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

 
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RUNNING POLL - gameplay features [Feature Requests Go Here]


Downed pilots / CSAR (without using the EE)
  9% (66)
Higher-resolution relief layer
  6% (46)
More sound effects
  5% (36)
Improve weather modelling (local fronts etc.)
  8% (57)
Dedicated sensor page on DB viewer
  2% (18)
Intermittent sensor settings
  4% (27)
TOT planner/Advance Strike Planner
  19% (133)
Display weapon firing arcs in DB viewer
  1% (7)
Custom draw on map
  2% (14)
Additional contact info for passive sonar contacts
  0% (5)
Clickable log messages
  2% (19)
Ability to group ref points
  0% (2)
Ability to name grouped ref points
  0% (6)
Range circles for aircraft
  2% (15)
Sprint and drift while on mission
  0% (6)
Order weapons with active datalinks to self destruct
  0% (1)
1/3rd rule option for strike missions
  0% (1)
Multiple map windows
  1% (12)
WEGO MP
  3% (22)
Real-time MP
  5% (36)
Mid-flight mechanical breakdowns on aircraft
  0% (1)
Make Terrain types affect detection
  1% (10)
Geometric sonobuoy patterns
  0% (2)
Expand space ops (Shuttle / Skylab, armed sats etc.)
  1% (7)
Quick Battle Generator
  3% (25)
Sunrise/sunset/nautical twilight calculator
  0% (1)
Option to enable a message when a vehicle reaches a specific waypoint
  0% (3)
Ability to change color of grouped refpoints and shaded patrol areas
  0% (2)
Dynamic campaign (events on one scen affect the next)
  3% (20)
Aircraft Maintenence and Support Crew Modeling
  1% (7)
Deeper land combat model
  4% (31)
Player's Alarm Clock
  0% (0)
Collateral Damage Zone (CDZ)
  0% (1)
Unit proficiency affects adherence to ToT
  0% (0)
Optional "Beginner" GUI
  0% (6)
Make sonobuys and refpoints unselectable when invisible
  0% (0)
Ability to deactivate (destruct) sonobuoys
  0% (0)
Use "Areas" or "Routes" to simplify refpoint management
  0% (1)
Display unit thumbnail image right next to unit icon
  0% (0)
Customizeable soundslot per unit-type (hear a sound when select a unit
  0% (0)
Display time at current rate to charge SSK batteries to full
  0% (0)
Lag in obtaining info from non-realtime intel/recon assets
  0% (3)
Line-of-sight tool
  0% (1)
Hotkey to change sonobuoy visibility
  0% (0)
Attack a Reference Point
  0% (4)
Show unit weapons list (nominal) for identified contacts
  0% (0)
Reverse targeting vectors (show who is targeting selected contact)
  0% (3)
Helo in-flight refuelling (from ships)
  0% (3)
Apply the 1/3 rule to Ferry Flight missions
  0% (1)
Extra filter on DB-viewer for platform sub-type
  0% (0)
Group logged messages by type (general, contact, damage, warning etc.)
  0% (1)
Refuel Option: Set amount of fuel to take on
  0% (1)
Ability to resize icons so big icons in small countries don't overlap.
  0% (0)
Message Log option to hide messages that break fog of war.
  0% (0)
Hover (RAST) refueling for helicopters
  0% (1)
Filtering and search added to add cargo dialog
  0% (0)
Ship Towing
  0% (2)


Total Votes : 666


(last vote on : 1/31/2019 1:28:46 PM)
(Poll will run till: -- )
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RE: RUNNING POLL - gameplay features [Feature Requests ... - 1/30/2019 3:11:19 PM   
AlphaSierra

 

Posts: 128
Joined: 2/13/2017
Status: offline
Amen... Great Idea

_____________________________

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

(in reply to tjhkkr)
Post #: 871
RE: RUNNING POLL - gameplay features [Feature Requests ... - 1/31/2019 12:22:56 AM   
apache85

 

Posts: 1349
Joined: 12/18/2014
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: AKar

What I'd like to have as an important, gameplay affecting addition would be accidents. Weapon malfunctions are already there, but having a real non-zero chance of losing airplanes in particular for mishaps would add something to the planning. Obviously, the model should be sensitive to the conditions: attempting something like NoE flying at high speed in poor weather with aircraft not well suited to it should carry significantly elevated risk of something going wrong in comparison to cruising at 35000 ft. Operations such as in-flight refueling should be something in between.

Thinking out loud. :) Accidents do account for a significant portion of the losses in real ops.


The tools are there for scenario designers to add this kind of behaviour via Lua. If you have a specific idea in mind post in the Lua Legion subforum and I'd be happy to talk through it with a demo.

I'm not saying it can't/won't be done, or even that it's not a good idea to incorporate into the general infrastructure (haven't formed an opinion on that actually ); just that it's actually possible to do right now.

_____________________________


(in reply to AKar)
Post #: 872
RE: RUNNING POLL - gameplay features [Feature Requests ... - 1/31/2019 1:49:59 AM   
Excroat3

 

Posts: 397
Joined: 1/24/2015
Status: offline
Requesting the ability to load weapons from ship's magazines into aircraft as cargo. Was recently playing through a scenario where my carrier ran out of AMRAAMs, but my LHD still had plenty. If I had the option to load some into cargo helicopters and ferry them over that would have been a game changer.

(in reply to apache85)
Post #: 873
RE: RUNNING POLL - gameplay features [Feature Requests ... - 2/6/2019 3:31:50 PM   
AKar

 

Posts: 14
Joined: 3/18/2018
Status: offline

quote:

ORIGINAL: apache85

quote:

ORIGINAL: AKar

What I'd like to have as an important, gameplay affecting addition would be accidents. Weapon malfunctions are already there, but having a real non-zero chance of losing airplanes in particular for mishaps would add something to the planning. Obviously, the model should be sensitive to the conditions: attempting something like NoE flying at high speed in poor weather with aircraft not well suited to it should carry significantly elevated risk of something going wrong in comparison to cruising at 35000 ft. Operations such as in-flight refueling should be something in between.

Thinking out loud. :) Accidents do account for a significant portion of the losses in real ops.

The tools are there for scenario designers to add this kind of behaviour via Lua. If you have a specific idea in mind post in the Lua Legion subforum and I'd be happy to talk through it with a demo.

I'm not saying it can't/won't be done, or even that it's not a good idea to incorporate into the general infrastructure (haven't formed an opinion on that actually ); just that it's actually possible to do right now.

Nothing specific in my mind in what comes to any particular scenario. What I'm actually thinking is similar option like the current ones, detailed gunfire, and aircraft damage, that would 'enable accidents'. If enabled, aircraft flying fast and very low over terrain would have elevated risk of crashing. More so if poorly equipped for such operations and if at night or in poor visibility. Of course, crew proficiency should affect this very much as well. This would add some value to the aircraft that are specifically equipped for low-lever, or even NoE flying and would carry a penalty in a form of added risk for using less suitable airplanes in such a way - in particular if crewed with novices.

As a result, a flight of Panavia Tornados with expert pilots could pull off an extended distance of minimum altitude flight even in poor conditions and over difficult terrain with just moderately elevated risk. Trying this with generic F-4s with novice crews would carry a risk that is elevated enough to seriously consider other options.

(in reply to apache85)
Post #: 874
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