CMO RUNNING POLL - Gameplay feature requests
Moderator: MOD_Command
RE: CMO RUNNING POLL - Gameplay feature requests
Order Of Battle:
Another tab that shows the status of magazines: either magazines and their weapons OR weapons and their location
Another tab that shows the status of magazines: either magazines and their weapons OR weapons and their location
RE: CMO RUNNING POLL - Gameplay feature requests
Hey there,
could the Database Viewer display ECM sensor's ECMNumberOfTargets field ?
I believe it would be an information useful to know during gameplay, eg. to estimate how many ECM platforms you would need to send in.
PS : ESMNumberOfChannels might be nice to have too.
could the Database Viewer display ECM sensor's ECMNumberOfTargets field ?
I believe it would be an information useful to know during gameplay, eg. to estimate how many ECM platforms you would need to send in.
PS : ESMNumberOfChannels might be nice to have too.
Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz, NVIDIA GeForce GTX 1650 4 Go, Windows 10 64bits, 32 GB RAM, Regional settings = French, Belgium
(Previously known as JanMasters0n)
(Previously known as JanMasters0n)
- nukkxx5058
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RE: CMO RUNNING POLL - Gameplay feature requests
I think it would be nice if Arty bty units (and similar units like SAM or AAA bty) didn't have their WRA category as "Mobile target hardened - mobile vehicle". Because I want to use some type of ammunition (like M30 GMLRS-DPICM) on them but not on tanks (because they are no efficient against heavily armored units). So I need a way to discriminate WRA between the two types of targets.
Thank you.
GMLRS DPICM is employed against lightly armored, stationary targets such as towed artillery, air defense units, and communication sites.
Thank you.
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

- nukkxx5058
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RE: CMO RUNNING POLL - Gameplay feature requests
A suggestion: a search field in the scoring log would be very useful for large scenario with lots of scoring events ... sometimes it becomes hard to find a particular scoring item. Thank you in advance if it's possible 

Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

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Re: CMO RUNNING POLL - Gameplay feature requests
A database editor to add custom platforms would be tops on my list.
I bought CMNAO and CMO, but they have some limits compared to Harpoon's old DB system.
Failing that, making it easier to make all modifications necessary for platforms (say adding communications, expanding a hangar, etc.) would be appreciated.
I bought CMNAO and CMO, but they have some limits compared to Harpoon's old DB system.
Failing that, making it easier to make all modifications necessary for platforms (say adding communications, expanding a hangar, etc.) would be appreciated.
- nukkxx5058
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Re: CMO RUNNING POLL - Gameplay feature requests
Hi, HJ-8E (China) in the cargo list is not Paradrop capable. I think it should be ...
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

Re: CMO RUNNING POLL - Gameplay feature requests
Isn't that better tracked in the database tracker?nukkxx5058 wrote: Fri Mar 04, 2022 12:58 am Hi, HJ-8E (China) in the cargo list is not Paradrop capable. I think it should be ...
- nukkxx5058
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Re: CMO RUNNING POLL - Gameplay feature requests
Would be very useful if, when hovering over one of your units, instead (or in addition of) the callsign, the class was displayed (ex: F-16C Blk 30 Falcon). Hard to remember callsigns, especially in large scenarios with plenty of flights.
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

Re: CMO RUNNING POLL - Gameplay feature requests
Can't you use the hover function for that?
- nukkxx5058
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- Joined: Thu Feb 03, 2005 2:57 pm
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Re: CMO RUNNING POLL - Gameplay feature requests
What do you mean ? In the screenshot, I'm hovering the mouse over the unit (without selecting it) and the text displays just the callsign (Spirit #1) but not the class. When I do the same over enemy units (or on my own ground/naval units) it displays the class. It's apparently just for air units that the callsign is displayed instead of the class. Would be better to display the class than the callsign IMO as it's near impossible (at east for me) to remember all the callsigns and what they are.
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

Re: CMO RUNNING POLL - Gameplay feature requests
Page 168 in the manual and then check the option.
- nukkxx5058
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Re: CMO RUNNING POLL - Gameplay feature requests
I was actually talking about the data block ...
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

Re: CMO RUNNING POLL - Gameplay feature requests
I know. I'm saying this helps.
- nukkxx5058
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Re: CMO RUNNING POLL - Gameplay feature requests
Sure, ctrl+hover is fine of course and very useful as it contains more info and is looking good.
Other possibility: to click on the unit and look at the side bar.
But if my request could be implemented, we would quickly have the info about the class at a glance by just hovering over the units.
Maybe one day ?

