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RE: RUNNING POLL - gameplay features

Posted: Thu Nov 21, 2013 12:04 pm
by coolts
ORIGINAL: Agathosdaimon

i think TOT is extremly important too but perhaps there are a few reasons why it is not polling higher:

- it appeared later in the poll and so many may have already selected an earlier option, but who would rather select TOT planner
- the name TOT Planner should be changed to at least 'Time of Target planner' - people may not know what TOT Planner is and so just go for the more obvious things like sound effects, which i dont personally think are so important as TOT planner


That's a valid point. In fact, there should be a "no acronyms day", on these forums every now and again!........or NAD for short [:D]

RE: RUNNING POLL - gameplay features

Posted: Thu Nov 21, 2013 12:06 pm
by JCR
TINEFA
There is no escape from acronyms

RE: RUNNING POLL - gameplay features

Posted: Fri Nov 22, 2013 2:09 am
by MR_BURNS2
Edit Patrol Area for Strike/Air Intercept mission.

RE: RUNNING POLL - gameplay features

Posted: Fri Nov 22, 2013 12:04 pm
by jdkbph
ORIGINAL: riflebrigade

Would it be possible to be able to enter a Proficiency level for each unit?


I voted for something else a while back when the list was much shorter so now I can't vote for this. But for what it's worth, I would if I could.

JD

RE: RUNNING POLL - gameplay features

Posted: Sat Nov 23, 2013 12:28 pm
by Sator
+1. I think admin could reset the poll and let we vote again.

RE: RUNNING POLL - gameplay features

Posted: Sun Nov 24, 2013 8:17 am
by thbrix
Suggestion; "Jump to location" links in the message log.

RE: RUNNING POLL - gameplay features

Posted: Mon Nov 25, 2013 3:48 am
by Dimitris
Removed "Background music" (added in B465) and "Secondary windows should remember position & size" (added in B466). If you voted for these you can vote again.

RE: RUNNING POLL - gameplay features

Posted: Wed Nov 27, 2013 4:31 pm
by damarafaka
I would request that Command be tablet/touch ready allowing play on full windows capable tablets. It would be nice to pinch-zoom with fingers, micromanage with stylus instead of a mouse and being able to leave the physical keyboard completely out of the picture. Could open up a different way of playing the simulator. Could be fun.

RE: RUNNING POLL - gameplay features

Posted: Wed Nov 27, 2013 4:53 pm
by tommo8993
The one think I would want is a simple "drag box" style of ASW missions. At the moment I cant do ASW, too complicated. But if it was just as simple as select an attack option, then drag a box in the area you want to search. Then I'm sorted for must have features in the game.

RE: RUNNING POLL - gameplay features

Posted: Wed Nov 27, 2013 5:51 pm
by Dimitris
ORIGINAL: tommo8993
The one think I would want is a simple "drag box" style of ASW missions. At the moment I cant do ASW, too complicated. But if it was just as simple as select an attack option, then drag a box in the area you want to search. Then I'm sorted for must have features in the game.

I think you can already do that. Define an area (right-click on map, select "define area", left-drag mouse to define area rectangle), create an ASW mission using this area, assign the desired units to that mission, and off they go.

RE: RUNNING POLL - gameplay features

Posted: Thu Nov 28, 2013 8:46 pm
by JCR
Another small idea:
How about showing weapon mount arcs in the database viewer?

RE: RUNNING POLL - gameplay features

Posted: Fri Nov 29, 2013 7:58 pm
by riflebrigade
Sunburn has the ability to enter a Proficiency level for each unit been added to the game?

If so how is this accessed?

I asked if this could be added on the 11/19/2013 and your following post of 11/20/2013 advised "added", was this for unit Proficiency levels?

RE: RUNNING POLL - gameplay features

Posted: Fri Nov 29, 2013 8:58 pm
by ExMachina
Cavitation control.

How about a select-able option in the F2 menu for "No Cavitation"? When checked, the unit will never go fast enough to cavitate regardless of speed selected (evasive manuvers would over-ride).

For example, this option would allow the player to set subs to flank speed and, regardless of depth, they would always maintain their fastest possible speed below the cavitation threshold.

RE: RUNNING POLL - gameplay features

Posted: Fri Nov 29, 2013 9:47 pm
by snowburn
Time to remove: More sounds :)

RE: RUNNING POLL - gameplay features

Posted: Fri Nov 29, 2013 10:58 pm
by Alex170g
Two interface improvement that I would love to see

1.- the ability to mark a contact not just neutral, hostile etc, but also add the ability to the human player to determine a class type for a contact, later, when the AI gets more data, it can show the correct class type.

Hmm!, this contact should be a enemy trawler, don´t overshoot SSM at her…..minutes later….-sir, remember that target that you suppose that was a trawler, in fact it’s krivak class warship

2.- the ability to know what each patform is detecting…this had been discussed in other threats, and to avoid a large list of contacts I think the best method can be selecting a single friendly unit and then select a single target unit , a command (key board combo, drop down menu or button)should bring a list with all the sensors from the friendly unit, and a single yes or no to show if the target unit is detected by that sensor.

example: I would like to know when my aircraft’s radar is breaking enemy jamming, and thus painting a target to attack it with SARH

RE: RUNNING POLL - gameplay features

Posted: Sat Nov 30, 2013 5:16 am
by Dimitris
ORIGINAL: riflebrigade

Sunburn has the ability to enter a Proficiency level for each unit been added to the game?

If so how is this accessed?

I asked if this could be added on the 11/19/2013 and your following post of 11/20/2013 advised "added", was this for unit Proficiency levels?

I meant it was added to the poll. Apologies for the confusion.

RE: RUNNING POLL - gameplay features

Posted: Sat Nov 30, 2013 5:18 am
by Dimitris
ORIGINAL: JCR

Another small idea:
How about showing weapon mount arcs in the database viewer?

Thanks, added.

RE: RUNNING POLL - gameplay features

Posted: Sat Nov 30, 2013 6:08 am
by Dimitris
ORIGINAL: ExMachina

Cavitation control.

How about a select-able option in the F2 menu for "No Cavitation"? When checked, the unit will never go fast enough to cavitate regardless of speed selected (evasive manuvers would over-ride).

For example, this option would allow the player to set subs to flank speed and, regardless of depth, they would always maintain their fastest possible speed below the cavitation threshold.

Nice idea! Added.

RE: RUNNING POLL - gameplay features

Posted: Sat Nov 30, 2013 6:10 am
by Dimitris
ORIGINAL: snowburn
Time to remove: More sounds :)

Tempted to do this, but I think we still need optional sounds for message types (or possibly integrating some of the SeaHag functionality). So leaving it open for a while yet.

RE: RUNNING POLL - gameplay features

Posted: Sat Nov 30, 2013 6:47 am
by thbrix
Hi

I am playing with the editor, and i miss the ability to "Draw" on the map. I would like to draw boxes, circles, corridors and write text, all this in different colours. I need this to be able to define areas of responsibility, airspacelimits and so forth.

This tool would also have value in "non-editor-mode". So the player can use the drawing tool in all missions.

The drawing should of course be saved with the missionfile.

Maybe its a crazy idea, what do i know, but i think it would a great tool, both in missiondesign and play.

Best regards.