CMO RUNNING POLL - Gameplay feature requests

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.

Moderator: MOD_Command

What feature would you like to see added in Command?

Multiplayer
43
21%
Custom drawing on map
17
8%
Ground operations: Make units recognize and use roads
31
15%
Tacview - AAR mode
24
12%
Enable borders/coastlines at close-in zoom
5
2%
Chemical & Biological weapon effects
3
1%
Scriptless downed/stranded crew (for CSAR)
12
6%
Scriptless carry-over of units between scenarios
6
3%
Weather/Day-night affects air sorties
30
14%
Integrated speech-to-text (SeaHag-style)
2
1%
More sonar data on contact (details)
5
2%
Search tool for the cargo list
1
0%
List damaged units on Losses & Expenditures
1
0%
Include currently-airborne units on flight-ops screen
7
3%
Add "training" torpedoes (details)
0
No votes
BOL-fire mode for indirect artillery
4
2%
Warning shots
2
1%
Scriptless boarding actions
2
1%
Scriptless takeover of fixed facilities
8
4%
Hotkeys for built-in map layers
0
No votes
Depressed trajectory option for BMs
4
2%
Ability to add Folders to the Quick Battle list (details)
0
No votes
 
Total votes: 207

britten
Posts: 73
Joined: Sat Jun 17, 2017 2:38 pm
Location: Nederland

RE: CMO RUNNING POLL - Gameplay feature requests

Post by britten »

So people care more about local weather than for multiplayer? C'mon dudes.[&:] I recognise though what kind of problems design of multiplayer mode would bring. I have a feeling Real-Time style with small scenarios would work just fine, just like in Harpoon 3:
https://www.youtube.com/watch?v=XTyLseW_zI4
c3k
Posts: 441
Joined: Mon Apr 24, 2017 11:06 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by c3k »

Weather

In addition to Local Weather Fronts, I'd love to SEE the weather as a toggled overlay. Rain cells, ceilings < 300, < 1,000, or < 5,000. Etc.

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stilesw
Posts: 1572
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Location: Hansville, WA, USA

RE: CMO RUNNING POLL - Gameplay feature requests

Post by stilesw »

In addition to Local Weather Fronts, I'd love to SEE the weather as a toggled overlay. Rain cells, ceilings < 300, < 1,000, or < 5,000. Etc.

Bump!
“There is no limit to what a man can do so long as he does not care a straw who gets the credit for it.”

Charles Edward Montague, English novelist and essayist
~Disenchantment, ch. 15 (1922)
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TalonCG2
Posts: 98
Joined: Tue Mar 18, 2008 10:09 pm
Location: Florida, USA

RE: CMO RUNNING POLL - Gameplay feature requests

Post by TalonCG2 »

Question, and if the answer is no, consider it a feature request... [;)]

In COW you introduced what you call cargo operations, but what is really units, not cargo. What I would consider cargo is munitions delivery to resupply bases or carriers. Is that something you've added in or are considering for CMO?
Clear skies and tailwinds,
Chuck
ProdigyofMilitaryPride
Posts: 106
Joined: Thu Apr 16, 2015 11:54 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by ProdigyofMilitaryPride »

Minor request for certain nations and geographical features to be accurate. As I've noticed in the CWDB, Vietnam is apparently already unified when from the 1950's to April 1975, that wasn't the case. And could West and East Germany be properly labeled than being just labeled Germany despite the boundaries being accurate until the reunification, please? Thanks. If it can't be done, I apologize for asking something that could prove lucrative.
"The courageous must protect freedom." - Dwight D. Eisenhower
"Anything built by human hands can be destroyed. This is no exception." - Kei "Edge" Nagase, Ace Combat 5: The Unsung War
Dimitris
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RE: CMO RUNNING POLL - Gameplay feature requests

Post by Dimitris »

ORIGINAL: Dragon029
Although the poll option descriptions can be found in the posts above, it might be best if they're all neatly edited into the original post for clarity.

Good idea, thanks! We'll just need a bit of time to populate this.
ParachuteProne
Posts: 227
Joined: Mon Aug 02, 2004 1:35 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by ParachuteProne »

Since new features to vote on are still being added how do we change our vote ?
Scar79
Posts: 107
Joined: Fri Aug 09, 2013 3:49 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Scar79 »

Didn't get any answer to my question. May be the reason is in my horrible English skill.)
Or does AMP already include functionality for cruise missiles route generation and ETA coordination, within one salvo? I hope so.
Dimitris
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RE: CMO RUNNING POLL - Gameplay feature requests

Post by Dimitris »

ORIGINAL: Scar79
Didn't get any answer to my question. May be the reason is in my horrible English skill.)
Or does AMP already include functionality for cruise missiles route generation and ETA coordination, within one salvo? I hope so.

Your request is effectively item #1 on the poll list.
Surtur
Posts: 360
Joined: Tue Aug 06, 2013 4:37 pm
Location: The Netherlands

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Surtur »

Hi,

Unfortunately, it is not possible to recast your vote as it appears our forum software does not allow for it.
Scar79
Posts: 107
Joined: Fri Aug 09, 2013 3:49 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Scar79 »

ORIGINAL: Dimitris
ORIGINAL: Scar79
Didn't get any answer to my question. May be the reason is in my horrible English skill.)
Or does AMP already include functionality for cruise missiles route generation and ETA coordination, within one salvo? I hope so.

