RUNNING POLL - gameplay features [Feature Requests Go Here]

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

Moderator: MOD_Command

User avatar
AlGrant
Posts: 912
Joined: Tue Aug 18, 2015 4:38 am

RE: RUNNING POLL - gameplay features

Post by AlGrant »


Dynamic ORBAT window:

More an GUI update request than a new feature.
Would it be possible for the ORBAT window to auto update whilst open?

Current behaviour is that to update the screen it needs to be closed/opened again.

When running multiple monitors I like to keep the ORBAT window open (along with the message log).
Clicking on a unit in the ORBAT window (or its mission tab) already centres the screen on that units and selects it and is one of the quickest ways to navigate around units in large scenarios. Having it dynamically update would it into a far more useful game screen.

GOD'S EYE DISABLED.
User avatar
eleos
Posts: 110
Joined: Mon Mar 21, 2016 11:57 am
Location: Mesoropi, Macedonia, Greece

RE: RUNNING POLL - gameplay features

Post by eleos »

Congrats to the development team for the unilimited hours of brainstorming for the next mission.[&o]

I have a request though i don't know if anyone has post it before.

Can you improve the loadout flexibility. There are missiles that aren't used by any a/c. e.g. AA-10 Alamo F
A loadout manager within the new super duper advanced mission plan editor, maybe taking into account fuel weight, total weight and staff like that?

Please [&o]
Peter66
Posts: 104
Joined: Sun Nov 13, 2016 7:12 pm

RE: RUNNING POLL - gameplay features

Post by Peter66 »

The feature I'd like to see the most at the moment is:

The ability to merge scenarios. Why? Because what if I create for example, a set of Events with Lua scripts that I want to use in several scenarios? One that I'm working on now involves many Events like this and it would be beneficial in my eyes for scenario designers to share this kind of "template". Import's work well with units but an ability to merge an entire scenario in to another would be fantastic. This would allow designers to create template countries with their own missions set up. Or civilian shipping for a particular area that is randomised all available by merging it in. Remaking Events without this is currently tedius. The possibilities are endless.
"Is game hard to pick up?" <- easier to pick up than most women.
User avatar
Gunner98
Posts: 5965
Joined: Fri Apr 29, 2005 12:49 am
Location: The Great White North!
Contact:

RE: RUNNING POLL - gameplay features

Post by Gunner98 »

Peter66

I like your ideas. There are currently ways to work around your issue and I have done this quite a bit with the Northern Fury series. Its not perfect and it takes some forethought but it does work.

-Create a 'master' scenario with all of your baseline events
-Create distinct groups, perhaps a county, perhaps a TG. Save these in a special directory in the import/export function
-Create a plan for your series of scenarios so you can see where you have duplication and plan for that.

By doing this you can build many scenarios off of your master, and you keep adding to your pool of saved entities. There are some pitfalls like having orphan events and actions etc but it does save a lot of time.

B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
cheap
Posts: 2
Joined: Sun Jul 27, 2014 9:36 am

RE: RUNNING POLL - gameplay features

Post by cheap »

Curious, does anyone know if a feature has been requested that provides an area on the GUI, possibly Contact Report, that displays/records not only sensor contacts but observed Damage Assessments and Spent Ordinance of each previous HIT/MISS? Those are "Contacts" as well correct?

I'd love to page through each target and see what impact I've made and using what ordinance/strike package. Tired of sifting through the log for this in game. Even expanding on the log with adjustable filters might help.
cheap
Posts: 2
Joined: Sun Jul 27, 2014 9:36 am

RE: RUNNING POLL - gameplay features

Post by cheap »

I realize that the log does have a filter and I do sift through by typing out what I want each and every time. I guess I want a nicer GUI experience to anything my sensors or pilots are picking up in a single place (Contact Report). Any intel report/contact per-target in a single GUI window (per-target).
User avatar
Primarchx
Posts: 1954
Joined: Sun Jan 20, 2013 9:29 pm

RE: RUNNING POLL - gameplay features

Post by Primarchx »

In-Game Timer. A player-accessible timer that will pop up a message/pause at either a specific clock time or after a specific amount of time.
Rory Noonan
Posts: 2418
Joined: Thu Dec 18, 2014 1:53 am
Location: Brooklyn, NY

RE: RUNNING POLL - gameplay features

Post by Rory Noonan »

Now that CMANO supports larger / longer scenarios (The Longest Battle for example), being able to toggle display of various units would be really useful; i.e. a display setting that toggles on or off display of air / surface / ground and submarine units, also friendly / unknown / other.
Image
Cousteau
Posts: 16
Joined: Fri Nov 04, 2016 9:44 pm

RE: RUNNING POLL - gameplay features

Post by Cousteau »

Hi,

a suggestion for the doctrine options: be able to fix the minimum number of aircrafts in a flight (by aircraft category). This option could have influence on the size of flights in missions and could oblige the player - in manual launch - to select at least the required number of aircrafts.

this parameter could also be adjusted with the level of threat : peace (no hostile/no unfriendly), crisis (no hostile/unfriendly), war (hostile)

of course these parameters could be locked in scenario's design


this will avoid some unreallistics situations like sending a single interceptor to shoot down a foe, and will downgrad (a little) the attrition capacities of the player and stretch the time necessary to smash the ennemy. I think that some objectives of scenarios are obtained too quickly with regard to the real life.
INWI
Posts: 4
Joined: Tue Jul 23, 2013 8:14 am

RE: RUNNING POLL - gameplay features

Post by INWI »

It would be nice to have font setting in log, Also would be nice to have control in diesel submarines to switch propulsion when surfaced, also fix the colonial databases not visible in change database menu.
Hefeteig
Posts: 1
Joined: Fri Dec 30, 2016 1:31 pm

RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Hefeteig »

Greetings,

it would be very nice for long operations to have the possibility to rearm ammo, etc. by delivered supplys from maybe Ferry-Missions with transportable munition.

