Command: Modern Operations – User interface and experience, 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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Hiraishinyon
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RE: Command: Modern Operations – User interface and experience, Part I

Post by Hiraishinyon »

Sorry, didn´t see those. Thanks [:)]
lecrop
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RE: Command: Modern Operations – User interface and experience, Part I

Post by lecrop »

No problem, it's difficult to see, these are the only two screenshots with NATO symbols, all the others are with Stylized Directional.
Darren_H_slith
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RE: Command: Modern Operations – User interface and experience, Part I

Post by Darren_H_slith »

I am looking forward to this simulation very much. I'm sure I will enjoy these easier UI features that you are working on. The only issue that isn't addressed so far, is audio. In my opinion, it is the one area where CMANO seems to be lacking. Do you think that in future, different take-off sounds could be employed for fighters versus turboprop recon aircraft and other various events and units? It could help convey information when you are zoomed in on the map, but are manually launching groups or have a lot a events happening rapidly...

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Stonedog
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RE: Command: Modern Operations – User interface and experience, Part I

Post by Stonedog »

I have not ever been bothered by it either. Yet I can see why they want to give it a more modern and more game style look. I mainly post on the Steam Forums buyt have been around since day 1 for CMANO here and Steam. The one thing that people gripe the most about I have seen , or that prevents them from buying CMANO is the UI interface having such a business like and spartan look to it.

I am thinking they (Warfare Sims / Dev Team ) are thinking that a fresher more modern look and feel will bring in more revenue in the form of customers who passed on CMANO 1 simply because of this.A sad thing that some missed out on such a good game/sim because of the UI look, but a reality non-the-less .

I will adjust to the new UI just like I did the old one, that is little to ask if it brings in more money to fund more DLC etc....

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britten
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RE: Command: Modern Operations – User interface and experience, Part I

Post by britten »

ORIGINAL: Darren_H_slith
The only issue that isn't addressed so far, is audio. In my opinion, it is the one area where CMANO seems to be lacking. Do you think that in future, different take-off sounds could be employed for fighters versus turboprop recon aircraft and other various events and units? It could help convey information when you are zoomed in on the map, but are manually launching groups or have a lot a events happening rapidly...

I agree and already asked about adding sounds in another thread (the answer was that - yes, they will add sounds).

Generally, those are my two issues with (current) Command. UI and lack of atmosphere of war. I think Harpoon series were bit better in regarding that second thing. For sure, adding some sounds would help in being more immersed in the game.
Darren_H_slith
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RE: Command: Modern Operations – User interface and experience, Part I

Post by Darren_H_slith »

ORIGINAL: britten
ORIGINAL: Darren_H_slith
The only issue that isn't addressed so far, is audio. In my opinion, it is the one area where CMANO seems to be lacking. Do you think that in future, different take-off sounds could be employed for fighters versus turboprop recon aircraft and other various events and units? It could help convey information when you are zoomed in on the map, but are manually launching groups or have a lot a events happening rapidly...

I agree and already asked about adding sounds in another thread (the answer was that - yes, they will add sounds).

Generally, those are my two issues with (current) Command. UI and lack of atmosphere of war. I think Harpoon series were bit better in regarding that second thing. For sure, adding some sounds would help in being more immersed in the game.


Sounds great! Pun intended! [;)]
Luckschaden
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RE: Command: Modern Operations – User interface and experience, Part I

Post by Luckschaden »

Are there any plans to make sorting/filtering scenarios work better?

The community made ones are amazing, but it takes me a relatively long time to find one that I enjoy playing.
Some scenarios have, for instance, a scale that I find tedious. I personally don't really enjoy launching and assembling a few carriers worth of airwings before I can do anything.
Other scenarios are incredibly short, or incredibly long.
And finally, some appear to be simply somewhat poorly made.

What i'd be interested in would be a) maybe a "Dev-Recommended" sublist of the community scenarios, and b) some kind of more objective rating in terms of scale, length, complexity etc., so I get a better idea what the scenario is like before starting it.
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ultradave
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RE: Command: Modern Operations – User interface and experience, Part I

Post by ultradave »

ORIGINAL: Luckschaden

Are there any plans to make sorting/filtering scenarios work better?

