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Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Mon Apr 24, 2023 11:36 pm
by artao5
- Convert F3 waypoints manually added for air units into actual flight plans in the Flight Plan Editor and ATO.
- A translucent background (like the Map Cursor Databox, when attached to the mouse pointer) behind the readings of the <ctrl>-D range & bearing tool so it's readable over other text such as unit info. Often it is nigh illegible.
- Relatedly, add that translucent background to the databox when it's on the bottom of the screen as well. Perhaps make this (and above) a user-toggle option.
- Add option to adjust size of unit icons.
- Font type and size adjustments. (User-selectable, standard TTF)
- In the Flight Plan Editor and ATO: Allow editing of more data elements in the spreadsheet directly rather than having to open an additional window to make adjustments. Drop down menus would suffice in most cases.
- Add keyboard shortcuts to open the Area/Reference Point Manager and the Operations Planner.
- Set intermittent EMCON for missions, not just groups/units. Perhaps include rotating/alternating emissions between different units?
- Add option to turn on a classic range & bearing circle overlay on selected unit(s), with adjustable size and granularity.
- Add useful calculators in-game such as flight plan fuel usage/time/distance/altitude/speed/etc (including weather conditions) for things such as co-ordinated ToT planning, refueling planning, supply logistics, etc.
- Show multiple view layers at once with adjustable opacity and layer order. Also separate ocean and land. Sometimes I'd like BMNG oceans but Relief for the land; or OpenTopoMap for the land and Bathymetry for the oceans.
- High-contrast mode for icons and on-map text, because with the colors used in some view layers they can be nigh impossible to see. For instance, with the Relief and Bathymetry layer in shallow waters, or in general with OpenTopoMap.
- Ability to rotate and scale areas. In user-definable local X/Y co-ordinates. From center or with the option (via keyboard modifier) to scale in X and Y individually. They're quite simple, basic transforms. .. Implementation proposal: Since <shift>-left click-drag moves selected reference points, <alt>-left click-drag scales evenly in X/Y, <alt><shift>-left click drag scales on X, <ctrl><shift>-left click-drag scales on Y. To define X/Y co-ordinates orientation, <alt>-right click-drag to rotate the X/Y axis with a pop-up axis symbol to display the current orientation. <ctrl><alt>-right click to reset the area's orientation back to standard NEWS world space.
- User-adjustable number of RP when creating a circle.
- User-adjustable auto-save interval.
- Follow/tail command for units. i.e. - Set an attack submarine to trail a missile submarine in its baffles at 5nm; or have a high-altitude surveillance plane or drone tail a convoy or supply/tank/etc column from 50nm; etc. Including tailing-aspect in degrees relative bearing i.e. - from behind, to the side, in front. (I had the idea to set RPs to be relative to non-own-side units, but apparently you can't cuz they immediately lose the reference.)
- Include mission-created zones/areas in the Areas/RPs Manager.
- Ability to change color and opacity of mission-created zones/areas, just like with other areas.
- Ability to force "Name Always On" for RPs regardless if selected or not, as desired/needed by the player or scenario creator.
- Add names of water regions to the Placenames map view layer. For instance, Barents Sea, Bay of Biscay, Baltic Sea, various straits, seas, rivers, large lakes ... even the oceans.
- Add option to filter/limit DB to scenario year, particularly in scenario editor. (If this can already be done I haven't figured out how)

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Wed Apr 26, 2023 7:13 pm
by Redeye43
Could we get the ability to, when adding satellites, just click a category (with sub-categories, such as an entire nation) to batch-add all the satellites under that category?

Scenario Browser TLC

Posted: Fri Apr 28, 2023 4:47 am
by artao5
A couple more, 100% about the Scenario Browser

- There's this old app called CMANO ScenViewer. Please incorporate all features from that directly into the scenario browser.
- Add when the scenario was made so we can know how old they are to help determine how compatible they might be with current updates. (Not the setting year of the scenario. What version of the game it was made in / updated to.)
- Show what game features are enabled in a scenario before loading it would be nice as well.
- Ability to add sub-folders directly in the scenario browser rather than having to open the install folder in the OS file browser and add them manually.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Mon May 01, 2023 10:45 am
by lumiere
"ScenEdit_HighlightedReferencePoints ()" lua function which returns table of highlighted reference points just like ScenEdit_SelectedUnits ().

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Fri May 05, 2023 2:01 pm
by lumiere
Appologies for my consecutive posts...