Thanks so far.
I love this sim :)
Cik
Posts: 671
Joined: Wed Oct 05, 2016 3:22 am

RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Cik »

seems like a big request but some sort of replay system where you can toggle on/off different sides' views dynamically would be pretty cool.

it feels to me like there's a need for something like this because it's often extremely difficult to tell after a defeat (of any scale) exactly what you did wrong, and ESPECIALLY with submarines. as it is it's extremely difficult to tell

-when you were detected
-by what
-why (excess noise, too close, too shallow, too deep, etc)
-what the AI did to kill you (well, besides drop torpedoes in the water)
-how the AI moved to do so

etc.

also it might be cool to get more information from the contact report. for instance

-time of detection
-detected by sensor(s)
-who can see this unit at this moment
-why it was detected (i assume the game tracks this in some sense already, otherwise the detection system probably wouldn't work)



anyway dartboard post sorry about that.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by mikmykWS »

The game has a recorder with replay.

Mike
Cik
Posts: 671
Joined: Wed Oct 05, 2016 3:22 am

RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Cik »

wut
Rory Noonan
Posts: 2418
Joined: Thu Dec 18, 2014 1:53 am
Location: Brooklyn, NY

RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Rory Noonan »

ORIGINAL: Cik

wut

The button that says 'record'. It's to the right of 'start/resume' and 'custom overlay'.

Page 39 of the manual explains it's function.



Image
AndrewJ
Posts: 2450
Joined: Sun Jan 05, 2014 12:47 pm

RE: RUNNING POLL - gameplay features

Post by AndrewJ »

Colour coded fuel bars might be a nice tweak to the UI.

(I made a new topic instead of posting here the first time, sorry. So here's a link just in case.)
Rory Noonan
Posts: 2418
Joined: Thu Dec 18, 2014 1:53 am
Location: Brooklyn, NY

RE: RUNNING POLL - gameplay features

Post by Rory Noonan »

Now that more and more people are playing big scenarios and making use of the mission editor, can we change the default mission behaviour to 'inherited' regardless of mission type?

If I am choosing to have my entire OOB stay passive on radar, I don't want a single FFG to go active on the off chance they detect a periscope with surface radar while on an ASW mission.

I can see why the settings are the way they are ATM but I think that now players are more conscious of the Doctrine/WRA screen it might be better to 'Inherit' all settings regardless of mission type.
Image
DWReese
Posts: 2468
Joined: Fri Mar 21, 2014 11:40 am
Location: Miami, Florida

RE: RUNNING POLL - gameplay features

Post by DWReese »

I would like to see a little more info provided (maybe through the Scenario Editor, maybe elsewhere) about the effectiveness of jamming and being jammed. In some of the scenarios that I played, a unit may be being jammed by an opposing air unit, and also offensively jamming an opposing unit that might be attacking them. So, you will see the word "Jammed" and "Jamming" next to the unit at the same time. I realize that these are two separate things, but I would like to "see" the effectiveness of these actions. I never "see" any results from these actions, I simply trust that they have some effect. But, if they aren't really having any kind of impact, then I will simply not mess with them. So, maybe an approximation of the effectiveness could be revealed. Something like, "Unit XXX is jamming your unit. Expect an approximate 10 percent reduction in performance." Then you would know that it is doing something. Or, at least it would appear to be doing something.
Cik
Posts: 671
Joined: Wed Oct 05, 2016 3:22 am

RE: RUNNING POLL - gameplay features

Post by Cik »

^this seems like a good idea.

i'm not sure about jamming TBH. even ALQ-99X which is supposed to be a very strong jammer seems to have problems suppressing SA-2 sites, which seems really strange.

for an old SA-2 99 x ray would be like staring into the center of the sun, i'm sure. maybe add a tab to the sensors window that displays limiting factors?
Peter66
Posts: 104
Joined: Sun Nov 13, 2016 7:12 pm

RE: RUNNING POLL - gameplay features

Post by Peter66 »

I'd like to see a very simple request implemented but it's also low priority.

The "Switch to..." menu in the scenario editor has no scroll function. Using the middle mouse wheel or scroll bar would be fantastic and make my life so much easier. I'm unsure if other scenario makers use extensive lists of sides, but for the likes of my Master Template scenario it's frustrating. At the moment I am creating a scenario with Player and Japan right now but there are many other sides I intend to fill. I have to manually click the down/up arrow many many times to get to my side of choice. This is annoying and nothing more. Would be nice if it kept scrolling if I held the arrow down or similar.
"Is game hard to pick up?" <- easier to pick up than most women.
Post Reply

Return to “Command: Modern Operations series”