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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Rory Noonan
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RE: RUNNING POLL - gameplay features

Post by Rory Noonan »

I would like the missions to be displayed alphabetically in the 'assign to' dialogue; in large/long scenarios it's necessary to use standard naming to keep track of what missions actually do. At the moment it seems like they're sorted based on sequence of creation.
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FoxZz
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RE: RUNNING POLL - gameplay features

Post by FoxZz »

ORIGINAL: miller7219

I already voted for speed/altitude per waypoint (hope you include sensor setting and manual attack orders to what can be ordered by way point too!). But now were getting some other really good additions to the the poll that I'd like too. I do think being able to add orders by way point is still my #1, but I'd like give my top 5:

I think you can already set altitude and speed in the waypoints, just select the waypoint and press F2.
AlexinCT
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RE: RUNNING POLL - gameplay features

Post by AlexinCT »

Not sure if this was requested yet, but one thing I am still struggling with on how to gracefully resolve switching a grouped unit (an airbase being captured by the other side). While the ScenEdit_SetUnitSide() function will reset the side of all units of a grouped unit, it unfortunately ungroups them in the process, leaving you with that problem to resolve. A lua function that allows you to identify all the subunits of a parent unit, will make regrouping the subunits, after their side has been switched and they are now ungrouped, much easier. Of course getting the ScenEdit_SetUnitSide() function to do grouped unit, or creating a ScenEdit_SetGroupedUnitSide() function that does that for us, would be a far nicer solution.
jg325
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RE: RUNNING POLL - gameplay features

Post by jg325 »

Honestly all these additions sound good and given time I would love to have all of them added, I can't choose between them
MarkShot
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RE: RUNNING POLL - gameplay features

Post by MarkShot »

REQUEST

Please add a way to load log files into the Message Window so that they can be properly parse/tagged and reviewed. Thank you.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
MarkShot
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RE: RUNNING POLL - gameplay features

Post by MarkShot »

REQUEST

Please add: God's Eye View is persistent (frame to frame) when in the Scenario Editor during a replay so that can see the action unfold with absolute knowledge. Thank you.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
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Mgellis
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RE: RUNNING POLL - gameplay features

Post by Mgellis »

REQUEST

Please consider adding to the game map depths for the North American Great Lakes, the African Great Lakes, and as many of the world's biggest rivers as is practical (especially the Mekong, but also others like the Amazon, the Congo, the Niger, the Paraná, the Yangtze, etc.) so that more "brown water" scenarios can be written. Thanks!
zclark
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by zclark »

I’d love to have the ability to enter the lat and lon of a desired point in order to precisely place facilities. It would also be nice to be able to bulk load facilities via an Excel or CSV file using field names like Lat, Lon, and DB ID of facility.
Regards,
zclark
mikmykWS
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by mikmykWS »

ORIGINAL: zclark

I’d love to have the ability to enter the lat and lon of a desired point in order to precisely place facilities. It would also be nice to be able to bulk load facilities via an Excel or CSV file using field names like Lat, Lon, and DB ID of facility.
Regards,
zclark

As far as the bulk loading we do this now. Check out imports

Mike
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cf_dallas
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by cf_dallas »

ORIGINAL: zclark

I’d love to have the ability to enter the lat and lon of a desired point in order to precisely place facilities. It would also be nice to be able to bulk load facilities via an Excel or CSV file using field names like Lat, Lon, and DB ID of facility.
Regards,
zclark

You can also do this with a combination of Excel's CONCATENATE function and the Lua Script Console. If you've got a spreadsheet that lists units, locations, and DBIDs, you can use concatenate to build the ScenEdit_AddFacility() script for each line.

Then copy/paste a whole column of those into the Script Console, hit "run script" and voila, bulk addition of units.
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wqc12345
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by wqc12345 »

What would be really nice is to have a "date" drop down to only list units up and until that date. Instead of sorting on date, you could just enter in the date or date range and get a list of units available for that date range.. makes things easier when making scenarios. Additionally, it would be helpful for importing of bases.
zclark
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by zclark »

Thanks for the feedback. Any functionality that can be added into the already user friendly UI of the core program is appreciated. I may be a small minority in this community but coding and scripting is an aptitude I unfortunately don’t have. That said, I will attempt the suggestions presented to create an import file of facilites.
Best regards,

zclark
mikmykWS
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by mikmykWS »

You may want to take a look at this:

tm.asp?m=3542302

Mike
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Sardaukar
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Sardaukar »

REQUEST:

It would be convenient to add extra check to avoid accidentally saving over original scenario. Happened to me last night when fooling around with Down Town 1969... Pressed Save in editor mode instead of Save as. That can be inconvenient, since original individual scenarios can be hard to find.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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JPFisher55
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by JPFisher55 »

For long scenarios, it would be interesting if some planes would automatically, or be set to by the scenario design, go down for repairs for 2-7 days.
mikmykWS
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by mikmykWS »

ORIGINAL: JPFisher55

For long scenarios, it would be interesting if some planes would automatically, or be set to by the scenario design, go down for repairs for 2-7 days.

Can do this with lua. Engage scenario writers about this and they can do it.

Mike
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severe7
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by severe7 »

REQUEST:
I've recently found the Swedish Armed Forces introduction book in electronic warfare (find it HERE).
In the book the tactic of "Glimta" is named. In English the word would be blink, glimmer or flash.
When using this tactic several scattered radars blink on and off at different times to give the adversary as hard a target to locate as possible. The radars still get a somewhat correct air picture.

If this is not to hard to implement it could be an interesting addition to radar behavior/support missions, "blink at intervall of X time".

It might not help the player side but it would add some challenge for a player trying to do SEAD of finding a radar.

I don't know if other nations do this but if it's in a EW 101 book that's freely aviable online it can't be that revolutionary.

/Sam
Kitchens Sink
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Kitchens Sink »

Feature Request:

I was wondering if it would be possible to do Satellite Pass Predictions on a single (or group of) satellites before actually adding them to the Scenario.

The current system requires first adding the satellites and then doing a pass prediction on a given point to see which ones cover the area of interest, then deleting the ones that don't. Sort of a trial-and-error method.

It would be nice if I could do pass predictions on selected satellites before actually adding the units to cut down on a little on the add/delete steps.

Thanks!
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Schr75
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Schr75 »

Feature request:

Dawn/day time prediction.

When playing scen´s where you´re restricted by day only loadouts it would be very usefull to know when dawn is at the target.
I suggest that a dawn/daylight time entry be added to the map cursor datablock.

Søren
Excroat3
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RE: RUNNING POLL - gameplay features

Post by Excroat3 »

Not sure if this is already implemented, but it would be cool if there was a way to prioritize aircraft taking off vs aircraft landing at an airfield. For example, when you click the "Prioritize aircraft taking off" all aircraft trying to land would be kept in the holding pattern while aircraft take off, and they will only land if critical on fuel. Same would go for the reverse option.


Also, can there please be some function where the game prioritizes aircraft taking off in groups? In the larger scenarios, when launching alpha strikes, I'm really tired of seeing 8 groups of 3/4 planes orbiting my carrier, and instead of the 4th plane in the group taking off, its the first 2 of a COMPLETELY new group. Then when the 4th plane finally takes off, the entire group has to RTB because they wasted all of their fuel waiting for the 4th plane.
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