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
47
21%
Custom drawing on map
18
8%
Ground operations: Make units recognize and use roads
34
15%
Tacview - AAR mode
25
11%
Enable borders/coastlines at close-in zoom
5
2%
Chemical & Biological weapon effects
4
2%
Scriptless downed/stranded crew (for CSAR)
12
5%
Scriptless carry-over of units between scenarios
7
3%
Weather/Day-night affects air sorties
32
14%
Integrated speech-to-text (SeaHag-style)
2
1%
More sonar data on contact (details)
7
3%
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
6
3%
Ability to add Folders to the Quick Battle list (details)
0
No votes
 
Total votes: 224

Rory Noonan
Posts: 2418
Joined: Thu Dec 18, 2014 1:53 am
Location: Brooklyn, NY

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Rory Noonan »

ORIGINAL: Blast33

Would it be a nice one to make a distinction between doctrine and proficiency of Air, ground and naval forces?
In most scenario's it is wise for fighters to use their radar and attack targets of opportunity, but ships want to keep quiet.. If you select it now, all the ships will start to fire their Tomahawks and that is not what you want. [;)]

Also the proficency of an, lets say a navy force, can be very different from the countries airforce. To select all Air, than Navy and then Ground units by hand is quite a boring and lengthy work.

Therefore a selection button for doctrine and proficency per force would get my kudos!
If I were trying to model major differences in operational experience and practice between different arms of a military, and didn't want to just write a quick Lua script to assign the proficiency, I would set them to different sides and use the side proficiiency and doctrine. This would also go some way to modelling comms between sides etc.

Alternatively, to single out a type of unit to apply proficiency to:
local typeOfUnit = 'Aircraft'
local side = VP_GetSide({side='Spain'})
for k,v in ipairs(side.units) do
local unit = ScenEdit_GetUnit({guid=v.guid})
if unit.type == typeOfUnit then
ScenEdit_SetUnit({guid=unit.guid, proficiency=3}) --0 Novice | 1 Cadet | 2 Regular | 3 Veteran | 4 Ace
print(unit.name)
end
end
Image
User avatar
Blast33
Posts: 756
Joined: Mon Dec 31, 2018 1:23 pm
Location: Above and beyond

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Blast33 »

Oef..that lua is something I will have to dive into..
A bit scary, but maybe I should take the jump..[X(]

Thanks for showing the way!


Image
Attachments
Clipboard01.jpg
Clipboard01.jpg (55.45 KiB) Viewed 341 times
BDukes
Posts: 2685
Joined: Wed Dec 27, 2017 12:59 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by BDukes »

Could we have air launched drones? Look like major powers already looking at. Implementation seem like giving aircraft ability to host aircraft like ships or if can model as weapon in loaout fine too.
https://www.janes.com/defence-news/news ... ed-effects
https://defense-update.com/20160419_tobs.html
https://dronedj.com/2020/05/22/u-s-army ... py-drones/
https://www.overtdefense.com/2019/10/10 ... -defenses/
Don't call it a comeback...
guanotwozero
Posts: 651
Joined: Fri Dec 27, 2013 1:53 am

RE: CMO RUNNING POLL - Gameplay feature requests

Post by guanotwozero »

ORIGINAL: BDukes
Could we have air launched drones?
There are already some. I'm playing Beirutdude's Fiery Cross Reef and it features MALD-Js, ITALDs and Perdixes, so it may just be a case of adding more to the database & loadouts.
BDukes
Posts: 2685
Joined: Wed Dec 27, 2017 12:59 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by BDukes »

ORIGINAL: guanotwozero

ORIGINAL: BDukes
Could we have air launched drones?
There are already some. I'm playing Beirutdude's Fiery Cross Reef and it features MALD-Js, ITALDs and Perdixes, so it may just be a case of adding more to the database & loadouts.

I know ITALDS but Perdixes don't seem to be an available loadout despite being in aircraft names. Do you have a version where perdix work?

Thank
Don't call it a comeback...
guanotwozero
Posts: 651
Joined: Fri Dec 27, 2013 1:53 am

RE: CMO RUNNING POLL - Gameplay feature requests

Post by guanotwozero »

ORIGINAL: BDukes
I know ITALDS but Perdixes don't seem to be an available loadout despite being in aircraft names. Do you have a version where perdix work?
Yes, in the above scenario I can launch them from P-8A Poseidons. I can't vouch for how well they work, but launchable is a good start.

Edit: I'm using the recent version from the scenarios thread, in case the earlier default one is different. I can't remember if they were there.
KnightHawk75
Posts: 1850
Joined: Thu Nov 15, 2018 7:24 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by KnightHawk75 »

ORIGINAL: BDukes

ORIGINAL: guanotwozero

ORIGINAL: BDukes
Could we have air launched drones?
There are already some. I'm playing Beirutdude's Fiery Cross Reef and it features MALD-Js, ITALDs and Perdixes, so it may just be a case of adding more to the database & loadouts.

I know ITALDS but Perdixes don't seem to be an available loadout despite being in aircraft names. Do you have a version where perdix work?

Thank

The Perdixes are actually part of the counter-measures mounts on certain (more recent) f/a-18 models (they might be on a couple others p-8 etc). They function as both that and drones. You launch them manually via BOL.

