RUNNING POLL - gameplay features [Feature Requests Go Here]

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.

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charlee22009
Posts: 74
Joined: Sun Jun 28, 2015 2:49 am

RE: RUNNING POLL - gameplay features

Post by charlee22009 »

Would love to see

1 Drawing tools, to be able to draw on the map circles, straight lines, and also get range and bearing circles that you can draw and use to measure at will. Dangerous Waters had them... why not this game?

2 Better submarine comms. They don't have to be perfect... but better tools and options would be a huge plus for me personally.

3 Not sure what additional 'passive sonar data' amounts to in the poll, but I really would like it. That's where this game succeeds - in terms of realistic ASW planning and tactics. There is no other game that comes close (Dangerous Waters lacks fast time compression).

My 2 cents
Thanks
Glenn Beasley
Posts: 75
Joined: Sat Feb 21, 2015 4:10 pm

RE: RUNNING POLL - gameplay features

Post by Glenn Beasley »

I Thould would make for a more interesting unprdictable Sim/scenario if "randomness "could be added as an "Option" by a certain %age that the player could Adjust in the "Game Options" The samething with A/C systems going down in Flight ( having to abort ?),Pilots ejecting, and being injured,KIA,Captured,Rescued Again as an Option without out having to Manually "add" a downed pilot marker. The "Pilot marker would be (automatically) added when the pilot hit the silk,Hit the water/land with a Messege "Option " on his/Her Condition. Maybe in the next patch update ?
thewood1
Posts: 10146
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: RUNNING POLL - gameplay features

Post by thewood1 »

Man, you are really trying to your point here...
AlexGGGG
Posts: 685
Joined: Thu Sep 25, 2014 5:23 pm

RE: RUNNING POLL - gameplay features

Post by AlexGGGG »

I would like reverse targeting vectors. When the Targeting Vectors are set to Selected Unit, it would be great to click the enemy unit (not my unit), and see what my units target this enemy unit.
RoccoNZ
Posts: 87
Joined: Fri Jan 09, 2015 8:10 am

RE: RUNNING POLL - gameplay features

Post by RoccoNZ »

Fuel, fuel and more fuel....

Something like the WRA screen for air-to-air refuelling, allowing:

1) tanker missions to be set up with only certain missions to refuel from them
2) Option to refuel only aircraft in the same mission
3) aircraft/group specific authorisation to refuel
4) Greater mission planning control so Strike Mission 1 can be set to top up tanks from Orbit 1, then Orbit 2 before ingress, then orbit 3 for RTB....

helicopter in flight refuelling from ships:

1) Allowing helicopters to refuel without landing and generating a refuel/rearm cycle
2) Allowing the use of fast surface ships like LCS) as lillypads
magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: RUNNING POLL - gameplay features

Post by magi »

In large scenarios… I really would like to be able to Mark or colorcode specific unite or units to visually be able to pick them out quickly....
Dimitris
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Joined: Sun Jul 31, 2005 10:29 am
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RE: RUNNING POLL - gameplay features

Post by Dimitris »

ORIGINAL: magi
In large scenarios… I really would like to be able to Mark or colorcode specific unite or units to visually be able to pick them out quickly....
You can do this already, using the quick-jump slots.
magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: RUNNING POLL - gameplay features

Post by magi »

Yes.... Thank you....
Vici Supreme
Posts: 568
Joined: Wed Dec 04, 2013 6:06 pm
Location: Southern Germany

RE: RUNNING POLL - gameplay features

Post by Vici Supreme »

I'd like to have the ability to apply the 1/3 rule to Ferry Flight missions.

Thanks!
p1t1o
Posts: 274
Joined: Mon Apr 06, 2015 11:35 am

RE: RUNNING POLL - gameplay features

Post by p1t1o »

ORIGINAL: RoccoNZ

Fuel, fuel and more fuel....

Something like the WRA screen for air-to-air refuelling, allowing:

1) tanker missions to be set up with only certain missions to refuel from them
2) Option to refuel only aircraft in the same mission
3) aircraft/group specific authorisation to refuel
4) Greater mission planning control so Strike Mission 1 can be set to top up tanks from Orbit 1, then Orbit 2 before ingress, then orbit 3 for RTB....

