visibility. :>
RE: RUNNING POLL - gameplay features
i understand that... but it still to intense....ORIGINAL: Primarchx
ORIGINAL: magi
I would really like the following:
Sonobuoys to be ghosted… Fainter or a slightly different color....
I'd like to see where they are… But they really clutter up the screen…
FYI - this is already featured in Game Options->Map Display->Sonobuoy Visibility. :>
RE: RUNNING POLL - gameplay features
ORIGINAL: magi
i understand that... but it still to intense....ORIGINAL: Primarchx
ORIGINAL: magi
I would really like the following:
Sonobuoys to be ghosted… Fainter or a slightly different color....
I'd like to see where they are… But they really clutter up the screen…
FYI - this is already featured in Game Options->Map Display->Sonobuoy Visibility. :>
Understood. I typically toggle sonobuoy visibility on (would be nice to have a hotkey...) when I need to see them, which is usually at a high zoom level while I'm pursuing a contact, then turn them off when I return to macro-view.
RE: RUNNING POLL - gameplay features
I already voted for the TOT planner, but as I was trying to create a patrol zone around a ship, I came up with another idea - right now in the UI you can Ctrl-Right Click and hit Define Area, which gives you the ability to create a rectangular area. I wanted to create a circular area around a specific point - it'd be cool to have an option to create something like a circular area. To keep it reasonable on the number of reference points, maybe make it an octagon.
The way I see it working is that when the user clicks that option, an anchor point would be created, and the user can drag out to essentially draw a "radius" similar to how the Distance and Bearing tool works now.
Apologies if this is already in the UI and I just haven't seen it yet. There are a ton of elements in the UI and I haven't used them all yet.
Thanks!
Mark
The way I see it working is that when the user clicks that option, an anchor point would be created, and the user can drag out to essentially draw a "radius" similar to how the Distance and Bearing tool works now.
Apologies if this is already in the UI and I just haven't seen it yet. There are a ton of elements in the UI and I haven't used them all yet.

Thanks!
Mark
RE: RUNNING POLL - gameplay features
Understood. I typically toggle sonobuoy visibility on (would be nice to have a hotkey...) when I need to see them, which is usually at a high zoom level while I'm pursuing a contact, then turn them off when I return to macro-view.
[/quote]
that is a good idea… I have a gaming keyboard… It's possible I can dedicate a key to function in that manner… I'm going to go try…
RE: RUNNING POLL - gameplay features
I wish sonobuys and ref points would turn inactiv (unclickable) when turning visibility off.
Bjørn
Bjørn
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RE: RUNNING POLL - gameplay features
I'd like to be able to set units to attack other units by crashing into them, IE a terrorist suicide attack. I know it's a delicate matter and I do not mean to offend anyone, but it's a real life threat that could happen, just like shooting down an airliner by mistake, or the hypothetical nuking of Ukraine.
Sorry if already mentioned (or already in the game - I could not find it), the search engine hates me.
Sorry if already mentioned (or already in the game - I could not find it), the search engine hates me.
RE: RUNNING POLL - gameplay features
ORIGINAL: deepdive
I wish sonobuys and ref points would turn inactiv (unclickable) when turning visibility off.
Bjørn
The ability to deactivate sonobuoys would be nice, too, especially in you have processing/channel restrictions.
RE: RUNNING POLL - gameplay features
How about the ability to jettison ordnance?
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RE: RUNNING POLL - gameplay features
Again, sorry if already mentioned or already in the game:
I'd like to be able to "lock" onto a friendly unit when I plot a course. IE, if the plotted course end on a friendly unit, the unit will set course towards that friendly unit even if it's moving. If I do so now, the unit will go to the place where the other unit was when I plotted the course and then stop.
(hope any of this makes sense, english is my second language)
I'd like to be able to "lock" onto a friendly unit when I plot a course. IE, if the plotted course end on a friendly unit, the unit will set course towards that friendly unit even if it's moving. If I do so now, the unit will go to the place where the other unit was when I plotted the course and then stop.
(hope any of this makes sense, english is my second language)
RE: RUNNING POLL - gameplay features
ORIGINAL: Swedelicious
Again, sorry if already mentioned or already in the game:
I'd like to be able to "lock" onto a friendly unit when I plot a course. IE, if the plotted course end on a friendly unit, the unit will set course towards that friendly unit even if it's moving. If I do so now, the unit will go to the place where the other unit was when I plotted the course and then stop.
(hope any of this makes sense, english is my second language)
It would be nice if this worked for contacts as well; there are situations where I'd like to order an intercept but don't want an aircraft to waste fuel at full power.
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RE: RUNNING POLL - gameplay features
Another thing I would want is a generic civilian drone that can be fitted with any surface or land unit. As a terrorist, I could buy a $300 drone at Wallmart and use it to at least get a over the horizon visual from my speed boat, or use it to get a closer look at a potential target from my technical on the ground.
