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.

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Excroat3
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RE: RUNNING POLL - gameplay features

Post by Excroat3 »

Requesting the ability for players to select which hangar/tarmac space their aircraft are stored in on an airbase, or for the computer to store aircraft in the least damaged hangars/tarmac spaces by default.
BDukes
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RE: RUNNING POLL - gameplay features

Post by BDukes »

Can please we have back button on database viewer?

Issue when click to weapon but then have to go through list below to get back to platform. Not a big deals with some things but like American DDG or CG lots. Back button me much easier.

Low priority.

THank!
Don't call it a comeback...
Lunex
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RE: RUNNING POLL - gameplay features

Post by Lunex »

Hi,

I'm the author of the Command Scenario Browser , a software for filtering and finding the right scenario to play.
As of now there is no way to start the Command apllication with a scenario as parameter - so you can find yourself a nice scenario in the tool, but you have to choose it in CMANO by hand afterwards.

I suggest registering *.scen files with windows and the Command application to accept a scenario file with path as parameter.
(The launcher should forward any start parameters to the application)

This would enable double clicking scenario files to start Command with it in explorer and the Command Scenario Browser .

best regards
Lunex
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mats0916@rogers.com
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RE: RUNNING POLL - gameplay features

Post by mats0916@rogers.com »

Hi

I would like to suggest a possibility to rename multiple reference points at once.

And while I am at it I would like to suggest the possibility to change throttle and/or altitude for multiple selected waypoints.

Lastly I would love to have a pan function for the map if I press the middle mouse button

Cheers and thanks for a great game. You have come a long way since Harpoon 3
Cheers,
Mats
Rain08
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RE: RUNNING POLL - gameplay features

Post by Rain08 »

Be able to plot the course for multiple missiles that's going in the same general area. For example when you plan to do a Tomahawk strike on an airfield and you want to direct them to the blind spots. Instead of individually plotting the course per target, you should have the option to select multiple missiles and have the course plotted together. I suppose this is more of a convenience thing since it's really annoying to plot the same course over and over again for multiple missiles.
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Filitch
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RE: RUNNING POLL - gameplay features

Post by Filitch »

ORIGINAL: Rain08

Be able to plot the course for multiple missiles that's going in the same general area. For example when you plan to do a Tomahawk strike on an airfield and you want to direct them to the blind spots. Instead of individually plotting the course per target, you should have the option to select multiple missiles and have the course plotted together. I suppose this is more of a convenience thing since it's really annoying to plot the same course over and over again for multiple missiles.
You could allocate several missile per target and plot course for whole bundle.
Rain08
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RE: RUNNING POLL - gameplay features

Post by Rain08 »

ORIGINAL: Filitch
ORIGINAL: Rain08

Be able to plot the course for multiple missiles that's going in the same general area. For example when you plan to do a Tomahawk strike on an airfield and you want to direct them to the blind spots. Instead of individually plotting the course per target, you should have the option to select multiple missiles and have the course plotted together. I suppose this is more of a convenience thing since it's really annoying to plot the same course over and over again for multiple missiles.
You could allocate several missile per target and plot course for whole bundle.

I mean for example striking an airfield. It would involve striking multiple targets however those targets would be in the same general area. Currently you can't bundle the plotting since a target is classified as its own so you have to individually plot the missile (group) for each target.
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tjhkkr
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RE: RUNNING POLL - gameplay features

Post by tjhkkr »

I know I placed it in the main forum. Just to make it official; not sure you could implement

Not sure without looking at code how easy this would be...

You do a great many things with 'zones'.
What of being able to put a different set of weather conditions inside of a zone.
I was thinking particularly in the case of Vietnam, weather over the flight deck might be clear, but the weather over Khe Sahn would be fogg or foggy/rainy...
You get the idea.

I know there would be limitations to that idea, but since most of the scenarios are short in duration anyway, it might allow for some interesting conditions.

