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
34
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
5%
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
6
3%
Ability to add Folders to the Quick Battle list (details)
0
No votes
 
Total votes: 220

trevor999
Posts: 61
Joined: Sun Jun 01, 2008 9:19 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

Greeting

A couple more suggestions:

1. 2x, 3x, 4x helipad open spots in scenario editor for bases

2. Grass landing strips/runways

3. AN/FPS-17 Space Surveillance Radar and AN-FPS-79 UHF Tracking Radar (Princlik Air Base/Diyarbakir Radar)

Cheers
tylerblakebrandon
Posts: 470
Joined: Mon May 11, 2020 5:16 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by tylerblakebrandon »

trevor999 wrote: Thu Sep 28, 2023 6:51 pm Greeting

A couple more suggestions:

1. 2x, 3x, 4x helipad open spots in scenario editor for bases

2. Grass landing strips/runways

3. AN/FPS-17 Space Surveillance Radar and AN-FPS-79 UHF Tracking Radar (Princlik Air Base/Diyarbakir Radar)

Cheers
These would all be DB requests. DB requests can be submitted here.

https://github.com/PygmalionOfCyprus/cmo-db-requests
Quark73
Posts: 376
Joined: Fri Nov 04, 2022 2:55 pm
Location: Baltic Coast

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

Since the weather feature is still leading the poll, I've got a question. Is it feasible to give wind in C:MO a direction? Or would this mean an extensive change? This would have effect on take-off and landing direction on land based airfields, flight plans and probably on ships because of wind drift.
FifthDomain
Posts: 486
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO RUNNING POLL - Gameplay feature requests

Post by FifthDomain »

Request the ability to load helicopters and drones onto transport aircraft and transport ships.

For example the C-5 can transport 6 Apache helicopters inside it. [1], [3]
Another example would be the uk New protector drone delivered by AN-124 transport aircraft. [2]

[1] https://www.travis.af.mil/News/Article/ ... er-galaxy/
[2] https://ukdefencejournal.org.uk/first-n ... n-uk-soil/
[3] https://www.airforce-technology.com/projects/c5/
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SchDerGrosse
Posts: 203
Joined: Mon Dec 17, 2012 11:33 pm
Location: Hungary

Re: CMO RUNNING POLL - Gameplay feature requests

Post by SchDerGrosse »

Make the button for hiding non available aircraft togglable (i.e. you dont have to press it each and every time when you click on an airfield or unit hosting aircraft).
LexFX
Posts: 6
Joined: Wed Oct 11, 2023 10:55 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by LexFX »

Adding Escort as a separate mission class when Escort subject is defined by ... Unit/Mission

I know it's a long standing thing the whole can't easily follow the leader because of the mission mechanics, and there are workarounds which are sometimes even better in contested environments, but if/when the escort subject defined by gets fully implemented, there's no reason to not add it to ferry and support missions or better yet, have it as a separate mission class. Opens up more real world scenarios like QRF/Alert groups, peacetime intercepts. Also makes the idea of loyal wingman UCAV a thing.
LexFX
Posts: 6
Joined: Wed Oct 11, 2023 10:55 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by LexFX »

When defining circular reference point area, display nautical nm radius as you drag the circle.
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lumiere
Posts: 272
Joined: Tue Mar 19, 2019 10:38 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by lumiere »

"Drop target/disengage" Lua method like that of unit order menu.
"How Do You Stay Calm With A 7,000 Ton Nuclear Predator Listening For Your Heartbeat?"
FifthDomain
Posts: 486
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO RUNNING POLL - Gameplay feature requests

Post by FifthDomain »

Could i suggest allowing weapons to be allocated to specific targets like a manuel strike but inside the Strike Mission Editor as it can sometimes be quite difficult to get the right weapon on the target if striking with different weapons types. This could be done with the addition of a Weapon Allocation tab and the already existing Weapon Allocation template that you get for a manual strike mission both added to mission editor for strike mission. This could be made toggleable for if you wanted more advance planning. This would also be very useful for naval or multi domain strikes allowing far greater control of weapon to target allocation when using multiple weapons from multiple platforms in a strike on an airbase or SAG for example rather than having lots of small individual missions.

