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
52
21%
Custom drawing on map
19
8%
Ground operations: Make units recognize and use roads
38
15%
Tacview - AAR mode
28
11%
Enable borders/coastlines at close-in zoom
7
3%
Chemical & Biological weapon effects
4
2%
Scriptless downed/stranded crew (for CSAR)
13
5%
Scriptless carry-over of units between scenarios
10
4%
Weather/Day-night affects air sorties
34
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
3%
Hotkeys for built-in map layers
0
No votes
Depressed trajectory option for BMs
8
3%
Ability to add Folders to the Quick Battle list (details)
0
No votes
 
Total votes: 247

trevor999
Posts: 63
Joined: Sun Jun 01, 2008 9:19 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

Greetings!

Just a few of suggestions:
1. Ability to copy loaded amphib and/or air transport units. Ability to copy helo compliment and magazine loadings on ships. Ditto for assigned boats.

2. Ability to launch a missile on bearing only then activate ground radar to guide it

3. Ability to activate SAM guidance radar without launching missile

4. Option to include SAM set up time if SAM has moved positions. For example Patriot takes about 2 hours to set up

5. Ability to change aircraft call sign outside of editor

6. Ability to see base location on map before placing

7. Sub that are just under the layer can deploy trailing hydrophones above the layer

Cheers!
FifthDomain
Posts: 508
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO RUNNING POLL - Gameplay feature requests

Post by FifthDomain »

Could i request text wrap for naming on facilities please as i like to state what is based within and end up with very long labels.

Thank You
thewood1
Posts: 10373
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

I would like a little more tactical flexibility in WRAs, especially in AA engagements. There are a couple of ways to do this:

1) WRAs with minimum and maximum ranges defined. Can default to db minimum for players that don't want to bother. This is most basic approach.

2) Build AA/ASW/ASuW zones that provide zone-based weapon assignments. You could have an outer/mid/inner AA zone that used SM-6/SM-2/ESSM engagements. See below pic.

Screenshot 2025-12-31 185819.jpg
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The entire purpose is to not waste LR weapons in short ranged engagements where you have usable weapons that are better suited for those shorter ranges. Mixed in with missions would create a very powerful and flexible system, especially for the AI as Opfor.

I can kludge this together today using hot swapping missions and also using lua. But its very rough and a huge amount of work. Its also not easily transferable between units and scenarios.
Nikel
Posts: 3298
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Nikel »

If possible, add to the Combat Report what unit did the last recon.

I have bombed the site and want a new update, nearly 8h have passed, but I do not know if it was with F-35s or with what.

Tried with them, but the recon info is not updated. Not sure it is a bug.
Attachments
CR update.png
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User avatar
Mgellis
Posts: 2462
Joined: Sat Aug 18, 2007 2:45 pm
Contact:

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Mgellis »

A suggestion...

Could there be more options for using intermittent sensors? Specifically, could intermittent sensors be applied to a group or an entire side, instead of doing it on a unit-by-unit basis? In addition, right now, the sensor button provides a simple on-off option for radar, sonar, and ECM. Could there be an intermittent setting as well (so radar, sonar, and ECM would have passive, active, and intermittent as options)? It could be a random cycle so you don't have to do the settings for every single unit every time you do it. For anyone who wants to fine-tune things, the regular controls are still available, but this would let players simply take advantage of limited emissions without having to fine-tune every single unit all the time.

Thanks for considering this one.
Quark73
Posts: 384
Joined: Fri Nov 04, 2022 2:55 pm
Location: Baltic Coast

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

When assigning units (like ships) to a task pool, it would be nice if hosted units (like helicopters) were automatically assigned to that task pool as well, at least optionally.
User avatar
1nutworld
Posts: 440
Joined: Sun Apr 13, 2014 12:34 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by 1nutworld »

Mgellis wrote: Sun Mar 29, 2026 5:37 pm A suggestion...

Could there be more options for using intermittent sensors? Specifically, could intermittent sensors be applied to a group or an entire side, instead of doing it on a unit-by-unit basis? In addition, right now, the sensor button provides a simple on-off option for radar, sonar, and ECM. Could there be an intermittent setting as well (so radar, sonar, and ECM would have passive, active, and intermittent as options)? It could be a random cycle so you don't have to do the settings for every single unit every time you do it. For anyone who wants to fine-tune things, the regular controls are still available, but this would let players simply take advantage of limited emissions without having to fine-tune every single unit all the time.