As I thought about it... one of the big issues might be if the firer is outside the zone, and the target is in the zone.
Anyway, it was just a thought to put out there.
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
obrien979
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by obrien979 »

Here are my requests for future features:
1. Easier Panning of the Map: Would like to see a better way to panning the map. Currently the use of the arrow keys is slow and doesn't allow for easy switching between locations. The Right Click method is also slow and doesnt allow for easy in panning. Suggestion would be to Incorporated an additional button, like Left-Ctrl and Right Click & hold, this will allow for quick and smooth panning.

2. Tactical Graphics: The ability to add tactical graphics would help tremendously by adding a sense of real military planning. The use of MIL-STD 2525C is widely used in all military operation planning and in all command and control facilities.

3. Better Search options in DB Viewer: This is a big one on my list and probably several others. I would like to suggest adding search options, like "by sensor type", "by weapons", "by DBID". This would help greatly when trying to research multiple aircraft and ships to determine which one is best suited for the job. Also it helps in faster reference to the correct item.
------------------------------------
The following are some additional features I would like to see, but no on my top list.

A) Allow escort option for ferry missions and support missions: This could potentially allow for mission designers and players to assign a group of Fighter Jets to escort a VIP Ferry Mission or maybe to have a fighter jet trail a GLobal Hhawk while on station to protect against incoming Enemy Jets.

B) Mission Planner / TOT Coordination Planer: Allows players and designers to add some more realistic military planning to this. Have the ability to plan a mission with several different planes from across the map at different locations, and have them all drop their bombs precisely at the same time on multiple targets giving the "Shock and Awe" effect.

C) Blocking out irrelevant content from Database Records: Suggest blocking our irrelevant data, for the version you have, from the Database Viewer to reduce the the need to try and make, for example, Commo connections work; I personally fought with that exact thing until I finally gave up and asked the forum about the commo model. Only to find out that commo networks are truly model and used in Pro Editions. Either block the sections that will not work with commercial version (or whatever edition you way have) on increase the use and functionality of the Commo Model for the commercial edition.

Thank You for your time in reading this and I look forward to any future discussions.

V/R,
Brandon "OB" OBrien
p1t1o
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RE: RUNNING POLL - gameplay features

Post by p1t1o »

ORIGINAL: Dysta
ORIGINAL: p1t1o

Lethal failure = a succesful hit to the simulation engine, in other words, you can expect a conventional hit and an lethal over-penetration to look identical inside CMANO, which IMO is already happening.
I was talking about the detonation effect, calculated to DP bonus in CMANO. I also know a tomahawk with more remaining fuel in it could cause bigger damage than lesser because of the FAE, but only works when achieved adequate penetration.

OP however is indicate the missile warhead goes off too late, or even a dud, that the remaining kinetic energy will go through the ship hull, the shorter of the cutout width, the more likely to cause OP. The target will not receive DP bonus when warhead explode outside the ship, unless it's a fixed, land-based unit that being bombarded vertically, since ground cannot be overpenetrated.

Here's the example, see how much the detonated force of energy escaped from the other side. If they are all inside the ship, it'll rain a shower of steel already:

Image

I understand what is meant, but weapons in CMANO have a probability-of-failure which can be said to encase all modes of failure not explicitly calculated, eg: overpenetration.

The same can be said of probability-of-hit, this can be said to represent succesful hits and failures-which-still-cause damage, such as a dud ASM that penetrates and causes catastrophic fires.

Adding a mechanic that changes the damages level based on remaining fuel? That could be ssaid to be taken into account by the variable damage model.

Im not saying these kinds of less-than-perfect hits or misses shouldnt be modelled, Im saying that they already are, in a cover-all fashion.

