CMO RUNNING POLL - Gameplay feature requests

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

What feature would you like to see added in Command?

Multiplayer
46
21%
Custom drawing on map
17
8%
Ground operations: Make units recognize and use roads
32
15%
Tacview - AAR mode
24
11%
Enable borders/coastlines at close-in zoom
5
2%
Chemical & Biological weapon effects
3
1%
Scriptless downed/stranded crew (for CSAR)
12
6%
Scriptless carry-over of units between scenarios
6
3%
Weather/Day-night affects air sorties
30
14%
Integrated speech-to-text (SeaHag-style)
2
1%
More sonar data on contact (details)
7
3%
Search tool for the cargo list
1
0%
List damaged units on Losses & Expenditures
1
0%
Include currently-airborne units on flight-ops screen
7
3%
Add "training" torpedoes (details)
0
No votes
BOL-fire mode for indirect artillery
4
2%
Warning shots
2
1%
Scriptless boarding actions
2
1%
Scriptless takeover of fixed facilities
8
4%
Hotkeys for built-in map layers
0
No votes
Depressed trajectory option for BMs
5
2%
Ability to add Folders to the Quick Battle list (details)
0
No votes
 
Total votes: 214

FifthDomain
Posts: 485
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO RUNNING POLL - Gameplay feature requests

Post by FifthDomain »

Request that when Exporting Exclusion/No-Nav Zones it opens the Import/Export folder instead of the Scenarios folder.

Thank you.
FifthDomain
Posts: 485
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO RUNNING POLL - Gameplay feature requests

Post by FifthDomain »

Request to allow Air Intercept mission to be defined by reference points, so they only intercept in that area.

Request for a make reference points invisible button in the Area & Reference Points Manager for all Zone types. Same as the one used in Edit Exclusion Zones/ No-Navigation Zones.

Thank you.
FifthDomain
Posts: 485
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO RUNNING POLL - Gameplay feature requests

Post by FifthDomain »

Request for a button to toggle labels on and off for zone to avoid congestion as shown below.


Zone Labels.png
Zone Labels.png (2.96 MiB) Viewed 1840 times


Thank you
Roman5018
Posts: 11
Joined: Thu Feb 15, 2024 8:15 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Roman5018 »

I want to propose an idea to expand the capabilities of hitting group ground targets. For example, SAM batteries are a group of units with different tasks. In most cases, among them there is one detection radar, one illumination radar, several launchers and possibly a couple of MANPADS positions. The problem is that even with the most high-precision weapons, these units are destroyed randomly. And if it is still possible to confuse 2 similar radars somehow, although they usually differ markedly in their design, then it is simply impossible to mistake the launcher for a couple of dudes with MANPADS. I am requesting the ability to manually select a unit from a group target to hit. Well, or write simple logic for artificial intelligence so that it primarily hits the most important units. Let's say radars first, then launchers, and then everything else. High-precision weapons were created in order to selectively strike at the most vulnerable elements of the system. But it turns out that in a CMO, its effectiveness depends on your luck.
thewood1
Posts: 10056
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

Would it be possible to split the WCS for air into air and ballistic missiles? I would really like to leave it at tight for aircraft but free for anti-missile defense.

Related but much more complicated...Set ranges for WCS. That would make it much easier to set escalation zones at different ranges from friendly units. Maybe pull WCS out of ROE main page and align them in WRA screen. That would let you assign WCS for different weapons and different enemy unit types.
Quark73
Posts: 373
Joined: Fri Nov 04, 2022 2:55 pm
Location: Baltic Coast

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

Small quality of life idea:

Make all unit dialogues use the same mechanic as the Throttle & Altitude dialogue. Means if it is still open after adjust settings for a particular unit I can selected a different unit and change the settings for the other unit and the next and so on.
This would be very handy for all dialogues especially in scenario editor, like set orientation and edit unit properties.

I also would like to have the option to enter the orientation directly by enter a value.
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Blast33
Posts: 727
Joined: Mon Dec 31, 2018 1:23 pm
Location: Above and beyond

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Blast33 »

a possibility to alphabetically order the missions in the Mission Editor.
Now it is a lot of scrolling and searching in a complicated scenario. A sorting mechanism would help a lot.
Rather than looking at a line-up like this ;-)
Clipboard02.jpg
Clipboard02.jpg (13.93 KiB) Viewed 1647 times
fitzpatv
Posts: 412
Joined: Wed Mar 20, 2019 11:29 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by fitzpatv »

I would personally prefer to have aircraft lists expanded by default. The clicks saved add-up over the course of a long scenario.
fitzpatv
Posts: 412
Joined: Wed Mar 20, 2019 11:29 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by fitzpatv »

It would be helpful if sonobuoys were non-selectable. It gets very frustrating trying to select a unit and being given a multiple-choice list largely populated with the things. Why would anyone want to select a sonobuoy, anyway?.
fitzpatv
Posts: 412
Joined: Wed Mar 20, 2019 11:29 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by fitzpatv »

Given a choice between selecting a unit or a nearby reference point, the game picks the reference point every time, forcing the player to keep zooming-in. It would be nice if something could be done about this.
schweggy
Posts: 196
Joined: Tue Feb 03, 2015 8:24 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by schweggy »

In the scenario editor, when picking units (air, surface, sub, ground, etc.) from a particular country, keep that selection throughout the editing process until another side is selected.
- schweggy -

Montani Semper Liberi - Mountaineers are always free
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lumiere
Posts: 268
Joined: Tue Mar 19, 2019 10:38 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by lumiere »

"Ramming/Kamikaze" as very short range surface-to-surface weapon

DP point may vary by ship displacement (so, bigger ship can inclift larger damage to smaller ship).
"How Do You Stay Calm With A 7,000 Ton Nuclear Predator Listening For Your Heartbeat?"
trevor999
Posts: 61
Joined: Sun Jun 01, 2008 9:19 pm