*Edit: in fact both class and callsign would be great as callsign is usefull too in certain case
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

- nukkxx5058
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Re: CMO RUNNING POLL - Gameplay feature requests
Another idea I have: it would be great if in the mission editor there was a zone for free text to write notes about the mission, for example to help remember the plan. Sometimes, in large scenarios with plenty of missions, it can become hard to remember all the rational of a mission and the exact reason why it was initially created. A free text zone would be very useful.
Something like that:
Something like that:
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

Re: CMO RUNNING POLL - Gameplay feature requests
Goormorning,
I love the free text idea.
regards GJ
I love the free text idea.
regards GJ
Re: CMO RUNNING POLL - Gameplay feature requests
- DB Sensor and Weapon Arcs. Change to more intuitive descriptor
It seems very obscure and requires decoding rather than quick intuitive glance. Cardinal, Clock, Degrees or at least not asymmetrical clockwise numbers.
- DB Weapon Range. Move to own column, consistent with other properties for clarity.
When doing a quick browse of vehicle, the weapon section has ranges as part of darker gray description text. All other important data has their own column for quick glance. This is an important parameter that would be better to have like on sensors with their own range column.. It requires searching currently.
It seems very obscure and requires decoding rather than quick intuitive glance. Cardinal, Clock, Degrees or at least not asymmetrical clockwise numbers.
- DB Weapon Range. Move to own column, consistent with other properties for clarity.
When doing a quick browse of vehicle, the weapon section has ranges as part of darker gray description text. All other important data has their own column for quick glance. This is an important parameter that would be better to have like on sensors with their own range column.. It requires searching currently.
Re: CMO RUNNING POLL - Gameplay feature requests
Hi! Based on my time playing so far, I have identified the following features I would find useful. Some of them are probably already planned in the Strike Planner that is rumored to be in the works, but could be added in the interim. I tried to keep them fairly simple. I'm still fairly new to Command, so some of these features may already exist. If that is the case, I would love to hear about it!
I tried to identify which features had already been requested, but I may have missed some.
Reference Point Manager
- Single window to help with organizing reference points including:
○ Basic functions like creation and renaming
○ Grouping RP's
○ Hiding individual or groups of RP's would be nice for keeping map clutter down
- I think this is already in the PE in some form. Mostly this ties into some of the other ideas I have with strike planning and weapon targeting
Strike Planning
- Weapon Targeting/Damage
○ Set weapon/aircraft waypoints using RP's. For example: I will plan a Tomahawk strike using the LOS tool to avoid radar detection, then have to manually select each RP that I identified previously. It would be nice to be able to select the RP's I want and order them. A window like how the Mission Editor allows selecting RP's for Repeatable loop missions would be very nice.
○ Related to the point above, but the ability to group weapons when assigning waypoints. If I launch a big Tomahawk strike against an airbase, it is a huge pain to set the waypoints for each individual missile. Especially when I have already identified a safe corridor and am launching from multiple ships to try to get all the missiles to hit at the same time
○ Ability to group launch platforms when manually allocating weapons. Mostly this applies to aircraft that only carry 2-4 of a certain weapon. It gets really annoying to run through the list of aircraft with 2 GP bombs when the target needs 3 and there are 4-6 targets. It would be much nicer to be able to select all the aircraft I want and say, "allocate 3 weapons to each of these targets"
○ "Generate Flightplan" button in the mission editor. I don't want to have to wait until the aircraft take off to edit their plan. Would be nice to snap the generated waypoints to reference points as well like the first point in this section. (Something similar to this has already been requested)
○ A tool to estimate how many weapons will be needed for a target. This is especially important for targets that are armored. I had to build my own tool to take a weapon: CEP, reliability, DP, and it's expected penetration against a target's armor value, to cross reference against the target's area and DP and spit out a recommended number of munitions against the target. Obviously, it isn't perfect since a lot of that is based on probabilities and I may fail to destroy a target with the recommended number of munitions or destroy the target with less. It is a good starting point though, and has been very helpful so far. Something native to the game that does the same thing would save a ton of time transcribing values out of the database manually. [Note: If anyone wants this, I can upload it. It's just an excel spreadsheet at the moment]
○ Ability to tell ARMs which radar they should look for. (If I'm attacking an SA-2, I don't want both of my ARMs to go to the Spoon Rest. I want both to go for the Fan Song or one for the Spoon Rest and one for the Fan Song. Most of the time, I really only care about the FCR. (I think this has already been requested)
- LOS Tool/Radar QoL
○ Ability to select multiple units and see their combined LOS. This would greatly help with finding safe corridors through an area.
○ Ability to see detection chance of a unit depending on its orientation at specific distances. Currently, I just assume that if a unit passes through an area (even just a single square) identified by the LOS tool, it will be detected. This doesn't make a whole lot of sense to me, since different units have different RCS values. An F-22 skirting through an area where the radar can technically see it is much less likely to be detected than an F-14 at the same altitude. Would be really nice to be able to put in a unit and see an updated plot for different detection chances. Most of this is because I have no idea how to use the RCS values in the DB for anything else other than comparison with other units.
○ I think the LOS tool recalculates every time the map moves, which makes moving the map very slow. After the initial calculation, it should just be a static layer over the map unless manually refreshed.
-
General QoL
- Ability to draw on the map with range circles and lines would be nice. Frequently, I will use the LOS tool to find a safe range away from a SAM Site, but the only way I have to make a circle is to use reference points and a no-fly zone. Same with lines.
