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Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Wed Dec 20, 2023 12:34 pm
by trevor999
Quark73 wrote: Wed Dec 20, 2023 11:00 am
Hello,
I have also an UI suggestion. It's just cosmetic and probably annoying, but sometimes I can't supress my German meticulousness genes.

- so, sorry for that.
I suggest to find a common style guide for writings on menus, dialogs and buttons. There are various reasonable approaches to solve it. My English is not good enough to rate what is the proper solution in which case. So it's up to you if and how handle it. IMHO it would be just a monkey see monkey do job, that brings no honour and no fancy feature but rounds off the overall impression.
I added a small pdf with some examples I've noticed. The colours do not represent any rating and are only used to provide an overview.
Wow. And I thought only being 1/2 German made
me anal
But what's been seen cannot be unseen, and now it will drive me nuts. So I agree.
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Thu Dec 21, 2023 10:30 pm
by ClaudeJ
I'm with you on that one Quark73! What a beautiful report.
---
- Add the option to escort Support and Patrol missions;
- Multiple A/C of the same type at multiple host bases: still allow to change their loadout as a whole;
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Thu Dec 21, 2023 11:42 pm
by JFS737
Feature requests
1. User definable HOTKEYS
2. Hot key for UNIT REFUEL (both Auto select nearest and Manual)
3. Hot Key for ALLOW/DISALLOW Refuel
4. Asterisk or flashing symbol option or something... if unit or group is radiating (Can't quickly see unless all map sensors are ON)
5. User selectable Weapons employment range XX % vs limited toggle chooices (Max, 75%, 50%, 25%).
6. Units go EMCON on RTB or EMCON when XXX nm from base (user selectable)
7. Units near Bingo flash or alternate color... etc. (user toggle and user selectable trigger point)
8. New "LABEL" type Ref pt. or just a note marker that is not deselected when you say "deselect all" and is not added to mission/areas etc (these are to be used a "labels" for the player... notes and such)
9. User toggle for "launch early enough to relieve mission unit on station" for patrol missions.... so they don't pass each other half way but the new unit arrives when the old unit hits bingo or nearly so. So continuous coverage option.
10. Units don't fly straight back to ships (bases OK)... slight offset (user option).
11. Units don't automatically climb on RTB ... so many shot down for this. Option to force them low for XX miles (user selectable). NOTE: user may wish to then select RTB when Bingo Plus 10% vs at lower Bingo if this is toggled on etc.
12. Option for Units stay low on launch from ship and offset course for XX miles (user selectable)
13. UNITs on RTB only refuel enough to make it home plus reserves (not all the way up... emptying an MQ-25 quickly).
14. On Right side panel, there is a section for Radar/Sonar/OECM but it's often greyed out. Wish for an always selectable ONE click RADAR/SONAR/OECM button (3 buttons) to turn ON/OFF a unit or groups sensors. (3 clicks now required if it's not greyed out which it usually is)
15. Toggle for Random or Very Random on SIDE Eperience/Skill levels not just fixed at ACE, VET etc. Random might alter a few units by 1 level, and Ransom plus a few more by 1 level or 2.
Merry Xmas and thanks for a great Sim!!
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Fri Dec 22, 2023 1:11 pm
by thewood1
10. Units don't fly straight back to ships (bases OK)... slight offset (user option).
11. Units don't automatically climb on RTB ... so many shot down for this. Option to force them low for XX miles (user selectable). NOTE: user may wish to then select RTB when Bingo Plus 10% vs at lower Bingo if this is toggled on etc.
These two are already in the game if you click on the Flight Plan generator. You can then assign anything you want to the waypoints that get generated.
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Fri Dec 22, 2023 3:59 pm
by BDukes
Could the strike plan editor use AGL altitudes instead of ASL?
The reason is when players are assessing what altitude to set, they're looking at values in the weapons form which are AGL. Right now the player must convert in their head and mouse over terrain which depending on what's in their head may or may not work out.

Its extra work too.

