CMO RUNNING POLL - Gameplay feature requests
Moderator: MOD_Command
RE: CMO RUNNING POLL - Gameplay feature requests
Request for LOS Tool. To narrow field of calculation of LOS Tool to sector, not full circle. Often player needs LOS information only for threat axis. Additionally this allows to improve performance
RE: CMO RUNNING POLL - Gameplay feature requests
Also, if a LOS tool is used on a non-moving object (like SAM battery) then there is no need to recalculate constantly.
RE: CMO RUNNING POLL - Gameplay feature requests
Hoping for an improvement to airfield landing/takeoff logic. Seems like planes do lots of cartwheels behind the carrier/airfield and the final approaches take forever.
RE: CMO RUNNING POLL - Gameplay feature requests
Folks,
I was trying to hunt down an enemy sub.
(Sub tutorial 2.1...I think.)
The enemy sub seemed to be moving on a course of 130 degrees. I wanted to move parallel to it for a little while.
I used F3 and a line appeared from my sub to the cursor. Everywhere the cursor landed, I had all sorts of information...but I had NO IDEA what the bearing was from my location to the the cursor...which would end up being my plotted point towards which I would navigate.
Could we include BEARING and DISTANCE to the cursor from the start point when using F3?
Thanks,
Ken
I was trying to hunt down an enemy sub.

The enemy sub seemed to be moving on a course of 130 degrees. I wanted to move parallel to it for a little while.
I used F3 and a line appeared from my sub to the cursor. Everywhere the cursor landed, I had all sorts of information...but I had NO IDEA what the bearing was from my location to the the cursor...which would end up being my plotted point towards which I would navigate.
Could we include BEARING and DISTANCE to the cursor from the start point when using F3?
Thanks,
Ken
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RE: CMO RUNNING POLL - Gameplay feature requests
Hi,
Given that they are becoming more and more common, would it be possible to consider adding these new types of strategic weapons:
- Ballistic missiles using MaRVs (DF-11, DF-21, Pershing II...),
- HGVs (DF-ZF on DF-17, Avangard on UR-100NUTTH),
- Ballistic Missiles w. depressed trajectories (Fateh-110/313, Iskander)
Right now, the last two are not present ingame. The first one is kinda emulated by giving these missiles very good CEPs, but this doesn't model the increased resistance of MaRVs to ABM systems.
Thanks.
Given that they are becoming more and more common, would it be possible to consider adding these new types of strategic weapons:
- Ballistic missiles using MaRVs (DF-11, DF-21, Pershing II...),
- HGVs (DF-ZF on DF-17, Avangard on UR-100NUTTH),
- Ballistic Missiles w. depressed trajectories (Fateh-110/313, Iskander)
Right now, the last two are not present ingame. The first one is kinda emulated by giving these missiles very good CEPs, but this doesn't model the increased resistance of MaRVs to ABM systems.
Thanks.
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- Location: Poland
RE: CMO RUNNING POLL - Gameplay feature requests
Suggestion:
Implement into the 'Unit Orders' drop-down menu an option to "Stand By" for a flight of aircraft to start circling with Loiter speed in the midst of their flight route and also "Proceed" to make the flight continue on their route. It would help with ToT options.
Or implement that into the Waypoint menu, to be able to set a waypoint as "Staging" with 'Proceed' button as the release.
Suggestion:
Navy V-22 Osprey having a SEAL commando loadout in some form. Right now they are on some MH-60's and although HIFR is possible it's still a tricky thing to send that poor'lil helo out over the ocean
Implement into the 'Unit Orders' drop-down menu an option to "Stand By" for a flight of aircraft to start circling with Loiter speed in the midst of their flight route and also "Proceed" to make the flight continue on their route. It would help with ToT options.
Or implement that into the Waypoint menu, to be able to set a waypoint as "Staging" with 'Proceed' button as the release.
Suggestion:
Navy V-22 Osprey having a SEAL commando loadout in some form. Right now they are on some MH-60's and although HIFR is possible it's still a tricky thing to send that poor'lil helo out over the ocean