This idea sounds useful, could be as simple as a "refueling" mission type - there would need to be a way of "assigning" other missions to it, so that those missions selected are the only aircraft able to refuel from tankers assigned to the refueling mission. It could include a few simple options like, off the top of my head, "refuel only when winchester?", "refuel when under X% fuel remaining" etc. etc.
Anabella888
Posts: 10
Joined: Sat Jun 13, 2015 3:14 am

RE: RUNNING POLL - gameplay features

Post by Anabella888 »

Range circles for aircraft [8|]
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: RUNNING POLL - gameplay features

Post by JPFisher55 »

I would like to see a change made to automatic aircraft speeds when they engage in offensive actions and RTB. Now, a/c automatically use afterburners when they enter offensive engage mode. They use all their fuel because they use this speed even if they are hundreds of miles from their target. IMO, they should use this speed only if they are within 50 miles of their target, otherwise they should use military speed. I can set speeds manually to override this feature, but it is a pain and planes still often run out of fuel when attacking. If the player wants a different speed, then he can set it manually he presently can.

Also, IMO, a/c should use afterburners when RTBing until they reach bingo fuel, then go to cruise speed. Thus, they will leave a conflict as fast as possible when out of weapons or otherwise ordered to RTB. If they are bingo fuel, then they would RTB on cruise like they presently do when bingo fuel.
Dimitris
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RE: RUNNING POLL - gameplay features

Post by Dimitris »

ORIGINAL: JPFisher55
I would like to see a change made to automatic aircraft speeds when they engage in offensive actions and RTB. Now, a/c automatically use afterburners when they enter offensive engage mode. They use all their fuel because they use this speed even if they are hundreds of miles from their target. IMO, they should use this speed only if they are within 50 miles of their target, otherwise they should use military speed. I can set speeds manually to override this feature, but it is a pain and planes still often run out of fuel when attacking. If the player wants a different speed, then he can set it manually he presently can.

Also, IMO, a/c should use afterburners when RTBing until they reach bingo fuel, then go to cruise speed. Thus, they will leave a conflict as fast as possible when out of weapons or otherwise ordered to RTB. If they are bingo fuel, then they would RTB on cruise like they presently do when bingo fuel.

I'm fairly certain we've long prevented aircraft from engaging distant targets using afterburner. Do you have a savegame of a situation where this is consistently happening? If yes please post it on the tech support forum. Thanks!
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: RUNNING POLL - gameplay features

Post by JPFisher55 »


Try this one. The US a/c will use afterburner the minute they leave their base. This only happens when a/c are on a
aaw patrol mission and an a/c enters its prosecution zone. Then, your a/c enters an "offensive engaged" mode and immediately hits afterburner;
no matter how far the target is from your a/c.

You can override by manually setting a different speed, but this can be a pain if you have lots of a/c on the patrol because all will hit afterburner
when possible target enters the patrol's prosecution or patrol zone.
Attachments
Autosave_100sec.zip
(334.27 KiB) Downloaded 6 times
Dimitris
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RE: RUNNING POLL - gameplay features

Post by Dimitris »

Do you have a savegame of a situation where this is consistently happening? If yes please post it on the tech support forum.
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: RUNNING POLL - gameplay features

Post by JPFisher55 »

I did. See a/c engaging on afterburner. Attached two files because second one shows it in action.
gosnold
Posts: 248
Joined: Wed Jul 10, 2013 5:37 pm

RE: RUNNING POLL - gameplay features

Post by gosnold »

Range circles for aircraft would be useful. A way to implement that could be that when you select an airbase, you see the range circles corresponding to the possible aircraft loadouts (or only the loadouts that are currently used by an aircraft at the base).
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michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: RUNNING POLL - gameplay features

Post by michaelm75au »

An extra filter on the database viewer for the type of a/c, ship, etc. Example, pulling up list of all a/c, filter on 'Electronic warfare' would only show those a/c of that type.
Michael
CountBuggula
Posts: 1
Joined: Mon Sep 21, 2015 4:59 pm

RE: RUNNING POLL - gameplay features

Post by CountBuggula »

I voted for "Aircraft Damage Model" but would really like to see a number of other of these implemented - mainly because I still have a dream of someday being able to model an 8th Air Force campaign over Europe. So with that in mind, here's my wishlist in order of preference:

Aircraft damage model
Display weapon firing arcs in DB viewer
Mid-flight mechanical breakdowns on aircraft
Range circles for aircraft
Deeper Land Combat Model
Make Terrain types affect detection
"Do not cavitate" option for ships/subs
Improve weather modelling (local fronts etc.)
Casinn
Posts: 271
Joined: Sat Jul 27, 2013 2:12 am

RE: RUNNING POLL - gameplay features

Post by Casinn »

I change my mind a lot on what I want most, and with new things added from time to time. Wish the poll voting refreshed every 6 months to re-vote again.
Whatever I voted on long ago obviously never made the cut. :)
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