RUNNING POLL - gameplay features [Feature Requests Go Here]
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RE: RUNNING POLL - gameplay features
On the Mission Editor, the 'Maximum' and 'Minimum' strike radius fields only work for planes on strike missions.
Could they be made to apply to boats and subs on strike missions too, please? At the moment, they'll chase anything on the map and there's no simple way to limit the range. (This could be useful for boats stationed at docks - they could move out to strike anything too close, then return)
Also, on a similar note, perhaps could the Transit*/Patrol/Attack speeds in the Patrol Mission Editor for boats and subs have a 'Stop' setting. This way, they could be ordered to stay still when patrolling (not engaging a target), or not to move when attacking.
*Obviously, not necessary for the transit setting! Or for planes!
Could they be made to apply to boats and subs on strike missions too, please? At the moment, they'll chase anything on the map and there's no simple way to limit the range. (This could be useful for boats stationed at docks - they could move out to strike anything too close, then return)
Also, on a similar note, perhaps could the Transit*/Patrol/Attack speeds in the Patrol Mission Editor for boats and subs have a 'Stop' setting. This way, they could be ordered to stay still when patrolling (not engaging a target), or not to move when attacking.
*Obviously, not necessary for the transit setting! Or for planes!
RE: RUNNING POLL - gameplay features
This is just a silly request but would be SOOOOOOOO nice for us scenario designers
When using the "set orientation" command either have a text box where you can write in the value you are after or have "+/-" buttons. Nothing more frustrating that trying to get the right value and the slider keeps bouncing back and forth above and below where you are aiming
When using the "set orientation" command either have a text box where you can write in the value you are after or have "+/-" buttons. Nothing more frustrating that trying to get the right value and the slider keeps bouncing back and forth above and below where you are aiming
"We have met the enemy and they are ours" - Commodore O.H. Perry
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RE: RUNNING POLL - gameplay features
You know you can use the arrow keys to fine-adjust the direction, right?ORIGINAL: vettim89
This is just a silly request but would be SOOOOOOOO nice for us scenario designers
When using the "set orientation" command either have a text box where you can write in the value you are after or have "+/-" buttons. Nothing more frustrating that trying to get the right value and the slider keeps bouncing back and forth above and below where you are aiming
RE: RUNNING POLL - gameplay features
ORIGINAL: Supreme 2.0
You know you can use the arrow keys to fine-adjust the direction, right?ORIGINAL: vettim89
This is just a silly request but would be SOOOOOOOO nice for us scenario designers
When using the "set orientation" command either have a text box where you can write in the value you are after or have "+/-" buttons. Nothing more frustrating that trying to get the right value and the slider keeps bouncing back and forth above and below where you are aiming
Ugh.
Just... ugh.
At myself.
For never trying that.
((facepalm))
Formerly cwemyss
RE: RUNNING POLL - gameplay features
+1 - DOH!
"We have met the enemy and they are ours" - Commodore O.H. Perry
RE: RUNNING POLL - gameplay features
For ships, when their side doctrine is "Never use UNREP" when you attempt to UNREP, a message appears that no suitable UNREP location is available. I was wondering if this message could be changed to "This unit has 'never use UNREP' enabled under side doctrine". Very small change, but it would help ease confusion.
RE: RUNNING POLL - gameplay features
Hi all,
I would like to formally suggest a toggle option for the audio warning siren that plays whenever a hostile weapon is detected.
Though often an essential warning, there are plenty of circumstances where it is not particularly necessary, and in high-pressure moments it can be quite a racket.
A toggle could be anything from a checkbox in the options menu to a small dedicated toggle button on the main screen toolbar.
On a secondary note, there are also ways that the audio warning could have its utility multiplied - have seperate tones for SAM, AAM, AshM, "unknown" etc.
Thanks!
I would like to formally suggest a toggle option for the audio warning siren that plays whenever a hostile weapon is detected.
Though often an essential warning, there are plenty of circumstances where it is not particularly necessary, and in high-pressure moments it can be quite a racket.
A toggle could be anything from a checkbox in the options menu to a small dedicated toggle button on the main screen toolbar.
On a secondary note, there are also ways that the audio warning could have its utility multiplied - have seperate tones for SAM, AAM, AshM, "unknown" etc.
Thanks!
RE: RUNNING POLL - gameplay features
ORIGINAL: Excroat3
For ships, when their side doctrine is "Never use UNREP" when you attempt to UNREP, a message appears that no suitable UNREP location is available. I was wondering if this message could be changed to "This unit has 'never use UNREP' enabled under side doctrine". Very small change, but it would help ease confusion.
Excroat3
For ships, when their side doctrine is "Never use UNREP" when you attempt to UNREP, a message appears that no suitable UNREP location is available. I was wondering if this message could be changed to "This unit has 'never use UNREP' enabled under side doctrine". Very small change, but it would help ease confusion.
Just added this to our list. Pretty reasonable request.
M
RE: RUNNING POLL - gameplay features
ORIGINAL: ColonelMolerat
On the Mission Editor, the 'Maximum' and 'Minimum' strike radius fields only work for planes on strike missions.
Could they be made to apply to boats and subs on strike missions too, please? At the moment, they'll chase anything on the map and there's no simple way to limit the range. (This could be useful for boats stationed at docks - they could move out to strike anything too close, then return)
Also, on a similar note, perhaps could the Transit*/Patrol/Attack speeds in the Patrol Mission Editor for boats and subs have a 'Stop' setting. This way, they could be ordered to stay still when patrolling (not engaging a target), or not to move when attacking.
*Obviously, not necessary for the transit setting! Or for planes!
Added these as normal requests on our list. Thanks!
Mike
RE: RUNNING POLL - gameplay features
how can i vote?
I choose real time multiplayer btw.
Greetings
I choose real time multiplayer btw.
Greetings
RE: RUNNING POLL - gameplay features
Would it ever be beneficial for the user or designer to set a limit to the "scrollable" lat-long and altitude allowed during game play? I often find myself over scrolling in either x, y, and or z directions. So when playing over the Black Sea I end up out over the Mediterranean or farther away. Even in orbit. I know I can be careful and avoid this. I use the mouse wheel a lot. Would limiting the playing area additionally help software performance? Yes, nick picking ... but just curious.
<ported over from the main forum, please comment here>
<ported over from the main forum, please comment here>
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan
RE: RUNNING POLL - gameplay features
"nick picking" is nitpicking...just nitpicking on ya.
RE: RUNNING POLL - gameplay features
that's the Greek side of the family coming through.
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan
RE: RUNNING POLL - gameplay features
ORIGINAL: Wasicun
how can i vote?
I choose real time multiplayer btw.
Greetings
OH Ya! That would the day. Hoping for a nice add-on for that! It would increase the fan base immensely IMHO.
My Top Matrix Games 1) CMO MP?? 2) WITP/AE 3) SOW 4) Combat Mission 5) Armor Brigade
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RE: RUNNING POLL - gameplay features
I would like to be able to set special message pop-ups for new contacts / contact changes by contact type; in large scenarios it's common for heaps of bogeys to be present, so setting pop-ups for new contacts stops the game every few seconds. Being able to set the pop-up for new skunks or goblins would allow the player to run in time compression while stopping immediately if a goblin or skunk is detected (and not every couple of seconds when a bogey appears)
As a follow-on, being able to customise the sounds for different contact types would be great, but this is a distant second to the above.
As a follow-on, being able to customise the sounds for different contact types would be great, but this is a distant second to the above.

