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

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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

Dimitris
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RE: CMO RUNNING POLL - Gameplay feature requests

Post by Dimitris »

ORIGINAL: LargeDiameterBomb

I have a feature request that I hope shouldn't be too complicated to implement but that I (and presumably other people as well) would find quite useful.

My suggestion is simply that CMO should include short keys to switch from these brand new and so beautiful different map types. I find myself needing to switch between maps quite often in any scenario where much of the action happens over land (Typical example: the great scenario Under African Skies) as opposed to scenarios where action is over the sea.


Since we necessarily live in the best of all possible worlds, as the philosopher Leibniz so wisely said, where the institutionalized slaughter of other men and women in the form we call war is a regular feature of life and with the existence of war being a prerequisite for the construction of the greatest game ever developed, there also happens to be exactly 12 items on the View roll down menu in CMO that deals with maps and surely it can't be a mere coincidence that a standard QWERTY keyboard also has 12 function keys.

It is obvious that these items (Map Lat/Long Grid, Sentinel-2 satellite map, BMNG Layer... Day + Night Lightning and 3D View) were meant to be paired with these function keys, for example Alt + F1... F12 or Maybe Alt + Shift + F1... F12 or whatever else pairings the developers prefer to choose.

Surely we live in the best of all possible worlds! Why would God, in his omnipotence and all-goodness, construct a world which is not the the best possible?


Still, I of course understand that the developers are occupied with more important work for the time being and don't expect this to be implemented with anything like the highest priority if the developers thinks it's a reasonable idea.


PS. Some sarcasm and humor can be found in this post and it should not be taken as a criticism of any religion - only of the philosophy of Gottfried W Leibniz.

Added.
Dimitris
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RE: CMO RUNNING POLL - Gameplay feature requests

Post by Dimitris »

ORIGINAL: stefanoc

I request some standard armor (light for AIFV, heavy for Tanks) for improving land battles (for now some M16 can destroy Tanks) [:(]

It can? That sounds like a bug. Can you please open up a new thread on Tech Support, with a suitable save? Thanks.
DONNIE67
Posts: 95
Joined: Sat May 24, 2014 10:42 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by DONNIE67 »

Hi. Thank you for reaching out.

Ideally the air ops display should provide a one stop, all inclusive view of the status of all air assets uassigned to the base or carrier. I have been jotting down units as a work around for larger scenarios in instances prior to formalizing a mission.

While the airborne units could be indirectly found by using the orbat or mission editor, I have found this to be a bit more out of the way than a simple status flight ops screen which gives an excellent accounting of all units to begin with.

I also vaguely recall such an indication in an earlier version of cmano. The but "airborne" status came immediately after "taking off" and then disappeared from the status board right after.


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xan2622
Posts: 70
Joined: Sat Jun 11, 2011 10:19 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by xan2622 »

Original thread: https://www.matrixgames.com/forums/tm.asp?m=4733864

I wish CMO could feature the bittorrent protocol, as an alternate way to download all map/layers tiles in the background.
There are several libraries available for .Net: https://github.com/search?l=C%23&o=desc ... positories

And once all tiles are downloaded on a player's computer, then, CMO could start seeding the images to other players, in the background.
This way, long time players would help other new players get the map images in the cache folder.
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xan2622
Posts: 70
Joined: Sat Jun 11, 2011 10:19 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by xan2622 »

Original thread: https://www.matrixgames.com/forums/tm.asp?m=4738341

Seeing a fullscreen loading screen (when a player has chosen the windowed mode for CMO) is a bit strange (imo).
I suggest to integrate it into the launcher itself, making it a real launcher (with a progress bar). This way, the CMO window could be able to load in the background.

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xan2622
Posts: 70
Joined: Sat Jun 11, 2011 10:19 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by xan2622 »

Original thread: https://www.matrixgames.com/forums/tm.asp?m=4729860

Please allow/let your players help you translate the game. [&o]
Translating the game in other languages is probably out of your scope (too much time consuming), that's why I would like you to authorize fan made translations of the game (CMO UI and descriptions).

I noticed that aircrafts & ships descriptions are stored in .txt files in the \Command - Modern Operations\DB\Descriptions\ folder (so those are quite easily translatable, it would take a long time to translate them but it's doable).
But, I couldn't find the location of the words/strings that the interface is made of (menus, options, etc). I guess those are those hardcoded. [:(]

I noticed some .resx files in \Command - Modern Operations\Launcher\Localization\
And thanks to this software: https://github.com/tom-englert/ResXResourceManager it's possible to translate words/sentenses stored in these .resx files.
It would be cool if the UI strings were also available as a .resx file...
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xan2622
Posts: 70
Joined: Sat Jun 11, 2011 10:19 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by xan2622 »

Original thread: https://www.matrixgames.com/forums/tm.asp?m=4729705

There doesn't seem to be possible to modify hotkeys.
I have only found a window (in the HELP menu) that lists all hotkeys but it seems that there is no option to customize them all.

