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RE: RUNNING POLL - gameplay features

Posted: Sun Jul 19, 2015 1:08 am
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

RE: RUNNING POLL - gameplay features

Posted: Fri Jul 24, 2015 4:56 pm
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 ?

RE: RUNNING POLL - gameplay features

Posted: Sat Jul 25, 2015 9:20 am
by thewood1
Man, you are really trying to your point here...

RE: RUNNING POLL - gameplay features

Posted: Fri Jul 31, 2015 8:45 pm
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.

RE: RUNNING POLL - gameplay features

Posted: Fri Jul 31, 2015 9:43 pm
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

RE: RUNNING POLL - gameplay features

Posted: Sun Aug 02, 2015 6:05 pm
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....

RE: RUNNING POLL - gameplay features

Posted: Sun Aug 02, 2015 6:38 pm
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.

RE: RUNNING POLL - gameplay features

Posted: Mon Aug 03, 2015 4:53 pm
by magi
Yes.... Thank you....

RE: RUNNING POLL - gameplay features

Posted: Wed Aug 05, 2015 10:24 am
by Vici Supreme
I'd like to have the ability to apply the 1/3 rule to Ferry Flight missions.

Thanks!

RE: RUNNING POLL - gameplay features

Posted: Thu Aug 06, 2015 5:00 am
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.

RE: RUNNING POLL - gameplay features

Posted: Sat Aug 08, 2015 5:56 am
by Anabella888
Range circles for aircraft [8|]

RE: RUNNING POLL - gameplay features

Posted: Thu Sep 10, 2015 3:16 pm
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.

RE: RUNNING POLL - gameplay features

Posted: Thu Sep 10, 2015 3:51 pm
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!

RE: RUNNING POLL - gameplay features

Posted: Thu Sep 10, 2015 5:55 pm
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.

RE: RUNNING POLL - gameplay features

Posted: Thu Sep 10, 2015 11:08 pm
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.

RE: RUNNING POLL - gameplay features

Posted: Fri Sep 11, 2015 12:22 am
by JPFisher55
I did. See a/c engaging on afterburner. Attached two files because second one shows it in action.

RE: RUNNING POLL - gameplay features

Posted: Sat Sep 19, 2015 4:14 pm
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).

RE: RUNNING POLL - gameplay features

Posted: Sun Sep 20, 2015 12:15 am
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.

RE: RUNNING POLL - gameplay features

Posted: Mon Sep 21, 2015 5:13 pm
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.)

RE: RUNNING POLL - gameplay features

Posted: Tue Sep 22, 2015 1:41 am
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. :)