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RE: RUNNING POLL - gameplay features

 
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[Poll]

RUNNING POLL - gameplay features [Feature Requests Go Here]


Downed pilots / CSAR (without using the EE)
  9% (66)
Higher-resolution relief layer
  6% (47)
More sound effects
  5% (36)
Improve weather modelling (local fronts etc.)
  8% (58)
Dedicated sensor page on DB viewer
  2% (19)
Intermittent sensor settings
  3% (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% (16)
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% (23)
Real-time MP
  5% (39)
Mid-flight mechanical breakdowns on aircraft
  0% (1)
Make Terrain types affect detection
  1% (11)
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)
  2% (20)
Aircraft Maintenence and Support Crew Modeling
  1% (7)
Deeper land combat model
  4% (32)
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 : 676


(last vote on : 5/6/2019 2:22:49 AM)
(Poll will run till: -- )
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RE: RUNNING POLL - gameplay features - 11/30/2013 8:53:39 AM   
El Savior

 

Posts: 337
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From: Finland
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quote:

ORIGINAL: thbrix
I am playing with the editor, and i miss the ability to "Draw" on the map. I would like to draw boxes, circles, corridors and write text, all this in different colours. I need this to be able to define areas of responsibility, airspacelimits and so forth.


Excellent idea, second that. I miss map tools. Range circle tool (besed on unit and ref points or just right click are draw). Ref point can now use to write text. Also bearing tool with degress, etc. Simple line tool with range would be cool too.

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Post #: 121
RE: RUNNING POLL - gameplay features - 11/30/2013 12:44:16 PM   
ExMachina


Posts: 456
Joined: 9/25/2013
Status: offline

quote:

ORIGINAL: Sunburn

quote:

ORIGINAL: JCR

Another small idea:
How about showing weapon mount arcs in the database viewer?


Thanks, added.


Already was in the poll. Now it's there twice

(in reply to Dimitris)
Post #: 122
RE: RUNNING POLL - gameplay features - 11/30/2013 12:47:37 PM   
Dimitris


Posts: 10785
Joined: 7/31/2005
Status: online
Not quite. The original request was to display them on-map.

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Post #: 123
RE: RUNNING POLL - gameplay features - 11/30/2013 12:52:31 PM   
SSN754planker


Posts: 445
Joined: 10/2/2013
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Ability to hide reference points: This needs to be implemented as a keyboard ON/OFF toggle, it would declutter the map immensely, maybe even add an option just hide the reference points attached to task forces.

TOT planner: Things are getting better in this regard with the latest build, but still not 100 percent there

Ability to disable map-cursor info box (aka big black box of data) should have been done yesterday, maybe also assign a hotkey such as Left Ctrl, when you press it, the box shows up.


To me those are the three biggies i would like to see soon.



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Post #: 124
RE: RUNNING POLL - gameplay features - 11/30/2013 12:54:09 PM   
ExMachina


Posts: 456
Joined: 9/25/2013
Status: offline
WellOkBut...
quote:

Display weapon firing arc
vs
quote:

Display weapon firing arcs in DB viewer
...

(in reply to Dimitris)
Post #: 125
RE: RUNNING POLL - gameplay features - 11/30/2013 6:11:07 PM   
FERdeBOER

 

Posts: 13
Joined: 10/21/2013
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I miss more info about submerged contacts. It would be useful to know how a contact has been detected: passive sonar, active intercept, active sonar... even rough ones, I'm not asking for frequencies (well, if it's possible...), just enough to let the player guess like we can with air or surface assets: steam turbine, transient, double propeller...

Also, the ability to declare targets as neutral. ASW assets keep targeting contacts even after they classify it as "biologic". The only way to keep them with their ASW patrol is to let them to kill the whale... no good for the whale, and one torpedo wasted.

(in reply to ExMachina)
Post #: 126
RE: RUNNING POLL - gameplay features - 12/3/2013 11:10:18 PM   
DrunkenScoper

 

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Joined: 7/10/2013
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I'm really looking forward to TOT mission planning. The ability to tell aircraft when they should be over a target will make it a lot easier to coordinate SEAD, strike, and escort flights when they approach hostile airspace.

(in reply to FERdeBOER)
Post #: 127
RE: RUNNING POLL - gameplay features - 12/4/2013 8:17:09 AM   
Have

 

Posts: 54
Joined: 10/8/2009
From: Finland
Status: offline
What is this, more sound effects leads the pack? In the words of the Persian envoy "This is madness!"