Good point. It should work for any visible unit on the map.
ORIGINAL: ExNusquam
It would be nice if this worked for contacts as well; there are situations where I'd like to order an intercept but don't want an aircraft to waste fuel at full power.
Good point. It should work for any visible unit on the map.
RE: RUNNING POLL - gameplay features
Firstly, I want to acknowledge the amazing achievement which Command is, as well as the tremendous continued support given to it by the development team. I get tremendous joy playing what-ifs scenarios as well as the amazing scenarios both within the game and contributed from the community.
My suggestion, and apologies if it has been mentioned but search didn't show that it had, is around the interface for reference points. On a large scenario, the number of reference points can quickly become chaotic and confusing. It seems to me that the two main uses for reference points are 1) to define an area and 2) to define a route. Regular use has taught me that reusing reference points across two or more paths or areas is bad practice so I always have distinct sets of ref points.
So the idea is this: the user should manage Areas or Routes primarily (adding, editing or deleting). They could be attached to missions where appropriate and modified within that context (Support mission -> add/edit route). In other words, instead of adding reference points individually, selecting them (and hoping not to have selected a stray one), and then creating a mission, you create the mission and then define an area/route which may or may not only exist within the context of the mission.
Some of problems it would solve are: 1) accidentally deleting a reference point that you didn't know you had selected, 2) having stray reference points lying around from defunct missions, 3) moving reference points accidentally as the majority of points would now be related to defined areas/routes and no longer need to be editable outside of the missions they're related to.
Progression of the game has many of the elements needed for this: missions highlight the relevant areas/routes on the map, and no-nav and exclusion zones appear in the same way. I see this suggestion as the logical conclusion of this which is the removal of the need for raw reference point editing.
Paul
My suggestion, and apologies if it has been mentioned but search didn't show that it had, is around the interface for reference points. On a large scenario, the number of reference points can quickly become chaotic and confusing. It seems to me that the two main uses for reference points are 1) to define an area and 2) to define a route. Regular use has taught me that reusing reference points across two or more paths or areas is bad practice so I always have distinct sets of ref points.
So the idea is this: the user should manage Areas or Routes primarily (adding, editing or deleting). They could be attached to missions where appropriate and modified within that context (Support mission -> add/edit route). In other words, instead of adding reference points individually, selecting them (and hoping not to have selected a stray one), and then creating a mission, you create the mission and then define an area/route which may or may not only exist within the context of the mission.
Some of problems it would solve are: 1) accidentally deleting a reference point that you didn't know you had selected, 2) having stray reference points lying around from defunct missions, 3) moving reference points accidentally as the majority of points would now be related to defined areas/routes and no longer need to be editable outside of the missions they're related to.
Progression of the game has many of the elements needed for this: missions highlight the relevant areas/routes on the map, and no-nav and exclusion zones appear in the same way. I see this suggestion as the logical conclusion of this which is the removal of the need for raw reference point editing.
Paul
RE: RUNNING POLL - gameplay features
ORIGINAL: kaburke61
ORIGINAL: hellfish6
In game options, I'd like to have separate message settings for new air, surface, facility and subsurface contacts. In a lot of scenarios I play, air contacts are pretty constant, but I've run into situations where a goblin detection will get lost in the messages. It'd be nice to be allowed to ignore new air contacts and get pop up alerts for new goblin contacts, for example.
+1
+1 - very easy to lose goblins when there's a lot of air movement.
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RE: RUNNING POLL - gameplay features
Hi - was reading this thread - tm.asp?m=3820530
and wondered about unit Avatars next to the unit - only if the group / unit is selected - provides quick visual feedback about task force strength etc,
Would look something like this ...

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RE: RUNNING POLL - gameplay features
I would like to have a customizeable soundslot per unit- type.
It would be nice to hear a sound when selecting a unit.
It would be nice to hear a sound when selecting a unit.
RE: RUNNING POLL - gameplay features
[:'(][:D][8D]
I always hate to ask, but how about a LUA command that allows us to run an event...
Every 8 hours to change weather.
Every 4 hours launch a recon unit... you get the idea...
Thank you!
I always hate to ask, but how about a LUA command that allows us to run an event...
Every 8 hours to change weather.
Every 4 hours launch a recon unit... you get the idea...
Thank you!
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
RE: RUNNING POLL - gameplay features
Still hoping for an in-game timer I can use to sequence events to the game clock. This would have modes that would put up user-written reminders at either defined date/times (0400 20Sept2015) or relative times (in 26hrs 19min).
RE: RUNNING POLL - gameplay features
Removed "Display weapon firing arcs" as this has been added in Build 710. If you voted for this you can vote again.