- Ability to "Freeze" the location of a contact. For example: After I've nailed down the location of a semi-mobile SAM battery like an S-400, I don't want the contact to move. It's not going to be able to move in the 10 minutes it takes me to vector in a SEAD unit to take care of it. I've had some problems with the ELINT pods on EA-18s re-updating the location of a SAM battery while on their attack run to somewhere I know it isn't, like in the ocean, even though the unit was previously identified at a different location with high confidence, which messed with the flight plan I had crafted with the mission editor
- Ability to set altitude of planes when you add them in the mission editor. Maybe there is a way to do this, but for me they always are added at 36 kft.
- Ability to deselect units using Esc
- Allow multi-select of units using Ctrl as well as the area select
Misc
- Independently Targetable MIRV warheads. (Seriously though, it's in the name….
Currently launching a Trident at a target just makes sure it is "extra dead" by dropping all of the warheads in the same spot. Should be able to target each of the warheads within a range of each other. Similarly, missile silos should require a direct hit to knock them out.
- TLAM-D's currently use all their cluster munitions on a single target. Would be nice to have 2-3 attacks, especially for SEAD on SAM sites where the Radars are pretty fragile and could be knocked out by a few of the cluster munitions. This allows the missile to hit several targets and is more true-to-life.
- Using anti-runway weapons with mines damages units that pass through/prevents or delays runway repair
I tried to identify which features had already been requested, but I may have missed some.
Reference Point Manager
- Single window to help with organizing reference points including:
○ Basic functions like creation and renaming
○ Grouping RP's
○ Hiding individual or groups of RP's would be nice for keeping map clutter down
- I think this is already in the PE in some form. Mostly this ties into some of the other ideas I have with strike planning and weapon targeting
Strike Planning
- Weapon Targeting/Damage
○ Set weapon/aircraft waypoints using RP's. For example: I will plan a Tomahawk strike using the LOS tool to avoid radar detection, then have to manually select each RP that I identified previously. It would be nice to be able to select the RP's I want and order them. A window like how the Mission Editor allows selecting RP's for Repeatable loop missions would be very nice.
○ Related to the point above, but the ability to group weapons when assigning waypoints. If I launch a big Tomahawk strike against an airbase, it is a huge pain to set the waypoints for each individual missile. Especially when I have already identified a safe corridor and am launching from multiple ships to try to get all the missiles to hit at the same time
○ Ability to group launch platforms when manually allocating weapons. Mostly this applies to aircraft that only carry 2-4 of a certain weapon. It gets really annoying to run through the list of aircraft with 2 GP bombs when the target needs 3 and there are 4-6 targets. It would be much nicer to be able to select all the aircraft I want and say, "allocate 3 weapons to each of these targets"
○ "Generate Flightplan" button in the mission editor. I don't want to have to wait until the aircraft take off to edit their plan. Would be nice to snap the generated waypoints to reference points as well like the first point in this section. (Something similar to this has already been requested)
○ A tool to estimate how many weapons will be needed for a target. This is especially important for targets that are armored. I had to build my own tool to take a weapon: CEP, reliability, DP, and it's expected penetration against a target's armor value, to cross reference against the target's area and DP and spit out a recommended number of munitions against the target. Obviously, it isn't perfect since a lot of that is based on probabilities and I may fail to destroy a target with the recommended number of munitions or destroy the target with less. It is a good starting point though, and has been very helpful so far. Something native to the game that does the same thing would save a ton of time transcribing values out of the database manually. [Note: If anyone wants this, I can upload it. It's just an excel spreadsheet at the moment]
○ Ability to tell ARMs which radar they should look for. (If I'm attacking an SA-2, I don't want both of my ARMs to go to the Spoon Rest. I want both to go for the Fan Song or one for the Spoon Rest and one for the Fan Song. Most of the time, I really only care about the FCR. (I think this has already been requested)
- LOS Tool/Radar QoL
○ Ability to select multiple units and see their combined LOS. This would greatly help with finding safe corridors through an area.
○ Ability to see detection chance of a unit depending on its orientation at specific distances. Currently, I just assume that if a unit passes through an area (even just a single square) identified by the LOS tool, it will be detected. This doesn't make a whole lot of sense to me, since different units have different RCS values. An F-22 skirting through an area where the radar can technically see it is much less likely to be detected than an F-14 at the same altitude. Would be really nice to be able to put in a unit and see an updated plot for different detection chances. Most of this is because I have no idea how to use the RCS values in the DB for anything else other than comparison with other units.
○ I think the LOS tool recalculates every time the map moves, which makes moving the map very slow. After the initial calculation, it should just be a static layer over the map unless manually refreshed.
-
General QoL
- Ability to draw on the map with range circles and lines would be nice. Frequently, I will use the LOS tool to find a safe range away from a SAM Site, but the only way I have to make a circle is to use reference points and a no-fly zone. Same with lines.
- Ability to "Freeze" the location of a contact. For example: After I've nailed down the location of a semi-mobile SAM battery like an S-400, I don't want the contact to move. It's not going to be able to move in the 10 minutes it takes me to vector in a SEAD unit to take care of it. I've had some problems with the ELINT pods on EA-18s re-updating the location of a SAM battery while on their attack run to somewhere I know it isn't, like in the ocean, even though the unit was previously identified at a different location with high confidence, which messed with the flight plan I had crafted with the mission editor
- Ability to set altitude of planes when you add them in the mission editor. Maybe there is a way to do this, but for me they always are added at 36 kft.
- Ability to deselect units using Esc
- Allow multi-select of units using Ctrl as well as the area select
Misc
- Independently Targetable MIRV warheads. (Seriously though, it's in the name….