*Add Kiel canal as "Canal Area" like Suez and Panama Canal

This may be important for NATO/German Marine (mainly based at Wilhelmshaven and Kiel) when Danish straits are not available by blockade or something.
キャプチャ.JPG
キャプチャ.JPG (135.87 KiB) Viewed 1788 times

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun May 07, 2023 2:07 am
by Fido81
I have a couple ideas for adding nuance to submarine control that I think would make CMO more operationally focused than tactically focused for players who use them.

1. Allow players to configure submarine depth and speed by time of day for patrol and transit missions.
Ex: Patrol at shallow depth and cruise speed when it's dawn, day, or dusk, but come to periscope depth and creep at night (to recharge batteries)
2. Allow submarine (and ship) sprint and drift for preset cruise/full speed values in the mission GUI.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Fri May 12, 2023 12:39 am
by thewood1
There were requests years ago about waypoint-based command changes. Doctrine, speed, and sensor commands were added. But a couple key requests got lost in the shuffle or it just weren't feasible. They are:

1) Formation change (or maybe now formation template load with that feature)

2) Mission deactivate/activate/status change based on waypoint. This would create great flexibility with new multi-mission capabilities.

So I thought it was a good time to revisit those two.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sat May 20, 2023 10:15 pm
by FifthDomain
Could I request the make Visible Reference Points option from Edit Exclusion Zones/Edit No-Navigation Zones be added to the Area & Reference Points Managers and be available for all four Zone Types.

Thanks

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Thu May 25, 2023 2:05 am
by orca
Request that certain weapons to have the ability to target specific areas of a ship. For example a small loitering munition directed against the radar of ship.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sat Jun 10, 2023 12:11 pm
by fmachanda
Combat range circle for units (shows range to Bingo fuel instead of total range)

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sat Jun 10, 2023 7:26 pm
by Mini_Von
sparky577 wrote: Wed Apr 19, 2023 7:59 pm Is there any plan to implement fuel usage?

For example, as each vehicle rearms and loads, it could draw down fuel from the host facility. This would make underway replenishment and petroleum supply ships/flights/truck convoys more relevant to large scale long duration scenarios.

It could also provide another layer of operational detail to forward arming and refueling points and isolated island air & naval bases.
+1

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Fri Jun 30, 2023 3:03 am
by ProdigyofMilitaryPride
I'd like to suggest a possible addition(s) to how campaigns could work.

Branching campaigns for people who might come up with scenarios with different variants depending on the outcome of a prior scenario. Should there be the option to either play them from the onset or in an ironman-esque mode like that of Fleet Defender: The F-14 Tomcat Simulator or the first Jane's Longbow?

How it could work is twofold.

It's dependent on End of Scenario's score, the scenario branching happens with a subsequent scenario or is the result of 2-4 Scenarios prior.

(I'll be sure to put a chart together to better explain it visually soon)

If the player gets a Disaster outcome in the branch, he'll end in up in a scenario where he's at a MAJOR disadvantage. But if the player eeks out a Triumph in the ensuing scenario, the player will get a scenario where he'll been on equal footing with the enemy.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Mon Jul 10, 2023 4:15 pm
by TempestII
Unless I'm mistaken, it seems as though adding satellites to scenarios is very trial and error - importing them, clicking on them one at a time to check if their orbits match up to where the scenario is set, and deleting them if not. As satellites also noticeably decrease performance, having excess ones can slow down the game.

Therefore, would it be possible maybe have a feature that shows how close a satellite will come to a certain RP or zone on the map, ideally in a list form; ideally this would also take advantage of the fact that CMO is already able to know what year which satellites are active.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Mon Jul 10, 2023 4:21 pm
by Dimitris
TempestII wrote: Mon Jul 10, 2023 4:15 pm Unless I'm mistaken, it seems as though adding satellites to scenarios is very trial and error - importing them, clicking on them one at a time to check if their orbits match up to where the scenario is set, and deleting them if not. As satellites also noticeably decrease performance, having excess ones can slow down the game.

Therefore, would it be possible maybe have a feature that shows how close a satellite will come to a certain RP or zone on the map, ideally in a list form; ideally this would also take advantage of the fact that CMO is already able to know what year which satellites are active.
I think the Satellite Pass Prediction window provides this functionality....?

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Mon Jul 10, 2023 5:11 pm
by thewood1
ProdigyofMilitaryPride wrote: Fri Jun 30, 2023 3:03 am I'd like to suggest a possible addition(s) to how campaigns could work.