It is reasonable with couple of units, but with hundreds of units it will be total cacophony as we have already seen.




(in reply to DrunkenScoper)
Post #: 128
RE: RUNNING POLL - gameplay features - 12/4/2013 8:25:54 AM   
Dimitris


Posts: 10785
Joined: 7/31/2005
Status: online
"But it's not poliiiiiiished!"

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Post #: 129
RE: RUNNING POLL - gameplay features - 12/4/2013 9:57:15 AM   
Have

 

Posts: 54
Joined: 10/8/2009
From: Finland
Status: offline
Regarding the sound design, I think DEFCON had really great music and sounds for this type of game - http://www.youtube.com/watch?v=mCpVpIBqaJg. I hope you are taking Command sound and music design to this direction.

Quote from a review:
One of the most chilling aspects of Defcon is the subtle ways it suggests that it's more than a simulation, something it does almost entirely through sound design. The sounds that accompany the action are appropriately blippy, and there's definitely something sinister about the Klaxons that sound when you reach a new Defcon level, but it's the ambient sounds that really set the mood. There's not so much music as there is a drifting, ominous instrumentation, and mingled with these dark sounds are the light hum of computers, the hollow wash of recycled air, some indistinguishable radio chatter, and the faint sound of someone coughing. Or is it crying? The ambient sounds end up looping after a while, but that doesn't lessen their effect of making you feel like you're holed up in a bunker, helping dictate how the world ends through a remote computer terminal.

(in reply to Dimitris)
Post #: 130
RE: RUNNING POLL - gameplay features - 12/4/2013 10:28:13 PM   
tommo8993

 

Posts: 116
Joined: 7/10/2013
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quote:

ORIGINAL: Sunburn

quote:

ORIGINAL: tommo8993
The one think I would want is a simple "drag box" style of ASW missions. At the moment I cant do ASW, too complicated. But if it was just as simple as select an attack option, then drag a box in the area you want to search. Then I'm sorted for must have features in the game.


I think you can already do that. Define an area (right-click on map, select "define area", left-drag mouse to define area rectangle), create an ASW mission using this area, assign the desired units to that mission, and off they go.



Still too much for me.

(in reply to Dimitris)
Post #: 131
RE: RUNNING POLL - gameplay features - 12/4/2013 11:40:07 PM   
RoryAndersonWS


Posts: 1598
Joined: 6/16/2009
Status: online

quote:

ORIGINAL: tommo8993

Still too much for me.


What would you recommend?

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(in reply to tommo8993)
Post #: 132
RE: RUNNING POLL - gameplay features - 12/5/2013 6:40:44 AM   
orca

 

Posts: 368
Joined: 11/6/2013
Status: offline
Agree things could be simpler. To me it seems more intuitive to be able pick ref points/define area for mission while in mission editor rather than first defining reference points in regular game and then opening mission editor.

For ease of creating or modifying missions, would also like option to both remove all ref points from mission and deselect all ref points.


(in reply to RoryAndersonWS)
Post #: 133
RE: RUNNING POLL - gameplay features - 12/5/2013 7:35:36 AM   
Dimitris


Posts: 10785
Joined: 7/31/2005
Status: online
quote:

ORIGINAL: orca
Agree things could be simpler. To me it seems more intuitive to be able pick ref points/define area for mission while in mission editor rather than first defining reference points in regular game and then opening mission editor.

OK so you bring up the mission editor. You create a patrol mission. How do you then add the reference points? Do you "park" the mission editor window out of the way (good luck getting fresh players to do that BTW), add the reference points on the map, select them, then bring up the mission editor window again and finally add them? Exactly how is this simpler/faster?

quote:


For ease of creating or modifying missions, would also like option to both remove all ref points from mission and deselect all ref points.

IIRC you can already do that.

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Post #: 134
RE: RUNNING POLL - gameplay features - 12/5/2013 4:07:36 PM   
orca

 

Posts: 368
Joined: 11/6/2013
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I see your point, maybe it's not simple/faster. But for the way I think I'd rather select patrol zone at end of creating a mission. A very simple change would be to allow the mission editor window to be resizable and minimizable. This wouldn't affect the current way of creating patrol zones but would make the way I prefer much more feasible.



From what I can see in mission editor there are 2 options to edit patrol area. They are add points currently highlighted on map and remove selected. It would be really nice to also have a 1 click option that would both 1) deselect all ref points on map and 2) to remove ref points that are already selected in the edit patrol area box of mission editor. It not a big deal but would cut down on clicks.

