Command: Modern Air / Naval Operations second standalone expansion

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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ncc1701e
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by ncc1701e »

ORIGINAL: Daniele

- NEW! Advanced weapons for the new age of war. Tactical EMP weapons, railguns, high-energy lasers and more!

Railguns! Great. Very interesting and interest to play with DDG-1000.
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magi
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by magi »

hurry now..... im still waiting......
CrazyIvan101
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by CrazyIvan101 »

Besides the new awesome Railguns and Lasers, will we see the introduction of planned/hypothetical platforms like the B-21, PCA/NGAD, Japanese F-3/5th Gen Fighter, etc? Any info on a release date would be highly appreciated too!
butch4343
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by butch4343 »

I’m chuffed that there’s a new update coming out for the game, I’m looking forward to the improvements it will bring to the main game. I wondered if I might pose a few questions to the developers. I ask these in a polite and respectful tone so here goes:

When?
So when can we expect to see chains of war? I know that things are fluid but I wonder if there’s a rough or planned release date, are we talking this month. This quarter? The later part of the year?

Price Point?
I wonder if the developers have a price point in mind, I understand that the developers have to make a profit in some way and as such the exact price may not be set, however is there a rough idea of what the price will be to the community, even something as vague as in £5-£10 or £20-40?

Is this the future?

CMNAO was created by enthusiasts who have become developers and they created a great game, however they have become developers with commercial pressures. I read the recent interview with one of the developers (I can’t recall the name or find the interview now) that seemed to hint that the focus would be on the pro side with the public version getting some of the developments of this. I wonder if CMNAO will move to a model where new functionality (Comms jamming ect) is paid for via DLC and perhaps additional units and fixes/patches are still provided free of charge? If this is not the case where do the devs see CMNAO going?

Thanks in advance for any answers

Kind Regards
Tamas
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Tamas »

We are going to announce the release date soon! As for the price, we never announce that before the game is released, sorry!

On future content: we have been paying close attention to deliver what we feel is a proper balance between free and paid-for content, as you can see from the constant development of the game. We will continue to do so in the future as well.
butch4343
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by butch4343 »

Tamas

Thanks for the prompt reply, I look forward to the announcement [:)]

Regards
Doctorwarthog
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Doctorwarthog »

I am so looking forward to this. You guys rock.
B52H
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by B52H »

With the addition of cargo, will this expansion also feature downed pilots and CSAR?
JPFisher55
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by JPFisher55 »

I have a question about the new release with COW. I have noticed an option about affects of weather in the realism settings that has not been activated. Is this feature part of COW?
Dimitris
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Dimitris »

ORIGINAL: B52H
With the addition of cargo, will this expansion also feature downed pilots and CSAR?

No, but if you deem it important you can model it through Lua.
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Dimitris »

ORIGINAL: JPFisher55
I have a question about the new release with COW. I have noticed an option about affects of weather in the realism settings that has not been activated. Is this feature part of COW?

You mean weather affecting air sorties (since weather already affects other things). It is not one of the new features of CoW, it will be included in a future release.
magi
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by magi »

I'm still waiting.... hurry now.....
temkc5
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by temkc5 »

ORIGINAL: temkc5

I am hoping Chains of War employs a greater degree of Network-Centric Warfare throught data link and communications

similar to Cooperative Engagement Capability already in game

Chains of War makes it sound like a no brainer but maybe not.

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Doctorwarthog
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Doctorwarthog »

How deep will this go in the editor? Will I for example be able to mark a bunker as a local HQ, or a relay station, and leave an entire occupation force in the dark if destroyed? I have noticed there's communication hubs and relay stations in the database, but I guess those could be just cosmetic?
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Primarchx
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Primarchx »

ORIGINAL: Doctorwarthog

How deep will this go in the editor? Will I for example be able to mark a bunker as a local HQ, or a relay station, and leave an entire occupation force in the dark if destroyed? I have noticed there's communication hubs and relay stations in the database, but I guess those could be just cosmetic?

Given that comms are only disrupted by damage, editor or LUA in the commercial version you'll need to 'game' out your comms networks and implement them that way.

I'm also interested in how this translates to game play. What happens when a unit under my control goes dark?
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Sniper31
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Sniper31 »

This looks like a promising and enjoyable DLC.
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Dimitris »

ORIGINAL: Primarchx
I'm also interested in how this translates to game play. What happens when a unit under my control goes dark?

We present a summary of the gameplay effects here: http://www.warfaresims.com/?p=4454 (Paragraph "...and Effects").
Tomcat84
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Tomcat84 »

ORIGINAL: Doctorwarthog

How deep will this go in the editor? Will I for example be able to mark a bunker as a local HQ, or a relay station, and leave an entire occupation force in the dark if destroyed? I have noticed there's communication hubs and relay stations in the database, but I guess those could be just cosmetic?


One thing you can already do in the editor is divide an AI force into multiple sides.

Example:

Side Red EW has all the EW radars that build the air picture
Side Red Ops has all the actual Red operating units (fighters etc) that need the air picture.

Side Red EW is Friendly to side Red Ops so that Red Ops units get the air picture generated by the Red EW side.

Now make an event that if a certain bunker or relay station is destroyed, the Red EW posture changes to neutral and now suddenly Red Ops has lost its air picture.

Of course you can make this more complicated with multiple layers too, different regions getting different sides etc. Just make sure you still understand how it all links together haha
My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )
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Primarchx
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Primarchx »

ORIGINAL: Sunburn
ORIGINAL: Primarchx
I'm also interested in how this translates to game play. What happens when a unit under my control goes dark?

We present a summary of the gameplay effects here: http://www.warfaresims.com/?p=4454 (Paragraph "...and Effects").

I saw that but it's still fuzzy to me. How do I as a player select units out of communication if I can't see them or do I lose control? What is considered a 'core' unit for purposes of control? One that still retains commo? What if all my forces have comms cut because of a cyber attack? What actions are those out-of-comms units doing while I can't control them?
Doctorwarthog
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RE: Command: Modern Air / Naval Operations second standalone expansion

Post by Doctorwarthog »

ORIGINAL: Tomcat84

ORIGINAL: Doctorwarthog

How deep will this go in the editor? Will I for example be able to mark a bunker as a local HQ, or a relay station, and leave an entire occupation force in the dark if destroyed? I have noticed there's communication hubs and relay stations in the database, but I guess those could be just cosmetic?


One thing you can already do in the editor is divide an AI force into multiple sides.

Example:

Side Red EW has all the EW radars that build the air picture
Side Red Ops has all the actual Red operating units (fighters etc) that need the air picture.

Side Red EW is Friendly to side Red Ops so that Red Ops units get the air picture generated by the Red EW side.

Now make an event that if a certain bunker or relay station is destroyed, the Red EW posture changes to neutral and now suddenly Red Ops has lost its air picture.

Of course you can make this more complicated with multiple layers too, different regions getting different sides etc. Just make sure you still understand how it all links together haha

That is a good tip. Thanks!
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