Your request is effectively item #1 on the poll list.
Ah, thank you very much, Dimitris, for your answer! This is really great news that making my excitement even stronger...while it seemed couldn't be stronger than it already is!
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Primarchx
Posts: 1954
Joined: Sun Jan 20, 2013 9:29 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Primarchx »

It's not up there but more sonar data would be nice and make ASW ops more engaging. Realtime info about platform self-noise, contact sound strength and sensor acuity at current speed would all be very useful in prosecuting sonar targets.
guanotwozero
Posts: 651
Joined: Fri Dec 27, 2013 1:53 am

RE: CMO RUNNING POLL - Gameplay feature requests

Post by guanotwozero »

Well, I went for AMP-ToT.

If this becomes a prospect, I'd suggest having its own forum section so we can throw in ideas about what it might do in more detail.

That way we might narrow it down to under 50 separate designs!
Scorpion86
Posts: 264
Joined: Sun Feb 26, 2017 1:19 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Scorpion86 »

Well, I'm just gonna copy-paste some of my suggestions from a previous thread:

1 - A way of tweaking an aircraft's refuelling logic
I can't count the number of times I was in the middle of a strike when the attacking aircraft decided to go refuel all on it's own and fly 300 miles to the nearest tanker. And when I stopped it manually, it would go back to refuelling.
Today, when I want to control a single aircraft's refuelling logic, all you have is the "allow refuelling/do not refuel" drop down menu. But when you have a mission, you can tell the aircraft on patrol to only refuel from tankers of mission X, to only refuel if there's a tanker within Y miles, or to only refuel when you're down to W% of fuel. That would be nice to have for aircraft not assigned to a mission as well.
Basicly I want the options from the menu in the attached picture in the Doctrine options, with the "search for tanker" option expressed in "BINGO + percentage fuel remaining" instead of just "percent fuel remaining".

2 - Have WRA ranges for weapons set in percentage of range rather than 5nm increments
When I was play-testing my latest scenario, For The Honour Of The Republic (*cough*shameless self-promotion*cough*), I had Portuguese AF A-7Ps armed with AIM-9L-1 missiles going against Yak-38M Forgers armed with R-60M Aphids.
The AIM-9L-1 has a 10nm range, but the WRA only allows me to set the automatic firing range between the full 10nm or 5nm, nothing else. If I fired the AIM-9s at 10nm, the Forgers would shake them, if I fired them at 5nm, my fighters would be close enough to be shot at by the Aphids. If I could set the auto-fire distance to 75% of the range, that would be ideal.
Having the ranges of weapons in the WRA menu set in 5nm increments may be more intuitive, but it penalises scenarios using shorter-ranged weapons, like mid-to-late cold war fighter duels.
Another option is a sliding scale: increments of 2nm for ranges from 0 to 20nm, increments of 5nm for ranges from 20 to 100nm, and of 10nm for ranges >100nm.

3 - Unit "Scoreboard"
This is the least serious request of the three, but what the hell, dreaming pays no tax, so here we go:
It would be neat to have some sort of scoreboard during the mission to see which unit behaved better during the scenario. Things like, best ace, best ground attacker, unit that suppressed more SAM sites, etc, etc...

And I add another thing I thought of since:

4 - More scriptless trigger/action options
I came upon this when designing my own scenario. A very simple thing I wanted to do in my scenario was changing a side's EMCON. But sadly I couldn't do that without LUA. The "change EMCON" action was literally a one-line script.
I know this may appear deceptively simple for a layman, but it would make mission-making simpler for people without coding knowledge.

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c3k
Posts: 441
Joined: Mon Apr 24, 2017 11:06 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by c3k »

TacView

I've never used it, but it looks like a HUGE improvement/benefit to CMO, bringing the player into the furball...if they so desire.

I understand it is set up no fog-of-war right now. I'd like to see three layers of "knowledge":

1. God's Eye: as it is now, with total knowledge of every unit.
2. Player's View: make it so only units the player knows about are in view.
3. Unit View: only what THAT unit sees is in view.

By "see", "view", or "knowledge", I'm talking about whatever level of observation is available.

The difference is this: Imagine friendly units A, B, and C fighting enemy units W, X, Y, and Z.
Each unit only observes (data link, ESM, radar, IR, eyeball, whatever) one unit; A = X, B = Y, and C = Z. W is an enemy unit thus far unobservered.

In God's Eye, the player will see all seven.
In Player's View, the player will see A, B, C, X, Y, and Z.
In Unit View, the player sees NOTHING until he selects a unit. If he selects unit A, the only enemy he will see is X. If B, then Y. Etc.

FWIW.
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burningphoneix
Posts: 6
Joined: Fri Aug 16, 2019 9:39 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by burningphoneix »

How can you change Tacview's parameters? Isn't it a different product?
Grazyn
Posts: 181
Joined: Mon Oct 24, 2016 9:29 am

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Grazyn »

I'd really love to have a search tool for the cargo list.
sluggy2010
Posts: 122
Joined: Wed Oct 02, 2013 1:09 am

RE: CMO RUNNING POLL - Gameplay feature requests

Post by sluggy2010 »


With regards to the fog-of-war for the TACVIEW export ( which I did vote for ) can we make it an option not just "On" as there are still uses where leaving it in a God's eye view are still useful as mentioned below
(above? ) in someone else's post..
Majick
Posts: 182
Joined: Thu Jan 07, 2010 3:25 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Majick »

Hi,

I've voted for FOW on TacView.

Could I also suggest that it would be very nice if the Tacview colours and the CMO map icon colours were in line.
Not sure if you can achieve this as it seems to me CMOs colours are correct (Blue friendly forces, red hostile etc) and maybe you can't control the colours displayed in TacView.

But it's quite offputting to see enemy forces displayed as friendly on TacView and vice versa :)

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Duck Doc
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RE: CMO RUNNING POLL - Gameplay feature requests

Post by Duck Doc »

AMP integrating tankers would be ginormous!
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