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RE: RUNNING POLL - gameplay features
Posted: Wed Mar 28, 2018 1:55 pm
by AlphaSierra
How about a standard cargo loadout for LSD, LHD, LHA etc, with various missions in mind. ARG, MEU, QRF etc.
Thank You.
RE: RUNNING POLL - gameplay features
Posted: Wed Mar 28, 2018 7:17 pm
by SunlitZelkova
ORIGINAL: AlphaSierra
How about a standard cargo loadout for LSD, LHD, LHA etc, with various missions in mind. ARG, MEU, QRF etc.
Thank You.
What do you mean by this? Like a pre-packaged number of units that can be loaded on, instead of having to research marine OOBs, and then add each piece of equipment/personnel one by one?
RE: RUNNING POLL - gameplay features
Posted: Thu Mar 29, 2018 7:26 am
by AlphaSierra
It's great to be able to save a group with a particular cargo load from scenario to scenario. But I think the realism of having to pull into port and "reload" for a particular mission, choose the wrong load, could be trouble. Along the same lines as weapons loadouts for aircraft.
Looks like thewood1 has a new moniker ... TheTwig1 or TheStick1
You fool noone and you need to get a life stickboy
RE: RUNNING POLL - gameplay features
Posted: Thu Mar 29, 2018 8:15 pm
by SunlitZelkova
ORIGINAL: AlphaSierra
It's great to be able to save a group with a particular cargo load from scenario to scenario. But I think the realism of having to pull into port and "reload" for a particular mission, choose the wrong load, could be trouble. Along the same lines as weapons loadouts for aircraft.
Looks like thewood1 has a new moniker ... TheTwig1 or TheStick1
You fool noone and you need to get a life stickboy
I see regarding the cargo loadouts.
RE: RUNNING POLL - gameplay features
Posted: Fri Mar 30, 2018 1:49 am
by Dimitris
ORIGINAL: AlphaSierra
It's great to be able to save a group with a particular cargo load from scenario to scenario. But I think the realism of having to pull into port and "reload" for a particular mission, choose the wrong load, could be trouble. Along the same lines as weapons loadouts for aircraft.
Looks like thewood1 has a new moniker ... TheTwig1 or TheStick1
You fool noone and you need to get a life stickboy
Please don't.
RE: RUNNING POLL - gameplay features
Posted: Fri Mar 30, 2018 9:09 am
by guanotwozero
Request: Type-agnostic 1/3 rule option.
I'd like to assign mixed aircraft to a mission, and have the 1/3 rule apply to the whole instead of separately to each type.
This would include maintaining aircraft on station.
RE: RUNNING POLL - gameplay features
Posted: Sat Mar 31, 2018 11:50 am
by Peter66
I'd like to see the new Chance of Appearance option to be saved within .inst files much the same as EMCON states are saved. It would be useful to be able to import random chance group builds in a few seconds.
RE: RUNNING POLL - gameplay features
Posted: Sat Mar 31, 2018 6:06 pm
by Gneckes
Can we have a kind of Line-of-Sight checker? Telling the radar horizon of a SAM or such from the Relief Layer alone is pretty tough.
RE: RUNNING POLL - gameplay features
Posted: Sat Mar 31, 2018 7:08 pm
by stilesw
RE: RUNNING POLL - gameplay features
Posted: Sat Mar 31, 2018 11:26 pm
by Rain08
I think he's also talking about LoS on mountainous terrain. It's hard to know how much the radar could see if it's set on an uneven terrain. Plus it would be also helpful as an attacker if you plan on doing NoE flights or cruise missile strikes as you can direct them to the blind spots easier.
RE: RUNNING POLL - gameplay features
Posted: Sun Apr 01, 2018 8:52 am
by Gneckes
Yes indeed, I was talking about something to take terrain into consideration.
RE: RUNNING POLL - gameplay features
Posted: Tue Apr 03, 2018 12:22 pm
by Stacker1010
Reference Point Editor -
One thing I would really like to help manage complex scenarios is a central place to manipulate reference points. When running a scenario I sometimes find it useful to decorate it with reference points with meaningful names (such as 'Primary Target #1' etc..). However, it's a right pain when I have to rename one because you have to de-select everything, rename it, then remember which ones to re-select etc... This is especially tedious, if like me, you like to have a nice clean view with only the useful RP's selected and/or when the scenario maker has also added a gazillion RP's for their own use.
So my idea would be as follows:
A simple list window which enumerates all current editable RP's which would allow rename/select/deselect. Nothing fancy, just a list control of all RP's.
RE: RUNNING POLL - gameplay features
Posted: Sat Apr 07, 2018 10:06 am
by guanotwozero
Feature Request:
Display empty capacity in aircraft fuel tank.
This would make it easier to work out how many planes can be refuelled by a tanker with known Bingo-free fuel on board.
RE: RUNNING POLL - gameplay features
Posted: Wed Apr 11, 2018 11:51 am
by Puciek
A small feature request, but much help for newer players: when configuring WRA, double-clicking the weapon should open the database entry for that weapon. Right now you have to open the database separately, and then retype the name to find it.
RE: RUNNING POLL - gameplay features
Posted: Fri Apr 13, 2018 8:39 pm
by riflebrigade
What are the procedures to vote in the poll?
RE: RUNNING POLL - gameplay features
Posted: Sun Apr 15, 2018 8:16 pm
by ExNusquam
This is a big ask: GNSS Jamming
This would require two key elements 1) A method to create GNSS Jamming and 2) An CEP effect on GNSS guided weapons.
I think there are two ways to implement GNSS jamming: 1) A unit flag that indicates that GNSS is Jammed, or 2) GNSS Jammer ground units. 1) Would be controllable via the Editor or via lua. With area triggers it would be fairly easy to model GNSS Jamming. 2) Would need several "Generic" jamming vehicles (and people will undoubtedly request specific units) with a variety of effect ranges. Using units has the added benefit of allowing easy modeling of HOJ options that are included on SDB-II.
CEP Effects should impact all weapons that have the property "INS w/GPS Navigation" and lack a terminal seeker. For weapons that have lost GNSS signal for the entire TOF, CEP should expand by 500% (based on stated JDAM performance), scaling linearly if signal is not lost for the entire TOF.
I understand if this a feature that the devs want to keep reserved for the Professional edition, but even the lua implementation would add a realistic complicating factor for modern operations.
RE: RUNNING POLL - gameplay features
Posted: Sun Apr 15, 2018 8:44 pm
by SunlitZelkova
A dedicated system for nuclear weapons targeting would be good. So would can do things like selecting yield, selecting targets for MIRVs, etc.
I know this has been suggested before but I wanted to add the yield selection part.
RE: RUNNING POLL - gameplay features
Posted: Wed Apr 18, 2018 10:33 am
by Primarchx
It would be nice to have an appended document in html format that has all scenario messages placed in it in order of display. This allows you to go back and read things like orders and other scen editor's messages without worrying about losing them due to mis-clicks. Just open the .html file for <scen_name}MSG.html and you see everything that's been been sent, including time stamp, for the current game.
RE: RUNNING POLL - gameplay features
Posted: Wed Apr 18, 2018 10:48 am
by Primarchx
The ability to manipulate mounts' initial engagement time and/or ongoing OODA time independent of their training level. This is to reflect a unit's level of readiness, effective command, etc.
RE: RUNNING POLL - gameplay features
Posted: Sun Apr 22, 2018 8:35 pm
by tjhkkr
I was wondering:
In the commercial category if we could have maybe three ships with a cargo capacity.
We do not need a lot: maybe one small, one medium, one large.
If this has already been asked for, please forgive me...
Thank you!