Page 19 of 48
RE: RUNNING POLL - gameplay features
Posted: Wed May 27, 2015 5:09 pm
by ETF
Too bad no WEGO MP.
RE: RUNNING POLL - gameplay features
Posted: Thu May 28, 2015 12:24 am
by Primarchx
With SSKs it would be nice to know the amount of time at current rate to charge batteries to full.
RE: RUNNING POLL - gameplay features
Posted: Thu May 28, 2015 4:55 pm
by Noldofinwe
I would love some kind of MP, hopefully they'll include that someday, that in combination with free draw on map
Another thing for scenario editors what might be interesting perhaps is, Lua actions, e.g. catching input from the user with an io.read(*l) command, or another way of user input.
RE: RUNNING POLL - gameplay features
Posted: Thu May 28, 2015 6:10 pm
by ComDev
Thanks for your feedback guys. Noldofinwe would you care to elaborate on your idea please? [8D]
RE: RUNNING POLL - gameplay features
Posted: Fri May 29, 2015 2:35 am
by Noldofinwe
Let's see how to word this, I was thinking about creating a multiplayer mission with a bit of base building/recruitment of new units. I know totally outside the scope of the game, but with the Lua events it shouldn't be to hard, use scored points as a resource and allow players to buy new stuff with them. The problem here is, there is no way to get player input/feedback in the event system at the moment. Even just reading a simple text from a command line makes it possible to get some kind of player input. And this is one kind of mission where this might be useful, it also might allow for role playing options like in Crusader kings 2 on a ship [:D] (I know also out of scope).
For multiplayer games I think it would be interesting if somehow all players could do a turn, then the game or an external application distilled the player actions from each player save and combines them into 1 file that is processed in the game, a bit like Dominions 4 of Frozen Synapse playes out. I've tried reading those save and scenario files, but it seams they're both compressed and encrypted?
RE: RUNNING POLL - gameplay features
Posted: Fri May 29, 2015 2:40 am
by ComDev
Thanks, Ill discuss this with the others. Could be useful from a scen design & testing viewpoint as well [8D]
RE: RUNNING POLL - gameplay features
Posted: Sat May 30, 2015 4:08 pm
by HaughtKarl
I haven't read through the entire thread so sorry if it's already been mentioned but I'd love to have a time acceleration between 1x and 5x. Maybe 2.5x or something thereabouts would be nice.
RE: RUNNING POLL - gameplay features
Posted: Sun May 31, 2015 5:41 am
by Dimitris
ORIGINAL: HaughtKarl
I haven't read through the entire thread so sorry if it's already been mentioned but I'd love to have a time acceleration between 1x and 5x. Maybe 2.5x or something thereabouts would be nice.
If 5x accel is running too fast for you, try switching Time Mode from "No-pulse (fast)" to "Pulsed (Normal)" (the dropdown to the left of the "Start"/"Pause" button). This emulates the Harpoon pulse mode and runs much more slowly, though faster than real-time.
RE: RUNNING POLL - gameplay features
Posted: Sun May 31, 2015 7:31 pm
by delphihawk
yes, Pulsed - Normal is also an option, but slowest speed (2 or 3) would be more appropriate[;)]
RE: RUNNING POLL - gameplay features
Posted: Thu Jun 04, 2015 12:29 am
by DrRansom
Would it be possible to add an information lag to reconnaissance missions, depending upon the aircraft?
E.g.:
If I run a SR-71 on a recon mission, I shouldn't see the results until the SR-71 lands and the film / radar track is processed (hours later).
Or, if I am using a Tu-95 ocean recon, I see the ship location in real-time, matching the Bear's CONOPs.
I think this could add some useful restrictions to operational / strategic reconnaissance, though the concept may not be feasible until network warfare is implemented.
RE: RUNNING POLL - gameplay features
Posted: Mon Jun 08, 2015 12:18 pm
by Primarchx
Here are few things I'm still interested in, post V1.08 (which is awesome!). Just thought I'd jot them down. Some may already exist, and if so, sorry if I've missed them.
1) More Lua functions. In particular...
... Change a Unit's Side
... Join a unit to a group
... Compel an aircraft or boat to RTB
... Compel a ship to UNREP (at a specific AOR?)
... Strike a unit with a specific warhead immediately
2) Doctrine: The ability to ignore Bingo fuel. Off by default, of course. Long range missions with supporting tankers can be tricky to pull off without this.
