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RE: RUNNING POLL - gameplay features
Posted: Fri Mar 21, 2014 12:04 pm
by Dide
I'd like a hotkey interface (such as time mode or custom overlay) to show or hide the exclusion area, no navigation zones, and the patrol area, (without the reference point). Thanks!
RE: RUNNING POLL - gameplay features
Posted: Fri Mar 21, 2014 4:00 pm
by VFA41_Lion
Low priority request, but it'd be nice if while playing a scenario I could slap down some custom labels on places that are always on.
RE: RUNNING POLL - gameplay features
Posted: Thu Mar 27, 2014 4:53 pm
by slicendice
I'd vote for refined air target Pk calculation. It's not just about tweaking the Agility number, it's rather to go through a little more complex process and taking more factors into account. Say for example missile with TVC would degrade the effectiveness of agility WHEN the rocket motor is still burning(that's before the Pk start to deteriorate). Also increase the percentage of total distance spent on powered flight for longer ranged missile.
I'd also love to see the final agility factor affected by the amount of time the aircraft spent flying defensive maneuver. But for that to work there has to be a new way to determine target detection first, ideally using probability of detection approach. So there is actually a chance for target to not evade/make belated defensive maneuver.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:25 pm
by Dimitris
Removed these two, as they have been implemented:
* AI aircraft should obey their loadout's flight profile
* More forgiving rules on loadout secondary stores
If you voted for these, you can now vote again.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:28 pm
by Dimitris
ORIGINAL: 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.
Added.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:29 pm
by Dimitris
ORIGINAL: SSN754planker
Ability to hide reference points: This needs to be implemented as a keyboard ON/OFF toggle, it would declutter the map immensely, maybe even add an option just hide the reference points attached to task forces.
TOT planner: Things are getting better in this regard with the latest build, but still not 100 percent there
Ability to disable map-cursor info box (aka big black box of data) should have been done yesterday, maybe also assign a hotkey such as Left Ctrl, when you press it, the box shows up.
To me those are the three biggies i would like to see soon.
All of these have been added by now.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:29 pm
by Dimitris
ORIGINAL: FERdeBOER
I miss more info about submerged contacts. It would be useful to know how a contact has been detected: passive sonar, active intercept, active sonar... even rough ones, I'm not asking for frequencies (well, if it's possible...[:D]), just enough to let the player guess like we can with air or surface assets: steam turbine, transient, double propeller...
Also, the ability to declare targets as neutral. ASW assets keep targeting contacts even after they classify it as "biologic". The only way to keep them with their ASW patrol is to let them to kill the whale... no good for the whale, and one torpedo wasted.
Added.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:33 pm
by Dimitris
ORIGINAL: davorp
I'd like the text info to be clickable for new contacts, hostile id, missile launches and destroyed units. By clicking on the text the map would pan and focus on that area, would make it easier to react in scenarios with many units.
Added.
I'd also like to see damage model to air units. Damage to sensors, avionics, weapons, leaking fuel tanks etc..
Added.
Also for larger scenarios would you consider making single unit airfields attackable? Maybe introduce same structure as for real air bases but have magazines, hangars, access points etc be under the hood. The player could still select to attack specific parts of the air base and the game would simulate it under the hood. This would open up space for more units and allow creation of scenarios that cover larger areas.
If they're going to be attacked then they'd better be complex multi-unit installations. You can still attack them as single units but the damage results are unpredictable.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:35 pm
by Dimitris
ORIGINAL: epidemic
A nice option would be the ability to filter symbols in the main window display. The basic ability to display or hide particular icons is seemingly already there given that there is a game option to display/ghost/hide sonobuoys. Of course, going through the game options dialog is not very convenient. So, a more general and useable implementation would be a checkbox list widget on the side that would allow you to display/ghost/hide each of the different classes of symbols on the screen.
....and then in the most critical moment of the battle you'll eat up a missile from an "invisible" hostile unit whose symbol you'd forgotten to set as visible.
Nope.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:37 pm
by Dimitris
ORIGINAL: Amono
Sprint and drift ASW patrol mission behavior for subs(also subs in ASUW patrol) and surf ships.
Hotkey for ordering intercept without declaring contact hostile. Like the F1 auto attack works.
Added.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:39 pm
by Dimitris
ORIGINAL: deepdive
Will flightprofile be fixed?, i mean smarter RTB, an aircraft on RTB should get out of hostile airspace ASAP and cruise altitude/max altitude should be realistic or is it impossible for this program?
In H3 DBeditor, i gave all AC engines different max altitude to make it appear more realistic, problem then was that i could recognize AC contact type by its altitude.
Bjørn
This has been added in Build 517.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:40 pm
by Dimitris
ORIGINAL: supercharger
I've been a regular follower of the forums on Command for quite a while, well before the release. I've had the game since the release but this is my first post. First of all, I want to thank the developers. It's a really great product and has been getting better and better with each update. I really appreciate that they listen to users ideas and requests, always respond with respect, and implement many of these ideas and requests into the updates.