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Post #: 135
RE: RUNNING POLL - gameplay features - 12/8/2013 3:26:32 PM   
JCR

 

Posts: 159
Joined: 11/4/2013
Status: offline
Another poll suggestion:
"Launch patrol missions as groups"

(in reply to orca)
Post #: 136
RE: RUNNING POLL - gameplay features - 12/8/2013 3:54:23 PM   
Blu3wolf


Posts: 198
Joined: 9/30/2013
From: Western Australia
Status: offline

quote:

From what I can see in mission editor there are 2 options to edit patrol area. They are add points currently highlighted on map and remove selected. It would be really nice to also have a 1 click option that would both 1) deselect all ref points on map and 2) to remove ref points that are already selected in the edit patrol area box of mission editor. It not a big deal but would cut down on clicks.


pretty sure there is an option in the taskbar for deselecting all ref points already.

(in reply to orca)
Post #: 137
RE: RUNNING POLL - gameplay features - 12/9/2013 5:47:21 AM   
ComDev

 

Posts: 5741
Joined: 5/12/2006
Status: offline

quote:

ORIGINAL: orca

I see your point, maybe it's not simple/faster. But for the way I think I'd rather select patrol zone at end of creating a mission. A very simple change would be to allow the mission editor window to be resizable and minimizable. This wouldn't affect the current way of creating patrol zones but would make the way I prefer much more feasible.

From what I can see in mission editor there are 2 options to edit patrol area. They are add points currently highlighted on map and remove selected. It would be really nice to also have a 1 click option that would both 1) deselect all ref points on map and 2) to remove ref points that are already selected in the edit patrol area box of mission editor. It not a big deal but would cut down on clicks.


Hehehe okay this is interesting, and is a good example of the challenges we face as a dev. First a request for a super-complex strike mission editor, and then a request for simplified mission editing. So first a 50-clicks-per-mission request followed by a 1-click request.


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Post #: 138
RE: RUNNING POLL - gameplay features - 12/11/2013 8:38:22 PM   
Devast8or

 

Posts: 61
Joined: 4/16/2001
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I'd like the text info to be clickable for new contacts, hostile id, missile launches and destroyed units. By clicking on the text the map would pan and focus on that area, would make it easier to react in scenarios with many units.

I'd also like to see damage model to air units. Damage to sensors, avionics, weapons, leaking fuel tanks etc..

Also for larger scenarios would you consider making single unit airfields attackable? Maybe introduce same structure as for real air bases but have magazines, hangars, access points etc be under the hood. The player could still select to attack specific parts of the air base and the game would simulate it under the hood. This would open up space for more units and allow creation of scenarios that cover larger areas.


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Post #: 139
RE: RUNNING POLL - gameplay features - 12/11/2013 10:24:01 PM   
tommo8993

 

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quote:

ORIGINAL: Baloogan


quote:

ORIGINAL: tommo8993

Still too much for me.


What would you recommend?


Some thing like:

Right click, select mission (ASW patrol, AA patrol ect ect)Then drag a box around said area.

The define area button works for the drag box so in my opinion I think it is possible. I'm not a computer whiz but thats what I would do.

(in reply to RoryAndersonWS)
Post #: 140
RE: RUNNING POLL - gameplay features - 12/17/2013 12:52:55 AM   
epidemic

 

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This has happened to me many times as well. Both classified biologics and "false contacts" have been automatically targeted and killed by ASW helicopters, thereby wasting a limited number of torpedoes, not to mention needlessly exposing the ASW heli to potential attack.

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Post #: 141
RE: RUNNING POLL - gameplay features - 12/17/2013 1:12:07 AM   
epidemic

 

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Joined: 12/16/2013
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A nice option would be the ability to filter symbols in the main window display. The basic ability to display or hide particular icons is seemingly already there given that there is a game option to display/ghost/hide sonobuoys. Of course, going through the game options dialog is not very convenient. So, a more general and useable implementation would be a checkbox list widget on the side that would allow you to display/ghost/hide each of the different classes of symbols on the screen.

"Ability to hide reference points" only has two votes in the poll right now. I wonder if the more general "ability to show/ghost/hide main window symbols" (including reference points) would get more votes?

Also, just a very small adjunct request to the above: I'd rather not be able to mouse-select symbols that I've chosen to hide (e.g., sonobuoys).

Thank you. Love the game.