Big guns never tire.
RE: CMO RUNNING POLL - Gameplay feature requests
ORIGINAL: c3k
Folks,
I was trying to hunt down an enemy sub.(Sub tutorial 2.1...I think.)
The enemy sub seemed to be moving on a course of 130 degrees. I wanted to move parallel to it for a little while.
I used F3 and a line appeared from my sub to the cursor. Everywhere the cursor landed, I had all sorts of information...but I had NO IDEA what the bearing was from my location to the the cursor...which would end up being my plotted point towards which I would navigate.
Could we include BEARING and DISTANCE to the cursor from the start point when using F3?
Thanks,
Ken
Another way of implementing this but without being limited to using F3 would be to include the bearing in the info in the 'Map Cursor Databox'.
If you select a unit and look at the Databox info you will see a Lat/Long and range from 'Sel'.
Lat/Long - 35nm from sel
This is the range from the Selected unit (It's a useful but often overlooked feature) adding the Bearing info to this could show
Lat/Long - 270Deg 35nm from sel
GOD'S EYE DISABLED.
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RE: CMO RUNNING POLL - Gameplay feature requests
I'd like to suggest a copy and paste function into the game, specifically for mission doctrines. I tend to make a lot of missions and setting up the rules on tens of very different missions can be a pain. Indeed an option to just copy the mission entirely would be nice too, can just tweak the reference points and have most of the less interesting missions done quickly. A similar functionality for weapons would be nice too, it's a little tedious to manually tweak weapons to be more frugal or to reduce ranges for multiple different near-identical missiles. Especially if missiles shots by range percentage were implemented, could rush through all BVR missiles to fire singles at 75% range (for example) very quickly like that. Would the team be open to mission planner suggestions too? It seems like its something being worked on presently and if its too far along I'd imagine a lot of UI suggestions and the like might not work out.
RE: CMO RUNNING POLL - Gameplay feature requests
Great idea !
I like the idea of being able to save mission "templates" e.g. configured Doctrine, WRA and mission parameters, attack distances, altitudes etc.
You could have them available when you first create the mission.
Setting WRA's is a pain when you have lots of different munitions being used e.g. on large strike ops
I like the idea of being able to save mission "templates" e.g. configured Doctrine, WRA and mission parameters, attack distances, altitudes etc.
You could have them available when you first create the mission.
Setting WRA's is a pain when you have lots of different munitions being used e.g. on large strike ops
RE: CMO RUNNING POLL - Gameplay feature requests
I'm playing around with making a scenario around the Finnish coast of the Baltic sea and setting up the radar network for the coast stations also used for weather observations.
The problem is however that the major part of the extremely rocky coastal archipelago (there are over 188,000 islands and skerries) is coded as below sea level.
This is mostly fine, as it either way is very shallow and this makes path finding easier, but if possible it would be good to have some more of it as actual islands, as the doctrine of both the Finnish and Swedish navies is centered around hiding among the islands.
At the very least the following islands should be above sea, since they contain lighthouses with important radar stations and in some instances actual coastal fortifications.
Märket: 60° 18′ 2″ N, 19° 7′ 54″ E
Bogskär: 59° 30′ 18″ N, 20° 20′ 54″ E
Harmaja: 60° 6′ 16″ N, 24° 58′ 28″ E
Itätoukki: 60° 6′ 4.18″ N, 25° 11′ 43.73″ E4
Kallbådagrund: 59° 59′ 3.6″ N, 25° 36′ 3.6″ E
Kylmäpihlaja: 61° 8′ 42.43″ N, 21° 18′ 9″ E
Ulkokalla: 64° 19′ 51.42″ N, 23° 26′ 47.69″ E
The problem is however that the major part of the extremely rocky coastal archipelago (there are over 188,000 islands and skerries) is coded as below sea level.
This is mostly fine, as it either way is very shallow and this makes path finding easier, but if possible it would be good to have some more of it as actual islands, as the doctrine of both the Finnish and Swedish navies is centered around hiding among the islands.
At the very least the following islands should be above sea, since they contain lighthouses with important radar stations and in some instances actual coastal fortifications.
Märket: 60° 18′ 2″ N, 19° 7′ 54″ E
Bogskär: 59° 30′ 18″ N, 20° 20′ 54″ E
Harmaja: 60° 6′ 16″ N, 24° 58′ 28″ E
Itätoukki: 60° 6′ 4.18″ N, 25° 11′ 43.73″ E4
Kallbådagrund: 59° 59′ 3.6″ N, 25° 36′ 3.6″ E
Kylmäpihlaja: 61° 8′ 42.43″ N, 21° 18′ 9″ E
Ulkokalla: 64° 19′ 51.42″ N, 23° 26′ 47.69″ E
RE: CMO RUNNING POLL - Gameplay feature requests
I would like see landed detachments take on another layer of detail or at least the ability to break them up into same or similar unit types and give them a proper icon.
For example, if you load your LST with a platoon of tanks, a platoon of ATGM jeeps, an artillery battery of 105mm and another battery of 155mm and then unload that cargo, you get; 1x landed detachment with an "M" icon made up of the combined 105 and 155mm artillery units (labeled arty) and 1x landed detachment with an "M" icon consisting of the combined tank and jeep platoon (labeled mobile unit).
I would like see the sim recognize these units in greater detail and land them accordingly, with the appropriate mil icon. Perhaps the tank platoon would be recognized as such and organized with the armored icon and like vehicles. Perhaps the artillery would broken down into a 105mm battery and another in 155mm and so on. It would be easier to identify your units on the beach and battle area if they had the proper mil ID. When building these units in the editor there is more detailed mil ID available but there could be some additions for SP arty, AVLB etc,.
I don't believe the sim can assign ground units more details such as armor protection and mobility classes (wheeled, tracker etc,.) but someday I would like to see it. Currently these units have a "0" general armor but the sim seems to know that a 7.62 will not take out a MBT. The weapons are assigned damage points but there is no real scale or consistency. For example the Chieftain 120mm APFSDS has 1 DP, while the M48A3 90mm AP has 3 DP?