I have found two projects that could inspire you (maybe) to implement this feature.
https://github.com/mrousavy/Hotkeys
https://github.com/thomaslevesque/NHotkey

It would be really convenient to let players customize hotkeys.
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xan2622
Posts: 70
Joined: Sat Jun 11, 2011 10:19 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by xan2622 »

Original thread: https://www.matrixgames.com/forums/tm.asp?m=4726213

To reduce the bandwidth needed to transfer maps textures & help the game engine load map tiles, I suggest to use another file type for the images, WEBP for instance.



stefanoc
Posts: 28
Joined: Sun Feb 01, 2009 12:05 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by stefanoc »

For the problem of M16 that can destroy tanks: after numerous tests, the problem has not reoccurred, it must have been a bug but I can't replicate it to send a save, now everything works regularly, I apologize for the hasty report!
MikeKozlowski
Posts: 20
Joined: Mon Dec 29, 2014 11:00 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by MikeKozlowski »

...Would very much like to ask if we could get an "ignore terrain" option such as the one Harpoon has. There's quite a few places on the map that are more than capable of handling CV sized ships, but they show as land - for instance, in my hometown of Lorain, OH, the Black River is capable of handling 1000 foot long iron ore carriers, but shows as solid ground on the map. The Mississippi River at St. Louis, MO, shows as solid ground with an elevation of 400 feet. This would open up a LOT of coastal and riverine warfare options, as well as give us the ability to simulate the Chinese island bases in the Pacific.

I understand completely that this may be a map issue that can't readily be addressed, so an Ignore Terrain option might be the best possible option. Thanks in advance!
sigs10
Posts: 12
Joined: Thu Jun 20, 2019 1:25 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by sigs10 »

Cargo Operations needs some development on the editor side. A search and filter feature would be essential adds. Another addition would be packages of historical units such as Marine Expeditionary Unit MEU, much like there are Carrier Battle Group templates.
magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: CMO RUNNING POLL - Gameplay feature requests

Post by magi »

I would like to see smaller scaling on the scenario date time stamp and the Chiclets menu items at the top of the screen ......
Dimitris
Posts: 15209
Joined: Sun Jul 31, 2005 10:29 am
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RE: CMO RUNNING POLL - Gameplay feature requests

Post by Dimitris »

Removed "Tacview - Implement Fog Of War" as this has now been added in B1121.4 . If you voted for this feature you can now vote again.
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TheCabal
Posts: 116
Joined: Wed Jan 02, 2013 4:42 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by TheCabal »

Hey guys... please a little bit more value for TacView -> thx to AAR :) Would be great to see the stuff unfolding in gods eye mode after a scenario ends. Both gods eye and non-gods-eye mode. See how we interpreted threats, misjudged situations... especially reg. sub hunting. The learn factor will increase dramatically.
FIaps
Posts: 14
Joined: Sat Mar 12, 2016 5:35 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by FIaps »

AMP and ASP. I hate micromanagement!
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Blast33
Posts: 705
Joined: Mon Dec 31, 2018 1:23 pm
Location: Above and beyond

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Blast33 »

Nice setup this poll
Is it possible to conquer an enemy airfield, with for example an airborne assault, and than use that airfield as your aircraft for other units. (so the airfield has to switch sides).
Is this an idea?
jun5896
Posts: 219
Joined: Sat Jan 17, 2015 3:29 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by jun5896 »

Now. I pick Full-edit capability into scenario editor. IF can edit a/c loadouts, That will give a good likelihood in the game.

serjames
Posts: 201
Joined: Sun Feb 21, 2016 11:48 am

RE: CMO RUNNING POLL - Gameplay feature requests

Post by serjames »

Just another request. Please allow us to 100% control the size of each and every interface UI window. It's so frustrating having to scroll inside windows (e.g. the mission planning window) when I have acres of screen space it could be moved into. Now I know the argument against this is placement or alignment of UI elements in the section below. So lock them. Just allow us to make the units assigned and Unassigned windows as wide as we want please :-)
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by JPFisher55 »

I suggest that when an aircraft RTB's it does so on full afterburner speed until it reaches bingo fuel and then switches to cruise speed.
JPFisher55
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RE: CMO RUNNING POLL - Gameplay feature requests

Post by JPFisher55 »

ORIGINAL: Dimitris

ORIGINAL: TalonCG2

Feature request - Logistics and transport of supplies

I love the larger, more complex and longer lasting scenarios. This wouldn't really apply to short duration scenarios, but here goes...

Fuel, either a generic non-specific all use, or broken up into categories of ship/aviation/ground unit. Transported by rail, truck, ship or plane to other "frontline" bases.
Munitions, generic "ammo" that will increase by a fixed amount determined by capacity of the transport and what units call the base their home. Or a more complex and specific transport of individual weapons/ammo.

The generic versions would be easier to implement, but not as realistic, but a good compromise over specific items.

Thoughts?

This is one of the things being worked on.

I would suggest a logistics system similar to the one used by "War in the Pacific: Admiral's Edition."
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