Branching campaigns for people who might come up with scenarios with different variants depending on the outcome of a prior scenario. Should there be the option to either play them from the onset or in an ironman-esque mode like that of Fleet Defender: The F-14 Tomcat Simulator or the first Jane's Longbow?

How it could work is twofold.

It's dependent on End of Scenario's score, the scenario branching happens with a subsequent scenario or is the result of 2-4 Scenarios prior.

(I'll be sure to put a chart together to better explain it visually soon)

If the player gets a Disaster outcome in the branch, he'll end in up in a scenario where he's at a MAJOR disadvantage. But if the player eeks out a Triumph in the ensuing scenario, the player will get a scenario where he'll been on equal footing with the enemy.
You can actually do that now. But it takes someone building all the scenarios that are needed to fulfill all the permutations of branching. I'm pretty sure there's already a function that lets you carry your OOB over from one scenario to another. I shudder at the amount of work that would entail in just building the scenarios.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Tue Jul 11, 2023 7:02 am
by ProdigyofMilitaryPride
thewood1 wrote: Mon Jul 10, 2023 5:11 pm
ProdigyofMilitaryPride wrote: Fri Jun 30, 2023 3:03 am I'd like to suggest a possible addition(s) to how campaigns could work.

Branching campaigns for people who might come up with scenarios with different variants depending on the outcome of a prior scenario. Should there be the option to either play them from the onset or in an ironman-esque mode like that of Fleet Defender: The F-14 Tomcat Simulator or the first Jane's Longbow?

How it could work is twofold.

It's dependent on End of Scenario's score, the scenario branching happens with a subsequent scenario or is the result of 2-4 Scenarios prior.

(I'll be sure to put a chart together to better explain it visually soon)

If the player gets a Disaster outcome in the branch, he'll end in up in a scenario where he's at a MAJOR disadvantage. But if the player eeks out a Triumph in the ensuing scenario, the player will get a scenario where he'll been on equal footing with the enemy.
You can actually do that now. But it takes someone building all the scenarios that are needed to fulfill all the permutations of branching. I'm pretty sure there's already a function that lets you carry your OOB over from one scenario to another. I shudder at the amount of work that would entail in just building the scenarios.
Great to hear! I'll try my best.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Thu Jul 13, 2023 10:43 am
by blu3s
I was using a no navigation zone to keep my aircraft at a safe distance from an enemy CSG but the problem is that I can't attack units that are inside that no navigation zone, so it would be very useful to add an option to allow attacking units inside the no navigation zone.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Thu Jul 13, 2023 11:21 am
by Parel803
Good afternoon,
I was using a no navigation zone to keep my aircraft at a safe distance from an enemy CSG but the problem is that I can't attack units that are inside that no navigation zone, so it would be very useful to add an option to allow attacking units inside the no navigation zone.
If I remembered correctly for many updates ago, I could manual fire into the NoNav but no Auto, but I could be totally off here. I fully support the option if units would or wouldn't be allowed to fire into the no-zone.

regards GJ

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Thu Jul 13, 2023 12:10 pm
by blu3s
Parel803 wrote: Thu Jul 13, 2023 11:21 am Good afternoon,
I was using a no navigation zone to keep my aircraft at a safe distance from an enemy CSG but the problem is that I can't attack units that are inside that no navigation zone, so it would be very useful to add an option to allow attacking units inside the no navigation zone.
If I remembered correctly for many updates ago, I could manual fire into the NoNav but no Auto, but I could be totally off here. I fully support the option if units would or wouldn't be allowed to fire into the no-zone.

regards GJ
Hi,

I'm playing in the beta and for land units you are allowed to attack, but for air units no auto ni manual attack allow, this may be a bug. I will report it in the Tech Support.

Regards

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Thu Jul 13, 2023 4:06 pm
by DaveFromCTX
Separate tanker thresholds for patrol missions depending on status.
Transit: Bingo
(1x) Station Start: 90% ("clock in")
On Station: [40-90%]

Add a 2nd/3rd "area" to missions for "transit/UNREP zone/path". If specified, forces units assigned to mission to transit or refuel only in this area. Opposite of a no-nav zone but is mission specific. Easier than manually selecting UNREP missions or trying to prevent overflying enemy SAMs.

OR

Have AI generated flights automatically use the flight plan template for an assigned mission to duplicate and automatically fill slots whenever units on station need to be replaced. (What I originally thought flight plan templates was for)

(For continuous coverage missions)