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RE: RUNNING POLL - gameplay features
Posted: Tue Oct 29, 2013 6:05 am
by Agathosdaimon
Well it might depend on the scenario, but i would like to have easy way to know this before an aircraft has been launched altogether, as the example above is only for aircraft in flight already, where their fuel is listed. I had thought that this would be info in the db that i could check but there is nothing there either
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 29, 2013 7:07 am
by michaelm75au
One think I missed from Harpoon was the ability to set when and for how long active/passive sensors could be used for while unit was moving.
eg
radar passive - active for 2 minutes every 30 minutes +/- 20% (can't recall exact settings but hopefully you get the drift).
Having to do this manually for lots of platforms would be a pain.
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 29, 2013 9:40 am
by deepdive
When i bought this game, i should have been warned that; "this game is under development, feel free to join as Beta tester".
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 29, 2013 9:58 am
by Dimitris
ORIGINAL: deepdive
When i bought this game, i should have been warned that; "this game is under development, feel free to join as Beta tester".
Such a 'warning' would have been unfair.
Please read here:
fb.asp?m=3449564
Thanks!
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 29, 2013 2:31 pm
by deepdive
Sorry, i am just frustrated, been playing Harpoonll/lll Admirals edition since -95, was even more frustrated with those, so i am disappointed that some bad "things" shows up in this game. especialy fligth altitude and weapon rec. I do however understand how much effort you all have done to make this release happen, and i appreciate that.[&o]
I hope that my boxed version is more stable and that it include B451.
Bjørn
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 29, 2013 3:15 pm
by Agathosdaimon
also the option to have intermittent radar - like in Harpoon and numerous other such sims - that is something that real world systems can do yes?
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 29, 2013 4:06 pm
by snowburn
i would like to add an expanded AAR, as seen on my thread:
tm.asp?m=3449370
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 29, 2013 4:44 pm
by thewood1
ORIGINAL: Agathosdaimon
also the option to have intermittent radar - like in Harpoon and numerous other such sims - that is something that real world systems can do yes?
Yes, and you can do it in Command. It is just manual, the same way real life is if you have micro-manage.
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 29, 2013 10:17 pm
by Agathosdaimon
I think that would make for a very difficult process of constantly zoom in and out back and forth to switch radars on an off - a prohibitve task if one wanted to do this for many units. But perhaps there is no advantage to doing it?
I dont think at all that this wonderful sim is in beta still. Its a fully fledged game and one that i am engrossed by, and it is a testament to how enormous its scope is that all the possbilities and sysytems being simulated can still throw up hitherto unseen bugs. It is good that this is being improved. One can already find much to enjoy and i think the editor has many intriguing possibilities that stimulate problem solving and logic,
What i would just like to see included in the next update is the fix to the ai on my side automatically switching on radar when i go into mission editor and doing so before i can even assign units. It shouldnt be overriding the parent emcon on its own at that point at all
RE: RUNNING POLL - gameplay features
Posted: Wed Oct 30, 2013 8:57 am
by thewood1
Oh, I agree it is difficult in large scenarios to manage sensors with no ability to do anything but on or off. I am just saying it can be done. In fact, my fleets are much stealthier in Command than in Harpoon because I am too lazy to micro-manage their sensors.
RE: RUNNING POLL - gameplay features
Posted: Sun Nov 03, 2013 7:39 am
by Dimitris
Removed proficiency levels as they were added in Build 455. If you voted this you can now re-cast your vote!
RE: RUNNING POLL - gameplay features
Posted: Sun Nov 03, 2013 8:38 pm
by EagleMountainDK
ORIGINAL: Sunburn
Removed proficiency levels as they were added in Build 455. If you voted this you can now re-cast your vote!
This is indeed good news [:)]
RE: RUNNING POLL - gameplay features
Posted: Mon Nov 04, 2013 4:20 pm
by snowburn
[suggestion] DB Viewer should have DB name and version on window's title.
RE: RUNNING POLL - gameplay features
Posted: Tue Nov 05, 2013 2:00 am
by ComDev
Suggestion registered!
Thanks [8D]
RE: RUNNING POLL - gameplay features
Posted: Tue Nov 05, 2013 1:24 pm
by Pii
It's not broken, but in my opinion the shortcomings to Command currently are the UI/Player control aspects and the AI could use some development. Fix the stability bugs, and then put all efforts into improving the UI/Player control and developing the AI. All else can wait until the base is solid.
Yes fix what you have now before worrying about adding more.
RE: RUNNING POLL - gameplay features
Posted: Tue Nov 05, 2013 2:43 pm
by Dimitris
ORIGINAL: Pii
Yes fix what you have now before worrying about adding more.
Pii are you the one that posted this:
Save your money its a bug filled mess IMO. I have no experience in Naval warfare yet I can and have beat every mission I've played (when it didn't freeze on me) that right there tells me something isn't right. All you have to do is give your units a mission and they go happily along finding and killing everything for you. BORING!
On this YT page:
http://www.youtube.com/watch?v=8_M9HUMG1oU
...?
RE: RUNNING POLL - gameplay features
Posted: Wed Nov 06, 2013 9:30 am
by JCR
Hi, a feature I would like would be a doctrine set for surface AAW ships like:
AAW behavior:
- self defense only
- engage missiles and incoming aircraft
- engage everything
It is utterly frustrating to have my air defense vessels waste their SAMs on peripheral targets in their engagement zone that could just as easily been handled by a fighter.
Otherwise I'd like the implementation of day/night limitations for aircraft, as I like old school scens best.
RE: RUNNING POLL - gameplay features
Posted: Wed Nov 06, 2013 5:10 pm
by orca
It's been requested on other posts before but my number 1 feature request is:
SENSOR INFO
It's invaluable having the ship, aircraft, weapon, etc info available at the click of a mouse. But extremely frustrating not having similar info on sensors.
Is there a reason that this data is not made available for the user?
RE: RUNNING POLL - gameplay features
Posted: Thu Nov 07, 2013 11:22 am
by Stevechase
ORIGINAL: orca
It's been requested on other posts before but my number 1 feature request is:
SENSOR INFO
It's invaluable having the ship, aircraft, weapon, etc info available at the click of a mouse. But extremely frustrating not having similar info on sensors.
Is there a reason that this data is not made available for the user?
+1
RE: RUNNING POLL - gameplay features
Posted: Thu Nov 07, 2013 11:31 am
by Stevechase
ORIGINAL: Stevechase
ORIGINAL: orca
It's been requested on other posts before but my number 1 feature request is:
SENSOR INFO
It's invaluable having the ship, aircraft, weapon, etc info available at the click of a mouse. But extremely frustrating not having similar info on sensors.
Is there a reason that this data is not made available for the user?
+1
+1
see my thread post: "Select-able Contact emissions info feature" I'm pretty sure the devs know its importance more than the rest of us and have some plans to enhance the sensor info, but I know they are getting bookoo other requests, but I agree that this would be one the most game enhancing useful features.