- TLAM-D's currently use all their cluster munitions on a single target. Would be nice to have 2-3 attacks, especially for SEAD on SAM sites where the Radars are pretty fragile and could be knocked out by a few of the cluster munitions. This allows the missile to hit several targets and is more true-to-life.
- Using anti-runway weapons with mines damages units that pass through/prevents or delays runway repair
Basic plotting tools - geometries
Being able to plot lines and circles, beyond just reference points.
Otherwise it needs to be a mission to be able to use it as a line.
Have bearings and distances of such geometries, would make it much easier to plot intercepts and make time and distance estimates.
Otherwise it needs to be a mission to be able to use it as a line.
Have bearings and distances of such geometries, would make it much easier to plot intercepts and make time and distance estimates.
Re: CMO RUNNING POLL - Gameplay feature requests
Hey there,
having so much fun with the Cargo feature, I would like to suggest having a Transport mission, that is base to base cargo delivery.
That mission would be for air and naval platforms.
As for the air side of it, going over the top would provide have the ability to plan steps, that is an intermediary base at which the aircraft would land, refuel, and continue toward its final destination, at which the cargo would be unloaded.
You may say that it's already possible to perform, and I would agree, only with heavy manual micromanagement by players.
having so much fun with the Cargo feature, I would like to suggest having a Transport mission, that is base to base cargo delivery.
That mission would be for air and naval platforms.
As for the air side of it, going over the top would provide have the ability to plan steps, that is an intermediary base at which the aircraft would land, refuel, and continue toward its final destination, at which the cargo would be unloaded.
You may say that it's already possible to perform, and I would agree, only with heavy manual micromanagement by players.
Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz, NVIDIA GeForce GTX 1650 4 Go, Windows 10 64bits, 32 GB RAM, Regional settings = French, Belgium
(Previously known as JanMasters0n)
(Previously known as JanMasters0n)