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Post #: 142
RE: RUNNING POLL - gameplay features - 12/17/2013 1:26:12 AM   
epidemic

 

Posts: 15
Joined: 12/16/2013
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quote:

ORIGINAL: El Savior

quote:

ORIGINAL: thbrix
I am playing with the editor, and i miss the ability to "Draw" on the map. I would like to draw boxes, circles, corridors and write text, all this in different colours. I need this to be able to define areas of responsibility, airspacelimits and so forth.


Excellent idea, second that. I miss map tools. Range circle tool (besed on unit and ref points or just right click are draw). Ref point can now use to write text. Also bearing tool with degress, etc. Simple line tool with range would be cool too.


I'll "third" that. It would be convenient to have map tools similar to Silent Hunter for things like positioning your subs along the enemy's anticipated course.

(in reply to El Savior)
Post #: 143
RE: RUNNING POLL - gameplay features - 12/17/2013 1:41:36 AM   
sparty

 

Posts: 30
Joined: 12/5/2007
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Seriously? Pick one? I like how stability and performance are on here... Were you presumably done dealing with those?

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Post #: 144
RE: RUNNING POLL - gameplay features - 12/17/2013 5:50:43 AM   
Dimitris


Posts: 10785
Joined: 7/31/2005
Status: online
quote:

ORIGINAL: sparty
Seriously? Pick one? I like how stability and performance are on here... Were you presumably done dealing with those?


Yes, sparty, pick one because otherwise everyone votes everything and the poll becomes meaningless.

I think you're correct on the stability, it's not been a concern for a while now so I think we can remove it.

Sim-engine performance has jumped by leaps and bounds, which is why it has been removed from the poll, but UI performance (pan/ zoom etc.) is still a concern for some people so we're still looking for ways to improve it.

Thanks.

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Post #: 145
RE: RUNNING POLL - gameplay features - 12/17/2013 5:51:37 AM   
Dimitris


Posts: 10785
Joined: 7/31/2005
Status: online
Removed "improve stability". If you voted for this you can now vote again.

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Post #: 146
RE: RUNNING POLL - gameplay features - 12/17/2013 5:53:06 AM   
Dimitris


Posts: 10785
Joined: 7/31/2005
Status: online
Also removed "Ability to disable map-cursor info box (aka big black box of data)", "Ability to hide reference points" and "Ability to use dipping sonar manually" as these have now been implemented. If you voted for these you can vote again.

< Message edited by Sunburn -- 12/17/2013 6:55:48 AM >


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Post #: 147
RE: RUNNING POLL - gameplay features - 12/17/2013 1:08:38 PM   
sparty

 

Posts: 30
Joined: 12/5/2007
Status: offline
quote:

ORIGINAL: Sunburn

quote:

ORIGINAL: sparty
Seriously? Pick one? I like how stability and performance are on here... Were you presumably done dealing with those?


Yes, sparty, pick one because otherwise everyone votes everything and the poll becomes meaningless.

I think you're correct on the stability, it's not been a concern for a while now so I think we can remove it.

Sim-engine performance has jumped by leaps and bounds, which is why it has been removed from the poll, but UI performance (pan/ zoom etc.) is still a concern for some people so we're still looking for ways to improve it.

Thanks.



That's definitely good news.

A technique, not sure if you can do it in the forums though, is to create forced rankings. Tell people to pick their top 3 from a much larger list. The picks are weighted by score. You still force folks to pick their most important, but you get some data beyond that initial push. It's very valuable for this type of survey.

EDIT - I bought based on your response! :)

< Message edited by sparty -- 12/18/2013 4:32:08 PM >

(in reply to Dimitris)
Post #: 148
RE: RUNNING POLL - gameplay features - 12/17/2013 3:21:33 PM   
Amono

 

Posts: 36
Joined: 2/15/2008
From: Finland
Status: offline
Sprint and drift ASW patrol mission behavior for subs(also subs in ASUW patrol) and surf ships.

Hotkey for ordering intercept without declaring contact hostile. Like the F1 auto attack works.

Keep up the great work team

(in reply to sparty)
Post #: 149
RE: RUNNING POLL - gameplay features - 12/18/2013 5:09:39 AM   
deepdive

 

Posts: 113
Joined: 10/28/2013
Status: offline
Thank you Devs, game runs much better now.

I would like to have docking for all ships, as they all have a boat and/or captains gig.

Thanks.

(in reply to Amono)
Post #: 150
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