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
46
21%
Custom drawing on map
17
8%
Ground operations: Make units recognize and use roads
33
15%
Tacview - AAR mode
24
11%
Enable borders/coastlines at close-in zoom
5
2%
Chemical & Biological weapon effects
4
2%
Scriptless downed/stranded crew (for CSAR)
12
6%
Scriptless carry-over of units between scenarios
6
3%
Weather/Day-night affects air sorties
31
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
8
4%
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
5
2%
Ability to add Folders to the Quick Battle list (details)
0
No votes
 
Total votes: 218

nuke92
Posts: 1
Joined: Fri Apr 29, 2022 3:33 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by nuke92 »

Since I can't find divers in CMANO, it would be nice to have combat divers which would be delivered by swimmer delivery vehicles. SDV's themselves could be delivered by midget submarines. This would add another layer to CMANO, with combat divers being able to attach limpet mines with timers to ships and perform recon. Maybe enable them to cross from land to water.

Also would it be possible to add riverine warfare to CMANO, with brown water navies or pontoon bridges?
Craigkn
Posts: 200
Joined: Thu Jan 27, 2022 12:06 am
Location: Central Maryland

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Craigkn »

This may have been mentioned before, I would really like generic cargo types that aircraft or ships could deliver. Based on a standard 463L master pallet, cargo units of food, water, avgas, diesel, general materiel (non-consumable or munition cargo). The Wikipedia article on "463L_master_pallet" goes into some detail.

The 463L mater pallet could also be a basis for munitions transfers between bases. A munitions 463L master pallet could carry 20 AIM-120's, 10 JDAMS, or 3 LRASM's (just as an example and pulled right out my rear). Then, cargo aircraft like the Airbus A400M Atlas could carry 9 of those pallets, and potentially resupply an airbase's magazine with the delivered ordinance.
Easy301
Posts: 151
Joined: Sun Apr 24, 2022 7:01 am
Location: Currently Seattle Originally Chicago.

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Easy301 »

Edit: Removed suggestion as suggested feature is already present.
Last edited by Easy301 on Fri May 20, 2022 1:17 am, edited 1 time in total.
thewood1
Posts: 10088
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

Screenshot 2022-05-19 185650.jpg
Screenshot 2022-05-19 185650.jpg (10.64 KiB) Viewed 2064 times
Do you mean like this? Maybe I'm not getting what you're asking for.
Easy301
Posts: 151
Joined: Sun Apr 24, 2022 7:01 am
Location: Currently Seattle Originally Chicago.

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Easy301 »

thewood1 wrote: Thu May 19, 2022 10:59 pm Screenshot 2022-05-19 185650.jpg

Do you mean like this? Maybe I'm not getting what you're asking for.
I do mean exactly like that.

Well that's really pretty embarrassing, While I am hard of sight I don't know how I missed that. If we could just not mention this to anyone that would be awesome. :oops:

Apologies, I really have looked before and don't know how I missed this, maybe I thought it was somehow related to the search function, I have no idea but wow that's embarrassing.
Easy301
Posts: 151
Joined: Sun Apr 24, 2022 7:01 am
Location: Currently Seattle Originally Chicago.

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Easy301 »

thewood1 wrote: Thu May 19, 2022 10:59 pm Screenshot 2022-05-19 185650.jpg

Do you mean like this? Maybe I'm not getting what you're asking for.
I knew I was not going crazy, the reason I initially asked for this feature is because it's not present when I open my DB.

Image

Was this back button just added in the new beta or is at an option I'm missing that needs to turned on? If so, that's why I have not seen it. I tested the new beta for a bit but have gone back to stable until some of the more pressing bugs are worked out. I was asking for the feature as I was not aware it was added if that's the case.

Edit: Yeah looks like this was added in the most recent beta that's in testing. I'm glad I was not going crazy and I'm really glad we got this feature in the added to the DB. It's an awesome QOL change.
thewood1
Posts: 10088
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

Dude....its OK. You don't have to explain yourself.
Nikel
Posts: 2230
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Nikel »

Regarding the scenario minimap. Would it be possible?

- The size and shape of the window is always the same independently of the scenario. Example, in a Falklands war scenario is clearly displayed, the first is how the minimap appears by default, you can manually reformat according to geography but, could it be properly formatted by default?

M1.png
M1.png (2.45 KiB) Viewed 1830 times
M2.png
M2.png (3.7 KiB) Viewed 1830 times


- If you put the mouse cursor above the little dots, some indication of what they represent. I understand this can be difficult if the map is crowded. An example to illustrate what I mean, a minimap from a napoleonic Ageod game.

M3.png
M3.png (861.49 KiB) Viewed 1826 times


- In a huge map/minimap. If you click in the minimap, the map takes you to that location with the same camera alt you were using. The is how a minimap works in many games.