Thanks for considering this one.
I am hugely in favor of this one, and had it been listed in the above options, I would have selected it.
USS Dwight D. Eisenhower (CVN-69) 1990-1994.
User avatar
Blast33
Posts: 816
Joined: Mon Dec 31, 2018 1:23 pm
Location: Above and beyond

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Blast33 »

Agree!
Quark73
Posts: 384
Joined: Fri Nov 04, 2022 2:55 pm
Location: Baltic Coast

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

I would like a feature that allows drawing lines with the Range & Bearing tool that can also be deleted if obsolete. There should be an option to enter a speed. This would make it possible to estimate the course and speed of units and groups. For example, if you enter 12 knots, a one-hour mark should be placed every 12 nautical miles. Means at 12 nm = 1 hour, at 24 nm = 2 hours, and so on.
BDukes
Posts: 2773
Joined: Wed Dec 27, 2017 12:59 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by BDukes »

Hi All

The new interface weapons quantity bars are great but in light of the very common 0/10000 weapons record they need to be configurable to account for that. If they player needs to look its the same # of clicks the bars were meant to reduce.

Thanks!

Mike
" You have to be realistic about these things." ~Logan Ninefingers
Nikel
Posts: 3298
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Nikel »

If possible, remove the underlining of the graphics in the unit weapons.

I think it looks better :)

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Nikel
Posts: 3298
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Nikel »

Not sure it is a bug or a feature not added.

When you are playing or editing a scenario that uses an old db, and then you create a new scenario, the db loaded is the old one, not the last.

Requesting that it is the last version of the db.
Nikel
Posts: 3298
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Nikel »

Right now an anti-torpedo torpedo (ATT), has the same PH and is halved by the same amount when the target is a torpedo than a normal torpedo.

Like in this example with the russian Paket-NT system.



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ATT.png
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I was going to suggest that the PH was increased for an ATT and reduced for the normal torpedo. However after taking a look to this link, perhaps is not a good idea.


https://www.twz.com/26347/the-navy-is-r ... ercarriers



I have no idea of which should be the correct values, but should be higher for an ATT than for a normal torpedo and not the same?



Another request.

When you view the cargo of a group of ships, the ships transporting cargo looks like items transported in the list, in this case the Harrisburg and the Tripoli.

I would change the color of the font for them.

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CG2.png
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Nikel
Posts: 3298
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Nikel »

Add the possibility of selecting multiple units, including whole types, in the OoB window. With Shift and Control.

OoBM.gif
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Knightpawn
Posts: 671
Joined: Mon Dec 02, 2024 12:28 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Knightpawn »

Nikel wrote: Wed Jul 01, 2026 7:16 am Add the possibility of selecting multiple units, including whole types, in the OoB window. With Shift and Control.
+1
Nikel
Posts: 3298
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Nikel »

More suggestions.


In the OoB window.

- When you search, right now it is highlighted. Besides it should move in the list to the first line the searched text appears. If I click enter, the second and so on.

- On the right of the types and subtypes, how many of each are there.


In the targeting priority of unit/group doctrine. Add selectable targets from the map, like is happening now in the strike missions.
FifthDomain
Posts: 508
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO RUNNING POLL - Gameplay feature requests

Post by FifthDomain »

I'd like to suggest splitting the Facilities database so that all fixed items such as building go under facilities and anything mobile goes into the ground units section.

Thanks
Asterix761
Posts: 3
Joined: Mon Jan 15, 2024 6:00 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Asterix761 »

Hello,

it would be nice if the database entries for the different aircraft loadouts would include a drag index or some other useful factor which allows the estimation of the fuel burn during the mission. This in turn would make it much easier to design a more economic tanker operation, e.g. determination of refueling anchors, estimated offload.

For example, a DEU EF2K has a fuel burn (in kg/ min) for randomly selected loadouts of 38,04; 35,59 (A2A loadouts). For A2G loadouts the figures are 68,31; 48,70 pre strike and 40,96 and 33,61 post strike, obviously accounting for drag caused by pylons and bombracks. Fuel burn according to the databse should be 30,92.

Currently, my work around is to simply double the advertised burn for the outbound leg and use 1.5 as much for the return leg, but this is not really elegant* and puts my inner Monk into open rebellion :)

Apart from my feelings in this issue, in modern (western) operations AAR is a major factor in mission planning, especially if resources are limited, therefore I hope that the developers can look into this matter to see if there is a reasonable way to address it.

*Differnet issue, but talking about elegance, it would be a real bonus if a specific offload could be determined for a flight, so that the receivers just take what they need (or are assigned) instead of simply topping off.

Thanks for considering and cheers!
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