I have an idea to make reference points better. I think the way ref points are used in the game is very powerful and allows users immense control. But I also feel that often the large number of ref points in scenarios can get cumbersome and there could be ways to improve the user's ability to manage them. The recently added option to hide ref points and to make them smaller has been a great help to declutter the map. But I think further organization of them could be of additional benefit in using the ref points in mission editor.
My basic idea is as follows.
1) When user presses ctrl right click, instead of just the current 2 options (add ref point and define area), create an additional option to add multiple ref points. If this option is selected user can add as many ref points as they want by clicking on the map. Each click creates a new ref point. When finished user double clicks or presses esc. The added benefit of this over the current define area is that the user could more easily create areas that can be more complex than just a rectangle.
2) Create the ability to group ref points. Grouped ref points could then be selected as a group using a new pull down menu option under missions+Ref. points. This would greatly facilitate selecting the desired ref points for a particular mission in a scenario that potentially contains hundreds of ref points.
3) An easy way to name grouped ref points. If ref points are created using define area or add mult ref points and grouped (as per requests #1 and 2), the group of newly created ref points are automatically similarly named. If user names grouped ref points patrolzone1 then ref points are named i.e. patrolzone1-1, patrolzone1-2, patrolzone1-2, etc.
These ideas are just a concept for a way to improve ref points and the idea is considered, the developer (and others who hopefully agree with the idea and make comments) would of course determine specifics.
All added.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:42 pm
by Dimitris
ORIGINAL: Agathosdaimon
hi,
i hope that cmano will have more realistic cloud cover in future - not just a single blanket of the same weather like at the present as the game can stretch over large areas where weathers systems would obviously varying
if this was maybe something which could be added for the scenario editor even
Added.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 3:44 pm
by Dimitris
ORIGINAL: Wasicun
What about range circles for the aircrafts and ships?
I mean, at the moment you can see circles about sensors, weapon ranges and so on. I think it will be great if you can view the range of your aircraft too (based on your current speed... and how many fuel you still have)
Added.
RE: RUNNING POLL - gameplay features
Posted: Fri May 02, 2014 7:44 pm
by chrisol
Sprint/drift I was keen on ... until I saw "do not cavitate"...
Also - intermittent random active sensors would be good
(but perhaps I'm stuck in the past)
Thanks for this
Chris
RE: RUNNING POLL - gameplay features
Posted: Sat May 03, 2014 3:33 am
by Windom Earle
- 1/3rd rule option for strike missions
- amphibious/air landings [&o]
RE: RUNNING POLL - gameplay features
Posted: Sat May 03, 2014 4:01 am
by Tomcat84
other than TOT planner (which I think still has my vote?) something I thought of this morning:
request the ability to fine tune the 1/3rd rule. Add a custom option. aka i want 1 or 4 regardless of how many I assigned.
This would work in following examples:
Support mission with 6 E-3 AWACS assigned but I specify I only want ONE airborne.
Patrol missoin with 9 F-15Cs assigned but I specify that I want 4 airborne at all times.
Additionally I dont think I ever posted my request for (no) engagement zones / commit range in this post.
see the following threads:
tm.asp?m=3526425
tm.asp?m=3558488
And the manual plotting a big course is very laborious and doesn't work well when building AI.
Thanks for all the hard work guys

RE: RUNNING POLL - gameplay features
Posted: Sat May 03, 2014 11:12 pm
by ParachuteProne
Biggest one for me would be to be able to load a ground unit at a base onto a ship/plane and be able to deliver it either in transport or airdrop. (without using teleport).
And perhaps a little bit more detail/accuracy for ground combat.
I know detailed ground combat is not a major aim but a little work on it would be nice.
RE: RUNNING POLL - gameplay features
Posted: Sun May 04, 2014 11:31 am
by mcp5500
It would be nice to have a Condition setting in the event editor for: Score Below x, Score above x, and score within range x-a. Thanks
RE: RUNNING POLL - gameplay features
Posted: Sun May 04, 2014 3:51 pm
by cwemyss
ORIGINAL: chrisol
Sprint/drift I was keen on ... until I saw "do not cavitate"...
I see those as different items, though possibly related. "Do not cavitate" is great for a sub or ship trying not to be detected, but doesn't address staying on-station with a convoy, for instance. I see sprint and drift allowing much easier build of convoy or transit scenarios, where the HVU/main body moves at a certain speed, while the ASW escorts sprint and drift to maintain the same average base speed while effectively hunting for subs.
Do not cavitaate doesn't quite get you there, the non-cavitating escorts would fail to maintain position, falling behind the main body as it cruises along at 15 knots.