3) LOS Tool: Some method of determining whether a line-of-sight exists between two 3-D points on the map. Default would be ground level to ground level, but perhaps a CTRL/Mousewheel action could increment/decrement altitude for the beginning and ending point? If a drawn line connected the origin and destination clicks, that would great, and even better if it broke at the first point LOS was broken.
4) Hot Key: to change sonobuoy visibility. Going to the Game Options folder each time I want to view or mute sonobuoys is a pain.
5) Attack a Reference Point. Be able to specify an RP's location as the target of an unguided attack. Perhaps create a custom kind of RP called a Targeting Point?
RE: RUNNING POLL - gameplay features
Posted: Mon Jun 08, 2015 12:42 pm
by Rongor
ORIGINAL: Primarchx
2) Doctrine: The ability to ignore Bingo fuel. Off by default, of course. Long range missions with supporting tankers can be tricky to pull off without this.
I am a long time supporter of this
RE: RUNNING POLL - gameplay features
Posted: Mon Jun 08, 2015 1:38 pm
by Rongor
I am suggesting to give the "Unit weapons" section we have with our own side's units also to non-friendlies unit info panel. As the FoW forbids to mention accurate numbers, I would like to see weapon mounts and capacity listed there, so nothing else than looking it up in the DB viewer. This would be very convenient to assess the opponents potential much quicker than opening the DB viewer link each time and for target we come across. I would consider this to be helpful with seagoing vessels, not necessarily with aircraft.
We elaborated this suggestion
here
RE: RUNNING POLL - gameplay features
Posted: Thu Jun 18, 2015 2:36 am
by ghynson
We need a Feature Request / Wish List Sticky.
But here is my wish for multi-monitor, and configurable multi-menus.
I've attached pics of what an ideal setup would be like.
RE: RUNNING POLL - gameplay features
Posted: Thu Jun 18, 2015 2:43 am
by ghynson
We need a Feature Request / Wish List skicky
But here is my request for multi-monitor, and configurable multi-menus setup.
Second picture.
RE: RUNNING POLL - gameplay features
Posted: Thu Jun 18, 2015 6:08 am
by Dimitris
ORIGINAL: ghynson
We need a Feature Request / Wish List skicky
But here is my request for multi-monitor, and configurable multi-menus setup.
Second picture.
With the exception of multiple map windows, what you are describing is already doable. Check this picture:

RE: RUNNING POLL - gameplay features
Posted: Thu Jun 18, 2015 6:40 am
by Maromak
TOT planner still at the top of my wish list.
RE: RUNNING POLL - gameplay features
Posted: Thu Jun 18, 2015 8:45 am
by p1t1o
Suggestion:
I'd find it very useful to be able to draw simple things on the map, either from the perspective of a mission designer (For example, defining a border, a forward-edge-of-battle, axes of advance or corridors etc.)
It would also be useful to be able to do this on-the-fly as you play a mission.
It could take the form of a free-draw utility (think MS paint) and many features could be viable, but to be honest, just the ability to draw simple straight lines between two points would cover most things. The display of any player or designer added markings could be made toggleable.
Yes, you can fudge it using no-nav zones but it is not very practical.
I'm not necessarily referring to "walling off" the boundaries of the theatre you are representing in your scenario, no-nav zones are useful for that, I'm talking about features in-theatre.
I'd like to be able to be like "Right, Im sending my tanks THIS way - *DRAW* *DRAW*"
I'd also like to be able to build a scenario with various marking on the map.
**
The ability to add text/write directly onto the map could be useful too, but is not the main thrust of my suggestion.
**
Thanks!
RE: RUNNING POLL - gameplay features
Posted: Thu Jun 18, 2015 9:16 am
by Primarchx
ORIGINAL: Maromak
TOT planner still at the top of my wish list.
I'm thinking someday we'll be able to set weapon way-points, too.
RE: RUNNING POLL - gameplay features
Posted: Thu Jun 18, 2015 2:55 pm
by ghynson
Hello,
I am aware of the multi-monitor support.
But I noticed that each monitor is just an extension of the battle space.
It would be nice to have each monitor configurable to, separate, and zoom into specific area's.
Ex,
One monitor zoomed out over the battlefield, whereas the other monitor is zoomed into an enemy formation.
With each space independent, and without affecting changes to each other.
As described in the attachments.
Thanks,
-GHynson