Re: A few requests, a wish list, and two questions

Post by trevor999 »

1. Ability to turn updated A2A missile rules (possibly through scenario editor?) back to original version
2. "Observe" or "Follow" order for units, specifically air units, with distance and altitude options. In a scenario that starts with side "unfriendly" but not "hostile" and/or hostilities are imminent, it would be nice to be able to follow/observe and adversary's a/c.
3. Able to update "Notes" for bases etc without having to have to re-save or at least be able to copy and paste from "Notes" box, or without having to copy/paste notes from .inst file to Notepad and edit.
4. In Scenario Editor, "Edit A/C" nation selection stays selected (same as ship selection)
5. In Scenario Editor, block certain load outs for aircraft, usually for "stand-ins"
6. Deleted
7. In Scenario Editor, ability to initially assign specific a/c to specific parking spaces/hangers at bases
8. Expand all magazines button
9. In Scenario Editor, a box where one can place frequently used structure (eg open parking spots, access points, ammo bunkers etc) instead of having to scroll around and/or zoom out for accurate placement.
10. Similar to the "Ignore course when attacking" command on the ROE page, an "Avoid SAM and A2A threats". Would be useful for assets like AWACS, tankers, high value assets. Maybe an "avoid" distance as well (50, 100, 150 etc kms)

Wish List:
1. Map with non-localized place names or selectable localization. I'm sorry to say I don't read Cantonese or Russian or Arabic, or a selection of language localization's.
2. Map that has accurate sea levels (land areas not below sea level, water areas not above sea level)

I'd even pay a few bucks if a decent downloadable map was available


Questions:
1. Why do my tankers self course plot to meet "dry" a/c? They don't even avoid or evade SAM or A2A threats. They just fly off to oblivion and their inevitable doom.
2. Does anyone know where to find a list of cargo/container/tanker etc ship names?
Norm49
Posts: 95
Joined: Fri Jun 05, 2015 3:59 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Norm49 »

trevor999 wrote: Tue Jul 02, 2024 3:02 pm 7. In Scenario Editor, ability to initially assign specific a/c to specific parking spaces/hangers at bases
You can turn off group view by pressing 9 on the num pad. Then select the parking spot you want and add the aircraft to that specific spot.
trevor999
Posts: 61
Joined: Sun Jun 01, 2008 9:19 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

Norm49 wrote: Sun Jul 07, 2024 11:06 am
trevor999 wrote: Tue Jul 02, 2024 3:02 pm 7. In Scenario Editor, ability to initially assign specific a/c to specific parking spaces/hangers at bases
You can turn off group view by pressing 9 on the num pad. Then select the parking spot you want and add the aircraft to that specific spot.
Thanks! Will that a/c always return to that spot (say a specific HAS)?
thewood1
Posts: 10056
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

5. In Scenario Editor, block certain load outs for aircraft, usually for "stand-ins"

Can't you do this through how the magazines are loaded?
trevor999
Posts: 61
Joined: Sun Jun 01, 2008 9:19 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

thewood1 wrote: Sun Jul 07, 2024 5:38 pm 5. In Scenario Editor, block certain load outs for aircraft, usually for "stand-ins"

Can't you do this through how the magazines are loaded?
Sometimes. But sometimes "stand-in's" carry the same munitions as other a/c present. It would be easier just to be able to lock a certain load out, or lock out certain load outs.
Last edited by trevor999 on Sun Jul 07, 2024 6:04 pm, edited 1 time in total.
thewood1
Posts: 10056
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

""Observe" or "Follow" order for units, specifically air units, with distance and altitude options. In a scenario that starts with side "unfriendly" but not "hostile" and/or hostilities are imminent, it would be nice to be able to follow/observe and adversary's a/c."

This is very doable now. Just add a RP or two locked to the contact and then assign mission to that RP. If you want to get fancy you can use ATO to assign, reassign, or cancel the mission automatically.
trevor999
Posts: 61
Joined: Sun Jun 01, 2008 9:19 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

thewood1 wrote: Sun Jul 07, 2024 6:03 pm ""Observe" or "Follow" order for units, specifically air units, with distance and altitude options. In a scenario that starts with side "unfriendly" but not "hostile" and/or hostilities are imminent, it would be nice to be able to follow/observe and adversary's a/c."

This is very doable now. Just add a RP or two locked to the contact and then assign mission to that RP. If you want to get fancy you can use ATO to assign, reassign, or cancel the mission automatically.
That seems pretty complicated. After all, you can select a unit, then select a target to attack (manual or auto). It seems to me it would work just as well to have an "observe" command. Maybe default just at A2A weapons range or radar range.

Is it possible in LUA to program a unit to take a random path? If so, programming a specific mission to observe would be difficult at best.
thewood1
Posts: 10056
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

"Similar to the "Ignore course when attacking" command on the ROE page, an "Avoid SAM and A2A threats". Would be useful for assets like AWACS, tankers, high value assets. Maybe an "avoid" distance as well (50, 100, 150 etc kms)"

There are a couple ways to automate this or semi-automate this using either zones, flight plans, or a combination of both. When I build multiple complex missions traveling through similar airspace, I create no-nav zones that prohibit friendly aircraft from coming too close to threats. If there are only a few missions, I'll just adjust waypoints and use the flight plan editor to create the detailed path. Both methods give flexibility, but using flight path editing gives a huge amount of flexibility in behavior (speed, Altitude, ROE, WRA, etc.) Of course you can use

With the first method, you end up with a somewhat realistic looking threat map that a planner would use to build out a strike. If you want to get real fancy, you can create separate friendly sides for different strike packages so the no-nav zones are built for specific plans.
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