Can i also suggest the ability to add escorts to Patrol, Support and Ferry missions so assets can be protected. For example A Rivet Joint on a support or patrol mission with a fighter escort.
Quark73
Posts: 376
Joined: Fri Nov 04, 2022 2:55 pm
Location: Baltic Coast

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

FifthDomain wrote: Thu Oct 19, 2023 12:01 am Could i suggest allowing weapons to be allocated to specific targets like a manuel strike but inside the Strike Mission Editor as it can sometimes be quite difficult to get the right weapon on the target if striking with different weapons types. This could be done with the addition of a Weapon Allocation tab and the already existing Weapon Allocation template that you get for a manual strike mission both added to mission editor for strike mission. This could be made toggleable for if you wanted more advance planning. This would also be very useful for naval or multi domain strikes allowing far greater control of weapon to target allocation when using multiple weapons from multiple platforms in a strike on an airbase or SAG for example rather than having lots of small individual missions.

Can i also suggest the ability to add escorts to Patrol, Support and Ferry missions so assets can be protected. For example A Rivet Joint on a support or patrol mission with a fighter escort.
+1
trevor999
Posts: 61
Joined: Sun Jun 01, 2008 9:19 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

Greetings

1. How about an optional "fog of war" scoring for scenarios? (The player won't know if they won or lost until the scenario is complete, or how they scored throughout the scenario). However this might require previous scenario builders to rewrite their operational instructions to make victory conditions more clear

2. In the Scenario Editor, the country selection for adding aircraft is locked similar to ships, facilities etc. A bonus would be a button that could lock a particular type of a/c, so that when adding common a/c to bases in a scenario build, one doesn't have to keep going back to find the same a/c over and over again. A super bonus would be that if the a/c type is locked, each successive a/c addition (ie X# of a/c) will be duplicated. Thus if I want to add 12x F-15E to a number of bases, I can just select each base in turn and add the a/c. Ideally, it would be nice to be able to select a number of bases and add X# of each at the same time.

3. An editable call sign list

4. A Munition storage container template - ie put a selection of munitions in a list and apply them to a storage container (bunker, ammo pad etc). Similar to naval magazine templates.

Regards
Quark73
Posts: 376
Joined: Fri Nov 04, 2022 2:55 pm
Location: Baltic Coast

Re: CMO RUNNING POLL - Make Hotkeys customisable

Post by Quark73 »

Hello,
I would appreciate an option to customise my keyboard hotkeys.

Example 1: "Select next Unit" is hotkey Vertical Separator, which quite easy to reach on a US keyboard and direct bleow "Select previous Unit" aka Backspace.
KB_United_States-NoAltGr.svg.png
KB_United_States-NoAltGr.svg.png (35.62 KiB) Viewed 1062 times
On German keyboard layout vertical separator is "AltGr" + "<" . AltGr seems to do something else. It inhibits further input, so that this shortcut does nothing on a German keyboard. ("AltGr" is only avaiable on US international keyboard layout, not on plain US layout) Additionally it is located on the very left side while Backspace is on the very right hand side. So that two logical connected functions are located on opposite sides of the keyboard.
1920px-KB_Germany.svg.png
1920px-KB_Germany.svg.png (62.31 KiB) Viewed 1062 times
Example 2: Drop Sonobuoys
Same applies for Drop Sonobuoy Shortcuts "[" and "]" are not reachable due to "AltGr" problematic above. Even worse: "Shift + [" and "Shift + ]" is not feasible at all on a German keyboard. Probably it means "{" and "}" but these are also not available due to "AltGr"
GeneralVikus
Posts: 54
Joined: Sun Mar 04, 2018 8:02 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by GeneralVikus »

I do not know if either of these features are included already, but if so I cannot find them, so it would be nice to make them more visible. If they are not included, then I would like them more than anything on the current list.

1. Copy and paste unit groups in the editor.

2. A button to "allocate all weapons of this type from selected units."
Quark73
Posts: 376
Joined: Fri Nov 04, 2022 2:55 pm
Location: Baltic Coast

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

Oprotunity to define alternate bases for aircraft. Aircraft automatilcally divert to alternate bases if home base is destroyed or landing is impossible due to weather issues or similar. Or can switched manually by context menu divert to alternate.
Bingo fuel has to be calculated for the most distant base, means home or alternate.
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blu3s
Posts: 1101
Joined: Fri Jul 08, 2022 9:45 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by blu3s »