Am I suggesting too much? I know I may hear play Armored Brigade if you want that level of detail on the ground combat end of things but this is what I wish for.
For example, if you load your LST with a platoon of tanks, a platoon of ATGM jeeps, an artillery battery of 105mm and another battery of 155mm and then unload that cargo, you get; 1x landed detachment with an "M" icon made up of the combined 105 and 155mm artillery units (labeled arty) and 1x landed detachment with an "M" icon consisting of the combined tank and jeep platoon (labeled mobile unit).
I would like see the sim recognize these units in greater detail and land them accordingly, with the appropriate mil icon. Perhaps the tank platoon would be recognized as such and organized with the armored icon and like vehicles. Perhaps the artillery would broken down into a 105mm battery and another in 155mm and so on. It would be easier to identify your units on the beach and battle area if they had the proper mil ID. When building these units in the editor there is more detailed mil ID available but there could be some additions for SP arty, AVLB etc,.
I don't believe the sim can assign ground units more details such as armor protection and mobility classes (wheeled, tracker etc,.) but someday I would like to see it. Currently these units have a "0" general armor but the sim seems to know that a 7.62 will not take out a MBT. The weapons are assigned damage points but there is no real scale or consistency. For example the Chieftain 120mm APFSDS has 1 DP, while the M48A3 90mm AP has 3 DP?
Am I suggesting too much? I know I may hear play Armored Brigade if you want that level of detail on the ground combat end of things but this is what I wish for.
Vote for Pedro
RE: CMO RUNNING POLL - Gameplay feature requests
ORIGINAL: c3k
Folks,
I was trying to hunt down an enemy sub.(Sub tutorial 2.1...I think.)
The enemy sub seemed to be moving on a course of 130 degrees. I wanted to move parallel to it for a little while.
I used F3 and a line appeared from my sub to the cursor. Everywhere the cursor landed, I had all sorts of information...but I had NO IDEA what the bearing was from my location to the the cursor...which would end up being my plotted point towards which I would navigate.
Could we include BEARING and DISTANCE to the cursor from the start point when using F3?
Thanks,
Ken
This was added in one of the recent public betas.
RE: CMO RUNNING POLL - Gameplay feature requests
I would like the ability to select and multiple units an move then without grouping and ungrouping. Same goes for reference points.
Vote for Pedro
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RE: CMO RUNNING POLL - Gameplay feature requests
.ORIGINAL: Dimitris
ORIGINAL: boogabooga
In Aircraft entries in the Database, I think that it would make more sense to put the hyperlinks to the weapons DB entries in with the Aircraft Stores, rather than Aircraft Loadouts. That way, when one looks through the stores and thinks "what is that one?," the hyperlink is right there, no need to comb through loadouts to try to find it again. Also, the hyperlinks are easier to click on in the stores section because there is more space between them.
The CMNAO way of putting them in BOTH places is fine, too.
? Can you post a few pics to demonstrate this?
It's been a while, but here. I just mean these hyperlinks in the Aircraft Stores section, like in CMANO.
- Attachments
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- AircraftS..esLinks.jpg (590.37 KiB) Viewed 855 times
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
RE: CMO RUNNING POLL - Gameplay feature requests
When running Operation Lions Den in CMO, you can't target the shore based artillery unless you use the Corsairs to ferret them out.
Having a counter battery attack mode would be helpful.
Cheers
Having a counter battery attack mode would be helpful.
Cheers
USS Long Beach ‘75 - ‘79 Talos FTM-2
RE: CMO RUNNING POLL - Gameplay feature requests
Hello
Will it be possible to bring back the CMANO stile semitransparent raw text message log to CMO?
I have a few reasons.
Firstly, in CMANO, you were able to watch and select a unit even it is under the message log. I think this is a significant feature when you are playing CMO on a single display.
Secondly, which is a bit Personal, I am accustomed to the old Raw text message log, and I want to watch it without Separating the window.
If adding these features is hard, at least adding an option to switch to raw text view without Separating the window will be wonderful.
Thank you.
Will it be possible to bring back the CMANO stile semitransparent raw text message log to CMO?
I have a few reasons.
Firstly, in CMANO, you were able to watch and select a unit even it is under the message log. I think this is a significant feature when you are playing CMO on a single display.
Secondly, which is a bit Personal, I am accustomed to the old Raw text message log, and I want to watch it without Separating the window.
If adding these features is hard, at least adding an option to switch to raw text view without Separating the window will be wonderful.
Thank you.
KranS
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RE: CMO RUNNING POLL - Gameplay feature requests
So I've been looking into how the sensors work and it seems like distance has very little to do with things. I'd like to suggest a rating added to see how each sensor compares to each other. For instance radars showing the distance to spot an F-18C or Mig-29 (identical RCS) so we can compare. Same for optical sensors, ELINT, sonar etc. even if it has to be an arbitrary number. It can just get confusing to see a sensor with a very long range but poor capability only to realise its range is only relevant against shipping whilst a short range sensor would have handled the task well. Or assuming a terrible modern ELINT is a better choice than a dated effective system.
RE: CMO RUNNING POLL - Gameplay feature requests
From the Discord server, Suggestion channel:

I second this request, it is a bit frustrating to see other tiles (even those which are outside the view) getting details before the ones that are in front of the player.
by Fox (BMD rocks!):
Suggestion: start loading tiles from the center of the screen rather than on the sides, to avoid that issue.

I second this request, it is a bit frustrating to see other tiles (even those which are outside the view) getting details before the ones that are in front of the player.
RE: CMO RUNNING POLL - Gameplay feature requests
Current explosion animation
Could it be possible to have better sprites for explosions?
It would be nice if explosions could be shown with a more beautiful animation, maybe something like this one:

Could it be possible to have better sprites for explosions?
It would be nice if explosions could be shown with a more beautiful animation, maybe something like this one:

RE: CMO RUNNING POLL - Gameplay feature requests
On CMO version B1139.2 :
I notice a "separator line" between some webp tiles with the BMNG layer.

These screenshots were made with 1221.5 but it happens also on B1139.2
I have the feeling that these lines might be the result of some weird webp compression at the edges of tiles.
Note that it doesn't occur on every tile (just between some tiles).
I notice a "separator line" between some webp tiles with the BMNG layer.




These screenshots were made with 1221.5 but it happens also on B1139.2
I have the feeling that these lines might be the result of some weird webp compression at the edges of tiles.
Note that it doesn't occur on every tile (just between some tiles).