- A hotkey. Though M and Ctrl+M are already used.
gosnold
Posts: 248
Joined: Wed Jul 10, 2013 5:37 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by gosnold »

Hi, I'd like to add a request on satellites. Since constellations are becoming more and more relevant to military operations, it's important to have some way to include them.

Currently satellites are defined in a list and you can only add one of each. That's an issue to model large constellations (for instance the SDA constellation that is starting to be deployed). It means each and every satellite has to be in the DB, which is a big burden for the DB team.

If you could add several copies of the same satellite, then using the LUA function updateorbit you could manually create your constellation.

Another way to do it would a constellation tool: you pick a satellite template, the number of planes, the number of satellites per planes and it creates the constellation for you. You could have in the editor two options: add single satellite and add constellation.


What do you think?
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TempestII
Posts: 244
Joined: Sat Oct 10, 2020 5:50 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by TempestII »

Request one:
Please make the new Combat System Generation feature changeable via either LUA, or ideally in a similar fashion to the Weapon Mount, Sensor Editor and new Comms Editor functions.

Request two:
Emergency fuel diverts - should an aircraft be unable to make it back to its assigned home plate due to its low fuel status (or use a tanker before crashing), it would be beneficial to automatically divert to the nearest allied airbase or carrier within range that can handle the said aircraft. This option could be in the WRA. Perhaps give an option to notify the player should it happen too.
User avatar
aerosky
Posts: 44
Joined: Tue Jul 20, 2021 6:38 am
Location: USA

Re: CMO RUNNING POLL - Gameplay feature requests

Post by aerosky »

thewood1 wrote: Thu May 19, 2022 10:59 pm Screenshot 2022-05-19 185650.jpg

Do you mean like this? Maybe I'm not getting what you're asking for.
It would be great, if the database browser added these two buttons.
In the future, no space, no win
Easy301
Posts: 151
Joined: Sun Apr 24, 2022 7:01 am
Location: Currently Seattle Originally Chicago.

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Easy301 »

The ability to place reference points via coordinates would be awesome.

Many scenarios reference coordinates in their mission briefings, FLASH traffic, etc and it would be great to have a way to quickly mark those areas via reference points without having to hunt down the exact coordinates using the cursor info box.


Secondly, the ability to quickly filter the map via unit/contact type while filtering out the rest. For example, you'd select the option to filter and show only surface units, this would display all surface units on the map while other units not of that type such as aircraft would act is they were filtered out via the right click "Filer out" option, until the filter was turned off. (The units NOT selected as the filter type IE. Aircraft if you filter by surface units, acting the same way as if they were right clicked and then "Filtered out" behavior is key as this would still allow mouse-over information and click-selection of the units that are filtered out). Once the filter is turned off, the map returns to it's normal functionality.

Ideally this would be able to be set for things like like enemy contacts, unknowns, unit type, etc. or allow the user so set up a customer filter using check-boxes such a "Filter units by type: Air [Check box] Sea [Check box] Unknown contacts [check box] Think the checkboxes we are given in the the "Exclusion applies to.." when setting up an exclusion zone.

This would allow you to quickly and easily process information you need in larger scenarios or scenarios with many unit types involved in offensive/defensive operations.
mikke61
Posts: 12
Joined: Fri Jun 24, 2022 10:18 am
Location: Sydney, Australia

Re: CMO RUNNING POLL - Gameplay feature requests

Post by mikke61 »

A command to stop a aircraft from refueling. At the moment the only way I know to stop a plane from refueling is to unassign it then reassign it to the mission. All this assumes that I am not missing something.
Easy301
Posts: 151
Joined: Sun Apr 24, 2022 7:01 am
Location: Currently Seattle Originally Chicago.

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Easy301 »

mikke61 wrote: Sat Jul 02, 2022 1:28 pm A command to stop a aircraft from refueling. At the moment the only way I know to stop a plane from refueling is to unassign it then reassign it to the mission. All this assumes that I am not missing something.
It is for sure frustrating having to open up the doctrine window to turn off unrep just so your aircraft will fly the reaming one or two miles they need to complete whatever you have them assigned to do and not turn away to refuel at the last second.

I could be remembering wrong but I thought I read that there were improvements coming to AI behavior that should stop or limit situations like the above from happening so much.
Last edited by Easy301 on Sat Jul 02, 2022 7:12 pm, edited 3 times in total.
orca
Posts: 545
Joined: Wed Nov 06, 2013 4:59 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by orca »

In the past it was possible to change the size of the mission editor window. The current window size with the (amazing) updates results in a very small area to view the various missions and it is hard to easily find the missions by scrolling in this area.

Can the ability to resize the mission editor window be reinstated?

Thanks
Easy301
Posts: 151
Joined: Sun Apr 24, 2022 7:01 am
Location: Currently Seattle Originally Chicago.

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Easy301 »

orca wrote: Sat Jul 02, 2022 5:37 pm In the past it was possible to change the size of the mission editor window. The current window size with the (amazing) updates results in a very small area to view the various missions and it is hard to easily find the missions by scrolling in this area.