Definitely a quality of life thing..hehe
Conversely, you could change to the weapons form to do ASL.
Mike
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Dec 24, 2023 8:24 am
by JFS737
thewood1 wrote: Fri Dec 22, 2023 1:11 pm
10. Units don't fly straight back to ships (bases OK)... slight offset (user option).
11. Units don't automatically climb on RTB ... so many shot down for this. Option to force them low for XX miles (user selectable). NOTE: user may wish to then select RTB when Bingo Plus 10% vs at lower Bingo if this is toggled on etc.
These two are already in the game if you click on the Flight Plan generator. You can then assign anything you want to the waypoints that get generated.
Thanks, but I'm not sure this would be very efficient if used for patrol missions... i.e. having to go in and modify each aircrafts waypoints. I was thinking more of a checkbox to force all units on a side/mission etc to by default offset or stay low with user options for how many miles they should stay low or if they should offset and it could be applied to all/mission specific/groups... etc.
Thanks
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Dec 24, 2023 11:32 am
by thewood1
You have always been able to set patrol station altitudes in the mission editor. I just checked. Set transit altitude and it uses that as the egress altitude. And using the flight planner you only have to edit the way points of concern, not every waypoint. Seems like a lot of effort from the devs for something that can already be planned out generally and in detail.
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Dec 24, 2023 5:57 pm
by JFS737
Setting it for each and every flight launched from any carrier is doable yes... it's generally what I do. It's onerous and should be an option (check box, enter miles.... etc). I have no idea how hard this is for the dev's, just saying what the game needs from my perspective.
Also, trying to use flighplans for CAP or patrol missions seems broken.... they follow the route and never "patrol". Plus, making a flightplan for EVERY flight going to each and every patrol station is too much. Is there a way to make all patrol flights in a scenario (or all scenarios actually) default to stay low or offset in less than 5 or 10 clicks total for TO or land for Ships only? Maybe I'm missing something. Seems each flight must be done indidividually.?
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Dec 24, 2023 6:51 pm
by thewood1
So you want one setting in ROE/Doctrine to set ALL patrols to transit back at a specific altitude?
Also, I use flight plans all the time for patrols with no issues.
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Dec 24, 2023 7:50 pm
by JFS737
thewood1 wrote: Sun Dec 24, 2023 6:51 pm
So you want one setting in ROE/Doctrine to set ALL patrols to transit back at a specific altitude?
Also, I use flight plans all the time for patrols with no issues.
You edit each flight plan on every mission from a ship? This is what I'm trying to avoid! Not so much for strike but patrol... though the option should be implemented for all.
A flight plan is often generated but for many missions it is not (mostly patrol type) , what to do then? Even if it were they seem to climb immediately on launch anyway, forcing the player to never use fast time because a patrol mission plane will launch and climb to the moon before you can slow the clock and tell him to not climb out or offset. Surely there is a better way.
So.... wether or not they have a generated flight plan, I'd like the ability to force SHIP flights, missions or A/C to default to stay low for xx miles, and another box for ship only flight, missions. Etc....to offset heading for xx miles. Also for rtb to ships. User selectable so folks can manually alter flight plans if they choose. Doing so on side, mission, flight or aircraft ROE would work I think.
I occasionally like to play at 2 to 5x speed.
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Dec 24, 2023 8:55 pm
by thewood1
All I can tell you is I make it work. I set a patrol, adjust its settings and generally let it ride.
CAP Patrol over a Zumwalt group. 15 nm two point patrol line within a prosecution zone. Created the mission using a flight plan adjusted for inbound and outbound at 12k ft and patrol station at 36k ft. All aircraft follow the flight plan. Note the big curves at each patrol rep pt due to turning radius. It was a simple as creating the mission and setting transit altitude of 12k. The aircraft do 12k in, 35k on station, and 12k RTB. I didn't even have to use the flight plan except I'm also setting a trigger up so replacement groups launches with more overlap. And the aircraft followed it after moving to intercept incoming vampires several time.