RE: RUNNING POLL - gameplay features
Are the following statements true?
Weapon system reliability and accuracy are separate characteristics which are "baked" into the database and can not be altered by the designer.
Proficiency is set by the designer globally for a side. It is related to training/non-technical/non-database factors.
Additionally,
Is there any talk about being able to assign differing proficiency levels to individual systems per side in the editor? For example 2/6 F14s are aces, the other 4 regular. Or being able to set "maintenance = reliability" levels the same way?
Weapon system reliability and accuracy are separate characteristics which are "baked" into the database and can not be altered by the designer.
Proficiency is set by the designer globally for a side. It is related to training/non-technical/non-database factors.
Additionally,
Is there any talk about being able to assign differing proficiency levels to individual systems per side in the editor? For example 2/6 F14s are aces, the other 4 regular. Or being able to set "maintenance = reliability" levels the same way?
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan
RE: RUNNING POLL - gameplay features
I am not certain on your first point so won't speculate.
On the second point however, you can already do that: In the clip you see a Sqn of Harriers most are Veteran, 5 are Aces and one (a new replacement) is Regular.
You set the proficiency by unit or group with the drop down in the lower right of the box.
B

EDIT: Re-read you're post. Yes the designer sets the proficiency for the entire side based on how he feels the factors he believes are important, training, moral, rest, experience etc. Then adjusts the individual units base on the same thing but more fine tuned.
On the second point however, you can already do that: In the clip you see a Sqn of Harriers most are Veteran, 5 are Aces and one (a new replacement) is Regular.
You set the proficiency by unit or group with the drop down in the lower right of the box.
B

EDIT: Re-read you're post. Yes the designer sets the proficiency for the entire side based on how he feels the factors he believes are important, training, moral, rest, experience etc. Then adjusts the individual units base on the same thing but more fine tuned.
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RE: RUNNING POLL - gameplay features
Thanks, did not see that option on the lower right. Gee, more factors to test and play with ...[:D]
Without checking a bunch of scenarios, do designers typically highlight in the briefings which units are less than or greater than "regular" or do they have the player check those assignments in the OOB view like you show above? I would place them in the briefing but I could see testing the players attention to detail too.
Without checking a bunch of scenarios, do designers typically highlight in the briefings which units are less than or greater than "regular" or do they have the player check those assignments in the OOB view like you show above? I would place them in the briefing but I could see testing the players attention to detail too.
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan
RE: RUNNING POLL - gameplay features
ORIGINAL: kevinkin
Would it ever be beneficial for the user or designer to set a limit to the "scrollable" lat-long and altitude allowed during game play? I often find myself over scrolling in either x, y, and or z directions. So when playing over the Black Sea I end up out over the Mediterranean or farther away. Even in orbit. I know I can be careful and avoid this. I use the mouse wheel a lot. Would limiting the playing area additionally help software performance? Yes, nick picking ... but just curious.
<ported over from the main forum, please comment here>
Think I would quite like that. Would use with some custom layers to restrict the viewable area to those layers. For example would be cool to use an nautical chart (am sure I saw an post on here where someone did use one) or some other height map as an map instead. So I do not see the hard edge where the nautical chart stops and the black void, relief, or blue marble kicks in. Though I presume you would also require something to prevent units wandering out the viewable area in order to make that work? Well could use the ORBAT to select them and then change their course back I guess.
Unrelated though I can think another View Setting similar to the "Borders + Coastlines" that would be cool, another setting that shows you the both the Land Borders and Territorial Waters akin to what you can see on the OpenStreetMap.
RE: RUNNING POLL - gameplay features
Custom scenario folders? Just to organize the growing number of scenarios. I hope I missed this feature since I need get things under control[&o]
“The study of history lies at the foundation of all sound military conclusions and practice.”
Alfred Thayer Mahan
Alfred Thayer Mahan