The community made ones are amazing, but it takes me a relatively long time to find one that I enjoy playing.
Some scenarios have, for instance, a scale that I find tedious. I personally don't really enjoy launching and assembling a few carriers worth of airwings before I can do anything.
Other scenarios are incredibly short, or incredibly long.
And finally, some appear to be simply somewhat poorly made.

What i'd be interested in would be a) maybe a "Dev-Recommended" sublist of the community scenarios, and b) some kind of more objective rating in terms of scale, length, complexity etc., so I get a better idea what the scenario is like before starting it.

Are you aware of the Scenario Browser?

https://www.matrixgames.com/forums/tm.asp?m=4252693

It has some of what you are looking for. Not all, but I find it really useful in narrowing down the choices, without opening up lots of scenarios in game.
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Dimitris
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RE: Command: Modern Operations – User interface and experience, Part I

Post by Dimitris »

ORIGINAL: Luckschaden
Are there any plans to make sorting/filtering scenarios work better?

Yes, though not on this release.
Luckschaden
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RE: Command: Modern Operations – User interface and experience, Part I

Post by Luckschaden »

ORIGINAL: ultradave

ORIGINAL: Luckschaden

Are there any plans to make sorting/filtering scenarios work better?

The community made ones are amazing, but it takes me a relatively long time to find one that I enjoy playing.
Some scenarios have, for instance, a scale that I find tedious. I personally don't really enjoy launching and assembling a few carriers worth of airwings before I can do anything.
Other scenarios are incredibly short, or incredibly long.
And finally, some appear to be simply somewhat poorly made.

What i'd be interested in would be a) maybe a "Dev-Recommended" sublist of the community scenarios, and b) some kind of more objective rating in terms of scale, length, complexity etc., so I get a better idea what the scenario is like before starting it.

Are you aware of the Scenario Browser?

https://www.matrixgames.com/forums/tm.asp?m=4252693

It has some of what you are looking for. Not all, but I find it really useful in narrowing down the choices, without opening up lots of scenarios in game.
Thanks for your reply! Yeah, I looked at it, and it seems like the best solution with what's available right now, but it didn't really help me too much.

Both the categories and descriptions vary wildly between scenario designers (some put a full roleplay briefing etc. in there, some barely a sentence), so it's hard to search with that.
And even if I read a description, it's often hard to tell what the gameplay is like.
And when loading a scenario can take quite a bit(for me at least) to get familiar with the units and situation, and to organise my forces, before I really have a chance to test the scenario. Maybe I got unlucky, but in the past I played one scenario that pretended to be multi-day and relatively large scale, and then after about a day it gives you a "That's all that's finished for now, I'll add the rest of the scenario in later. Thanks for playing!" message, which is quite frustrating for a player.
Luckschaden
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RE: Command: Modern Operations – User interface and experience, Part I

Post by Luckschaden »

Thanks! Looking forward to it!
macinlew
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RE: Command: Modern Operations – User interface and experience, Part I

Post by macinlew »

In the Run for a specific chunk of simulated time, then stop: category I have a feature request. So I'm using this feature and I see something happen, sunk ship, aircraft shot down, weapon misses target, etc., and I want to go back to the start of the selected chunk of simulated time that just finished, and do it over again without having to save before I select the chunk of time and reload the save. Ideally being able to scroll through what happened in that chunk of time like scrolling through a video and restarting right before the event is what I really want. I can see how doing that could impact performance but maybe an option if you're willing to sacrifice the performance? And when I say restarting I mean it actually runs the simulation again from that point and not just replay what happened before.

So for example being able to scroll through the message log window and click on a message and restart the simulation at that point, and while we're being unrealistic could it find me a better wife, make me a better husband, raise my kids right and make me king of the world... Woo Hooo!
mikerohan
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RE: Command: Modern Operations – User interface and experience, Part I

Post by mikerohan »

[...]
Driving fast and looking good


Arguably the single biggest criticism leveled against CMANO v1.x has been that its user interface, and primarily the map engine, felt slow and clunky. In some cases this was the result of various technical circumstances, such as users not not keeping their systems updated, shovelware and intrusive apps sinking their rusty hooks inside Command without any recourse (looking at you, Valve & MSI), and other factors.
[...]

How is this solved in the new C:MO? Should we expect any performance difference, between the Steam and non-Steam versions?

Thanks!
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