- Screenshot 2023-12-24 162004.jpg (846.27 KiB) Viewed 1468 times
Like I said already, you don't even have to use a flight plan with something as simple as a different altitude on transit. But this particular patrol has some complications as the CVN nears restricted waters. Again, it took me almost no extra time to set up over a plain vanilla CAP mission build.
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Dec 24, 2023 9:43 pm
by thewood1
This discussion reminds me for a significant ask...
Make the waypoints for a flight plan relative to another unit. Otherwise as the target unit moves, if any relative reference points were used for a mission, the flight plan waypoints end up being left behind. This is especially important for CAP over moving ships. If the CAP mission lasts long enough, the moving ship will leave the CAP behind until the next flight takes off and the plan waypoints reset to the current relative reference points.
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sat Dec 30, 2023 5:01 pm
by JFS737
I searched for window but did not get any hits. So here goes.
Ability to have multiple use defined maps open, like harpoon. I.e. One zoomed in on a CVBG and it's ASW HELIs, one at full scenario, one watching a distant enemy port/ airbase....etc.
I feel this must have been requested but did not come up in search. It was a very nice feature of harpoon.
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Jan 14, 2024 5:52 pm
by FifthDomain
Can i request Intermittent EMCON at the group and unit level. I'd like to be able to set my Airborne Early Warning Radar as intermittent while keeping my Fixed Ground Radars on permanently. This would make better use of the presets available, and allow more use of this feature. It's very all or nothing currently.
Edit: I think i might have got it working using the custom preset but it would nice if all the presets could be used. Units on mission have to be set manually after take-off.
Thanks
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Jan 14, 2024 10:40 pm
by trevor999
FifthDomain wrote: Sun Jan 14, 2024 5:52 pm
Can i request Intermittent EMCON at the group and unit level. I'd like to be able to set my Airborne Early Warning Radar as intermittent while keeping my Fixed Ground Radars on permanently. This would make better use of the presets available, and allow more use of this feature. It's very all or nothing currently.
+1
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Fri Jan 19, 2024 7:34 pm
by FifthDomain
Request for the frequency range of the various ELINT, SIGINT and COMINT sensors be added to the database.
Thanks
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sat Jan 20, 2024 11:23 pm
by ClaudeJ
- add an "In the layer" setting for submarines

- 2134.jpg (46.22 KiB) Viewed 1222 times
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Jan 21, 2024 6:43 am
by trevor999
ClaudeJ wrote: Sat Jan 20, 2024 11:23 pm
- add an "In the layer" setting for submarines
2134.jpg
+1
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Wed Jan 24, 2024 1:51 am
by Eboreg
I have a few feature requests in mind:
1) Method of ordering aircraft to jettison fuel tanks. (Really useful when commanding stealth fighters)
2) Add a choice of jettisoning wing tanks when attacking to the Jettison Ordnance doctrine. (For stealth fighters under AI control)
3) Add "Verify Guided Weapons" doctrine that, when turned on, makes sure the side does not assume that all guided weapons launched are hostile. (For multi-sided operations such as "Old Grudges Never Die")
4) Add Side/Postures setting telling a side to not declaring hostilities on any neutral/unfriendly side that has attacked a friendly side. (To allow a side to provide friendly reconnaissance but not fire support)
Re: CMO RUNNING POLL - Gameplay feature requests
Posted: Wed Jan 24, 2024 3:04 am
by lumiere
Eboreg wrote: Wed Jan 24, 2024 1:51 am
I have a few feature requests in mind:
1) Method of ordering aircraft to jettison fuel tanks. (Really useful when commanding stealth fighters)
2) Add a choice of jettisoning wing tanks when attacking to the Jettison Ordnance doctrine. (For stealth fighters under AI control)
3) Add "Verify Guided Weapons" doctrine that, when turned on, makes sure the side does not assume that all guided weapons launched are hostile. (For multi-sided operations such as "Old Grudges Never Die")
4) Add Side/Postures setting telling a side to not declaring hostilities on any neutral/unfriendly side that has attacked a friendly side. (To allow a side to provide friendly reconnaissance but not fire support)
I believe most of them are actually possible.
1-2) IIRC jettison doctrine includes (external) fuel tank. However, I doubt jettisonning will improve the stealthy, as radar signature is set for each loadout itself, not current store status.
3) Set Air WCS doctrine as HOLD not to fire against incoming missile. Note that most weapon (generally small, low and fast) simply cannot be indenfied visually before hit someting.
4) Obviously, this can be prevented by unchecking "Collective Responsibility" side option of intended neutral/unfriendly side.