Can the ability to resize the mission editor window be reinstated?

Thanks
I can change the size of this Window in the stable version and it looks like you're aware that this was an option before the latest beta.

I'd say this is more a bug and I'd post in tech support if I were you letting them know this functionality has stopped working in the latest update.

The development team usually doesn't take QOL things away like this for new updates, if something like this stops working, even though it's minor it's still worth reporting. Especially if you'd like to see it fixed by time the beta is pushed to the stable branch.
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Mini_Von
Posts: 141
Joined: Mon Dec 16, 2013 11:14 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Mini_Von »

Easy301 wrote: Thu Jun 30, 2022 2:42 am
Secondly, the ability to quickly filter the map via unit/contact type while filtering out the rest. For example, you'd select the option to filter and show only surface units, this would display all surface units on the map while other units not of that type such as aircraft would act is they were filtered out via the right click "Filer out" option, until the filter was turned off. (The units NOT selected as the filter type IE. Aircraft if you filter by surface units, acting the same way as if they were right clicked and then "Filtered out" behavior is key as this would still allow mouse-over information and click-selection of the units that are filtered out). Once the filter is turned off, the map returns to it's normal functionality.

Ideally this would be able to be set for things like like enemy contacts, unknowns, unit type, etc. or allow the user so set up a customer filter using check-boxes such a "Filter units by type: Air [Check box] Sea [Check box] Unknown contacts [check box] Think the checkboxes we are given in the the "Exclusion applies to.." when setting up an exclusion zone.

This would allow you to quickly and easily process information you need in larger scenarios or scenarios with many unit types involved in offensive/defensive operations.

+1 Great idea
mikerohan
Posts: 155
Joined: Wed May 23, 2007 1:23 pm
Location: Western Europe

Re: RE: CMO RUNNING POLL - Gameplay feature requests

Post by mikerohan »

FMBluecher wrote: Fri Nov 06, 2020 12:13 pm An option to set "Keep [X] number of units on station" as an alternative to "of each class." This would really help in situations where I'm managing a multinational force that has a ton of different units that do the same thing, I need only one total on station at any time, but I have only one or two of most types.

It would also help with patrol missions in a number of scenarios when you have a large variety of airplane types that can fulfill the same function and you want to have all of them available for the same tasking, but you don't need as many as 1/3 of them in the air at once.
This, please!
Easy301
Posts: 151
Joined: Sun Apr 24, 2022 7:01 am
Location: Currently Seattle Originally Chicago.

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Easy301 »

I think the WRA classification for the unit should be in the DB. It's in the right-side unit summary panel which can only be accessed when the unit is selected.

For some ships you can work this out manually by looking at the type and then the weight. I.E You know it's a transport and the weight in the DB is listed as 400 tons, you now know in the WRA that unit belongs to the "Surface Vessel 0-500 tons" or whatever it may be.

You're unfortunately not able to do the above with aircraft though.

An example of where this is a problem: You know the enemy has a certain type of aircraft or other asset from the briefing and you're trying to set up your WRA profiles, if that asset is not on the map to click you don't know the WRA classification. If you're familiar with the unit you may not know if it's considered a high-performance bomber, medium performance bomber, etc.

Edit: One more suggestion as it happened again during a scenario I was playing. Does anyone else in a large scenario or any scenario for that matter find an aircraft circling that you ordered to launch ahead of time, or for any reason really, they just slip your mind and by time you notice you slap your head because they've used up their mission fuel to be successful?

A unit idle or unit with no orders reminder. Nothing intrusive like a dialogue box or anything like that as sometimes you want units to be idle or without orders. On the bottom grey bar, near the buttons to advance time 5-10-15 maybe add something that says Units Idle: 1.

Maybe it's not a very good idea and forgetting an aircraft is just something I do :lol:
Last edited by Easy301 on Fri Jul 08, 2022 3:00 pm, edited 2 times in total.
Easy301
Posts: 151
Joined: Sun Apr 24, 2022 7:01 am
Location: Currently Seattle Originally Chicago.

Re: RE: CMO RUNNING POLL - Gameplay feature requests

Post by Easy301 »

mikerohan wrote: Fri Jul 08, 2022 8:03 am
FMBluecher wrote: Fri Nov 06, 2020 12:13 pm An option to set "Keep [X] number of units on station" as an alternative to "of each class." This would really help in situations where I'm managing a multinational force that has a ton of different units that do the same thing, I need only one total on station at any time, but I have only one or two of most types.

It would also help with patrol missions in a number of scenarios when you have a large variety of airplane types that can fulfill the same function and you want to have all of them available for the same tasking, but you don't need as many as 1/3 of them in the air at once.
This, please!
+1 This is an awesome idea, and is one of those ideas that I think of most of us can relate to wishing we had during a scenario at one point or another. It would be a pretty big QOL change not to have to make a copy of and start another mission each time you want to do the above.
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