That said, and it might be fixed now (either newer db's or code), some time ago (march?) they're were kinda a cheat because it seemed few if any aircraft could shoot them down so if you launched them once they were spotted by the ai the ai aircraft would endlessly get stuck in a engagement loop trying to target them till perdixes ran out of fuel which, was lasting like 45 minutes if I recall correctly - quite the distraction for ai, but super useful at the time I was playing Putins War - Bodo Express scene.
thewood1
Posts: 10132
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

Interface change in CMO...

If we could have the buttons along the top that open attack, speed, course, sensors, etc. windows also close the same window, that would be a useful change to using the mouse. Not a huge deal and maybe not worth the expended effort, but I am constantly clicking on them to close out of habit from other apps.
DWReese
Posts: 2469
Joined: Fri Mar 21, 2014 11:40 am
Location: Miami, Florida

RE: CMO RUNNING POLL - Gameplay feature requests

Post by DWReese »

AMP--Flight Mission Planner
BDukes
Posts: 2685
Joined: Wed Dec 27, 2017 12:59 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by BDukes »

Interface Change in Editor mode

Could the fuel bar allow you to edit unit fuel in editor mode by clicking on it and then dragging out the amount on the bar?

Thank!
Don't call it a comeback...
KnightHawk75
Posts: 1850
Joined: Thu Nov 15, 2018 7:24 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by KnightHawk75 »


Editor mode
Boat\dock-view dialog for ports\piers, ability to change\adjust 'ready time' just like related aircraft dialog for air bases.
gennyo
Posts: 204
Joined: Wed Apr 03, 2019 8:08 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by gennyo »

A type-in filter box for "Add Cargo" edit window would be nice, the present one is slow to scroll and the list is long.
gsalvar
Posts: 76
Joined: Sun Oct 22, 2017 3:09 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by gsalvar »

Enable borders/coastlines at close-in zoom
BDukes
Posts: 2685
Joined: Wed Dec 27, 2017 12:59 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by BDukes »

Would it be possibles to add setting to land facility to have them in revetment. So can have a switch called revetted or dug in or somethings like that similar to stay in place switch. Effect could be Armor, DP increase or damage reduce.
Don't call it a comeback...
User avatar
BeirutDude
Posts: 2799
Joined: Sat Apr 27, 2013 9:44 am
Location: Jacksonville, FL, USA

RE: CMO RUNNING POLL - Gameplay feature requests

Post by BeirutDude »

Some way to set different postures for various sides entering an Exclusion Zone. For example a civilian aircraft entering an exclusion zone is marked "Neutral" but an Iranian is "Hostile."
"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985

I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!
Rory Noonan
Posts: 2418
Joined: Thu Dec 18, 2014 1:53 am
Location: Brooklyn, NY

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Rory Noonan »

ORIGINAL: BeirutDude

Some way to set different postures for various sides entering an Exclusion Zone. For example a civilian aircraft entering an exclusion zone is marked "Neutral" but an Iranian is "Hostile."
How do you know which is which?
Image
User avatar
BeirutDude
Posts: 2799
Joined: Sat Apr 27, 2013 9:44 am
Location: Jacksonville, FL, USA

RE: CMO RUNNING POLL - Gameplay feature requests

Post by BeirutDude »

I would suggest a toggle/buttons could be generated for the available sides in the scenario for whom the exclusion zone COULD apply. So if the Scenario had four "sides" in addition to the side the exclusion zone was being created for and you wanted two (2) of them to become hostile if they overflew the zone you would toggle those two (2) sides on to activate them, and thus the exclusion zone wouldn't apply to the remaining two (2) that are unchecked.
"Some people spend an entire lifetime wondering if they made a difference. The Marines don't have that problem."
PRESIDENT RONALD REAGAN, 1985

I was Navy, but Assigned TAD to the 24th MAU Hq in Beirut. By far the finest period of my service!
stww2
Posts: 281
Joined: Tue May 23, 2017 4:58 am

RE: CMO RUNNING POLL - Gameplay feature requests

Post by stww2 »

Update Northern Inferno to include aircraft damage
Battelman2
Posts: 94
Joined: Sat Dec 01, 2018 6:13 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by Battelman2 »

A feature I would love is being able to assign No-Nav zones to missions, instead of globally to unit types. I want my AAW patrol to respect it, but I want my Land Strike attack aircraft w/ escorts to violate it.
User avatar
KLAB
Posts: 496
Joined: Tue Feb 27, 2007 5:24 pm

RE: CMO RUNNING POLL - Gameplay feature requests

Post by KLAB »

I am being lazy and haven't checked if its been requested but if so I'd just like to add my vote for being able to specify minimum and maximum altitudes for No Nav zones and missions, especially ground attack or anti surface. Creating in effect a 3D box which could be flown over or under.

For missions it would mean aircraft even in evasion mode wouldn't descend below an absolute specified minimum altitude or go above a specified maximum height.

I have had to micro manage too much when aircraft descend to low altitude and get hit by SAM/SPAAG and MANPADS because they are auto auto evading 1960's SA-2's (which would probably miss, be jammed or evaded easily without descending down into the dirt where a Shilka promptly shreds them using an optical gun sight).

I would also add the option to do not go above "X" altitude when on RTB to resolve the issue that aircraft on RTB after stores are expended seem to "forget" they are still under threat and immediately drift up to cruise altitude to make their way home.
Thanks
K
Post Reply

Return to “Command: Modern Operations series”