Quark73 wrote: Mon Nov 06, 2023 12:47 pm Oprotunity to define alternate bases for aircraft. Aircraft automatilcally divert to alternate bases if home base is destroyed or landing is impossible due to weather issues or similar. Or can switched manually by context menu divert to alternate.
Bingo fuel has to be calculated for the most distant base, means home or alternate.
Right now you can select another base manually and in the strike planner you can change the landing base for the operation. (I think there's an auto switch to the most close base if the base is destroyed)
Quark73
Posts: 376
Joined: Fri Nov 04, 2022 2:55 pm
Location: Baltic Coast

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

blu3s wrote: Mon Nov 06, 2023 1:00 pm
Right now you can select another base manually and in the strike planner you can change the landing base for the operation. (I think there's an auto switch to the most close base if the base is destroyed)
Cool, I will try it.
Sometimes I think what feature would be cool, just to find out some time later that it is already implemented but on a different place/menu/dialog.

Sometimes I would like to see the devs would be a litte more responsive in this thread. Somehow I sometimes get the impression that suggestions in this thread come to nothing, and I read often cool ideas here (at least cool from my perspective). A short "Good idea, we'll consider it" or a "Nope, because..." or a "It's already there" is enough. Just like you did. So thank you for the feedback.

Regards,
Quark
trevor999
Posts: 61
Joined: Sun Jun 01, 2008 9:19 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

Quark73 wrote: Mon Nov 06, 2023 4:19 pm Sometimes I would like to see the devs would be a litte more responsive in this thread. Somehow I sometimes get the impression that suggestions in this thread come to nothing, and I read often cool ideas here (at least cool from my perspective). A short "Good idea, we'll consider it" or a "Nope, because..." or a "It's already there" is enough. Just like you did. So thank you for the feedback.
Yeah, you and me both. Often I think they only care about requests on the Github site. You seldom, if ever, see a dev responding to any of these suggestions or requests. It would be nice to see that it's been at least noted or taken under advisement.
Nikel
Posts: 2305
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Nikel »

* Add internal sound and music player, so I may get rid of the damn WMP :twisted:

And rerequesting:

* Add an estimation of human casualties to the losses/expenditures.
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blu3s
Posts: 1101
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by blu3s »

Quark73 wrote: Mon Nov 06, 2023 4:19 pm
Sometimes I would like to see the devs would be a litte more responsive in this thread. Somehow I sometimes get the impression that suggestions in this thread come to nothing, and I read often cool ideas here (at least cool from my perspective). A short "Good idea, we'll consider it" or a "Nope, because..." or a "It's already there" is enough. Just like you did. So thank you for the feedback.
It's difficult to track all the things, and give feedback on each suggestion. Most of the suggestions are cool but there's lot of things going on, new stuff, multiplayer, comms modeling...

I can assure you than most of them are read by the devs and some of them are picked to be considered/implemented in the near-mid future i.e the ability to set the exact weapon allocation before launching a strike mission, that was suggested by FifthDomain.

Sorry if there are things that get lost. With the recent additions in lua, the community can create many custom windows to interact with the scenario. Those windows will be easy to port from one scenario to another, simply by copying the text in the special action. I am working on an example to show this feature.
Quark73
Posts: 376
Joined: Fri Nov 04, 2022 2:55 pm
Location: Baltic Coast

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

blu3s wrote: Mon Nov 06, 2023 7:23 pm
It's difficult to track all the things, and give feedback on each suggestion. Most of the suggestions are cool but there's lot of things going on, new stuff, multiplayer, comms modeling...

I can assure you than most of them are read by the devs and some of them are picked to be considered/implemented in the near-mid future i.e the ability to set the exact weapon allocation before launching a strike mission, that was suggested by FifthDomain.

Sorry if there are things that get lost. With the recent additions in lua, the community can create many custom windows to interact with the scenario. Those windows will be easy to port from one scenario to another, simply by copying the text in the special action. I am working on an example to show this feature.
Thank you for answering. I can imagine that it's not easy to keep track on all that stuff. Problems, suggestions here and on Discord and I guess sometimes CPE customers have ideas as well.
For me after 1 1/2 years of CMO I have no good instinct where it is best to put suggestions. What works better Forum or Discord? For questions or possible bugs I've found my strategy where I put what, and both channels work quite good IMHO. But a proper way to adress suggestions efficiently is difficult to grasp for me. Thous I was happy about your response.

For me a simple tag "Logged 08154711" would be sufficient. Just to see it's in your backlog or at least some took notice.

Too the new features: cool stuff! I like them both. I suggested pretty much the same like FifthDomain on Discord (#120) therefore I bumped it here in the forum. Looks it worked and thank you in advance for implementation.
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