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RE: RUNNING POLL - gameplay features
Posted: Tue Sep 22, 2015 7:41 am
by thewood1
It gets reset about once a month or two. I have voted three or four times at least.
RE: RUNNING POLL - gameplay features
Posted: Tue Sep 22, 2015 7:46 am
by Tomcat84
That's only if what you voted for was implemented and thus removed from the poll. If your voted item hasn't been it will not reset for you. Guess you've just gotten multiple votes on stuff that later made it in

RE: RUNNING POLL - gameplay features
Posted: Tue Sep 22, 2015 7:48 am
by Tomcat84
I like that idea. Could use the existing "type" category as a filter option.
ORIGINAL: michaelm
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: Tue Sep 22, 2015 9:30 am
by Dimitris
ORIGINAL: Tomcat84
I like that idea. Could use the existing "type" category as a filter option.
ORIGINAL: michaelm
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.
Please check Skype!
RE: RUNNING POLL - gameplay features
Posted: Tue Sep 22, 2015 10:09 am
by Dysta
RE: RUNNING POLL - gameplay features
Posted: Tue Sep 22, 2015 5:33 pm
by Kitchens Sink
I would love to see something like a "Time on Target" planner, where diff aircraft/ships in diff locations with diff weapons could fire on a target and have the weapons hit at about the same time.
Thanks!
RE: RUNNING POLL - gameplay features
Posted: Tue Sep 22, 2015 5:49 pm
by thewood1
Is n't that the number one vote getter above.
RE: RUNNING POLL - gameplay features
Posted: Wed Sep 30, 2015 8:54 am
by ParachuteProne
I think it would be an idea to reset the poll when new choices are added.
Since it is intended as a guide to the devs on what are the most desired features. Adding choices without resetting does not give a true metric.
The choice I made some time ago would not be the one I would make now as new items have been added.
If the poll resets now where is the option to revote ? I do not see one under the poll and I have only ever voted once since it started.
Maybe I am missing something ?
RE: RUNNING POLL - gameplay features
Posted: Wed Sep 30, 2015 9:36 am
by thewood1
I know I have voted 5-6 times in the couple years Command has been out.
RE: RUNNING POLL - gameplay features
Posted: Wed Sep 30, 2015 9:46 am
by ParachuteProne
ORIGINAL: thewood1
I know I have voted 5-6 times in the couple years Command has been out.
Hmm, that is odd. Wonder if anyone else has had the same issue ?
Not the end of the world but I am curious.
When was the last reset ?
RE: RUNNING POLL - gameplay features
Posted: Wed Sep 30, 2015 10:16 am
by thewood1
I voted after a feature was added that I voted for and was allowed to revote.
RE: RUNNING POLL - gameplay features
Posted: Wed Sep 30, 2015 8:28 pm
by thewood1
I think in those other threads it was determined you could do that already.
RE: RUNNING POLL - gameplay features
Posted: Thu Oct 01, 2015 2:21 pm
by JPFisher55
I would like to see a/c rtb on afterburner or max speed until they reach bingo fuel. Currently, they only use full or military speed.
IMO, using afterburner gets them away from danger in the fastest manner which is useful when your a/c is Winchester.
Of course, this would not apply to a/c that rtb due to bingo fuel.
RE: RUNNING POLL - gameplay features
Posted: Thu Oct 01, 2015 2:46 pm
by thewood1
Ha...There were just a couple complaints about the RTB on afterburner and using too much fuel. Maybe we are asking the devs to split too many hairs.
RE: RUNNING POLL - gameplay features
Posted: Thu Oct 01, 2015 6:56 pm
by JPFisher55
But once you are RTB, then what difference does fuel usage make? Of course, once the a/c is at bingo fuel it would decrease speed to cruise like it now does. The fuel usage issues concerned a/c engaging offensively on afterburner at long distances, not RTB.
RE: RUNNING POLL - gameplay features
Posted: Fri Oct 02, 2015 5:53 pm
by gosnold
A radar horizon tool would be nice: you set an altitude, and it draws on the map all the position where an aircraft at that altitude would be visible from known enemy radars. That would make it easier to set up air raids below the radar horizon.
RE: RUNNING POLL - gameplay features
Posted: Fri Oct 02, 2015 11:32 pm
by renders
But once you are RTB, then what difference does fuel usage make? Of course, once the a/c is at bingo fuel it would decrease speed to cruise like it now does. The fuel usage issues concerned a/c engaging offensively on afterburner at long distances, not RTB.
You forgot about the fuel you could need for defensive, airport queues, self defence-engagements [:-][;)]. it's difficult to make a rule for every case possible.
Anyway, I think it's an interesting idea dividing manual and auto RTB could do but anyway, I not into programming and can't say how hard and time consuming this could be.
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 06, 2015 5:54 am
by Dimitris
ORIGINAL: Primarchx
It's been a long while since I made this request - but a Player's Alarm Clock would be nice. This could be set by the Player in play to go off either at a specific time (23:30z), or after an interval of time (30 minutes...), and display a message in the log, put up a pop up message, stop the clock, emit a chime, etc.
Added.
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 06, 2015 5:55 am
by Dimitris
ORIGINAL: Primarchx
One more idea today...
Collateral Damage Zone (CDZ): An RP defined zone used for abstractly representing collateral damage and associated to a given Side. Any surface hit from a weapon inside the CDZ from the indicated Side actuates an associated event Trigger. The trigger can then be used to implement game events representing consequences of weapon use in the CDZ. It would be best if these zones can be made on a separate side (layer) so you can make them as complex as you wish and not clutter the Player screen.
This work really nicely with the player-assigned zone coloring...
Advanced Feature: Can activate triggers based on DP thresholds (Example ... 0.1DP hit doesn't set off a trigger but a 100 DP hit does).
Added.
RE: RUNNING POLL - gameplay features
Posted: Tue Oct 06, 2015 5:57 am
by Dimitris
ORIGINAL: Primarchx
The ability to copy Triggers, Actions and Events in the Event Editor would be nice, too. Having to make up the same Trigger over and over for different units gets old when all you need to do is change one value (unit ID). The copied T/A/E might have the word COPY appended to the end?
Added, on ScenEdit poll.