Whether or not it is worth adding the CPU cycles to calculate dedicated conditions is another matter - what would it really add to the simulation? When a vampire fails to cause damage to your ship, does it matter if it was a physical miss or a ricochet off the hull? If a vampire hits your ship, does it matter if the damage is caused by the warhead or by a dud missile penetrating an ammo magazine?
Excroat3
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RE: RUNNING POLL - gameplay features

Post by Excroat3 »

I don't think we have this already, but having an option for the player to select what stores to jettison, or just having a "jettison ordnance" option, rather than just having aircraft jettison only when under attack. Would be useful for aircraft low on fuel and you need to lighten the load they are carrying.
Talisman
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Talisman »

Hey guys, one of the features I like most about CMANO is the message log. It provides a window into the heart of the simulation and enriches the games experience greatly!

I see there is a 'Print Log to File' feature, which saves a .txt file to the game root, but I would really love a slightly more powerful log export feature.

Firstly, it's a wealth of data, so it should ideally be stored and thus exported in .CSV or similar format. This would make the post-game presentation, sorting, filtering and ultimately, analysis of the data so much easier.

Another big thing for me would be the ability to record the message logs of all in-game sides, not just the player side. Assuming the data was in .CSV format, one could then filter by side, message type, unit type etc. etc. to review the build-up to and culmination of any event from the perspective of all involved.

Just a thought...
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JamesHunt
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RE: RUNNING POLL - gameplay features

Post by JamesHunt »

Submarine specific Suggestion:

A tickbox to automatically order a submarine to go above and beneath the layer in intervalls to check for sound contacts on both sides of the layer.
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tjhkkr
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RE: RUNNING POLL - gameplay features

Post by tjhkkr »

ORIGINAL: JamesHunt

Submarine specific Suggestion:
A tickbox to automatically order a submarine to go above and beneath the layer in intervalls to check for sound contacts on both sides of the layer.

That is kind of a neat idea.
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
drakk0r
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RE: RUNNING POLL - gameplay features

Post by drakk0r »

Control over towed array deployment would be nice. Currently towed arrays are not deployable in shallow waters, and do not take into account how deep the platform is. So a sub in 800 ft of water 10 ft over the sea bottom can deploy but a sub in 100 ft of water at periscope depth cannot.

Also, greater control over the towed arrays would allow you to choose whether you listen above or below a layer.
Dimitris
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RE: RUNNING POLL - gameplay features

Post by Dimitris »

ORIGINAL: JamesHunt

Submarine specific Suggestion:

A tickbox to automatically order a submarine to go above and beneath the layer in intervalls to check for sound contacts on both sides of the layer.

They should do this already, if you assign them to an ASW patrol.

Subs with a towed array will alternate between IIRC intermediate depth and "just above layer", to let their array hang under the layer while themselves remaining above it. Subs without a TA will periodically duck under the layer in order to let their hull sonars listen.
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HellcatOne
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RE: RUNNING POLL - gameplay features

Post by HellcatOne »

simply question: If i have a game feature request, i write here or open another topic?
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Rory Noonan
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RE: RUNNING POLL - gameplay features

Post by Rory Noonan »

Posting it here is the best way
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AlphaSierra
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RE: RUNNING POLL - gameplay features

Post by AlphaSierra »

I would love to see a way to save a particular formation (air or surface) and be able to execute that pre-planned formation at will.

Thank you.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. -John Paul Jones
serjames
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RE: RUNNING POLL - gameplay features

Post by serjames »

Ability to land helicopters in the field (obviously subject to Terrain etc) e.g. insert of Special forces and then hold on the ground for recovery.

Ability to search with text in the OOB viewer

Ability to see Ground units stored as Cargo either in vehicles or buildings in the OOB viewer

Pop-up message when an aircraft lands and defaults to reserve loadout... (must be the MOST frustrating thing to come back to an airbase after 3 hours and find ALL your strike aircraft now sitting there empty... (!!!) The log message isn't enough here we need something more interactive. An alternative loadout on the DOCTRINE might be useful? E.g. no strike loadout - then defer to X loadout, then y loadout etc

Edited to add: Seconded the ability to Jettison ordinance on command
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