Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: RUNNING POLL - gameplay features

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> RE: RUNNING POLL - gameplay features Page: <<   < prev  25 26 [27] 28 29   next >   >>
[Poll]

RUNNING POLL - gameplay features [Feature Requests Go Here]


Downed pilots / CSAR (without using the EE)
  14% (69)
Improve weather modelling (local fronts etc.)
  12% (63)
Dedicated sensor page on DB viewer
  3% (19)
Intermittent sensor settings
  5% (28)
TOT planner/Advance Strike Planner
  29% (143)
Display weapon firing arcs in DB viewer
  1% (7)
Custom draw on map
  3% (16)
Additional contact info for passive sonar contacts
  1% (5)
Ability to group ref points
  0% (2)
Ability to name grouped ref points
  1% (6)
Sprint and drift while on mission
  1% (6)
Order weapons with active datalinks to self destruct
  0% (1)
1/3rd rule option for strike missions
  0% (1)
Multiple map windows
  2% (12)
WEGO MP
  4% (24)
Real-time MP
  8% (41)
Mid-flight mechanical breakdowns on aircraft
  0% (1)
Expand space ops (Shuttle / Skylab, armed sats etc.)
  1% (7)
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)
Aircraft Maintenence and Support Crew Modeling
  1% (8)
Player's Alarm Clock
  0% (0)
Collateral Damage Zone (CDZ)
  0% (1)
Unit proficiency affects adherence to ToT
  0% (0)
Optional "Beginner" GUI
  1% (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)
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)
Refuel Option: Set amount of fuel to take on
  0% (2)
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 : 492


(last vote on : 11/30/2019 4:01:25 PM)
(Poll will run till: -- )
Login
Message << Older Topic   Newer Topic >>
RE: RUNNING POLL - gameplay features - 3/28/2018 4:55:58 PM   
AlphaSierra

 

Posts: 132
Joined: 2/13/2017
Status: offline
How about a standard cargo loadout for LSD, LHD, LHA etc, with various missions in mind. ARG, MEU, QRF etc.

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

(in reply to miller7219)
Post #: 781
RE: RUNNING POLL - gameplay features - 3/28/2018 10:17:48 PM   
FlyForLenin

 

Posts: 115
Joined: 3/7/2018
Status: offline

quote:

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?

_____________________________

Formerly known as Project2035 and TyeeBanzai

(in reply to AlphaSierra)
Post #: 782
RE: RUNNING POLL - gameplay features - 3/29/2018 10:26:16 AM   
AlphaSierra

 

Posts: 132
Joined: 2/13/2017
Status: offline
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

< Message edited by AlphaSierra -- 3/29/2018 6:28:10 PM >


_____________________________

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 FlyForLenin)
Post #: 783
RE: RUNNING POLL - gameplay features - 3/29/2018 11:15:06 PM   
FlyForLenin

 

Posts: 115
Joined: 3/7/2018
Status: offline

quote:

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.

_____________________________

Formerly known as Project2035 and TyeeBanzai

(in reply to AlphaSierra)
Post #: 784
RE: RUNNING POLL - gameplay features - 3/30/2018 4:49:17 AM   
Dimitris


Posts: 11728
Joined: 7/31/2005
Status: online
quote:

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.

_____________________________


(in reply to AlphaSierra)
Post #: 785
RE: RUNNING POLL - gameplay features - 3/30/2018 12:09:28 PM   
guanotwozero

 

Posts: 445
Joined: 12/27/2013
Status: offline
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.

(in reply to Dimitris)
Post #: 786
RE: RUNNING POLL - gameplay features - 3/31/2018 2:50:17 PM   
Peter66

 

Posts: 104
Joined: 11/13/2016
Status: offline
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.

_____________________________

"Is game hard to pick up?" <- easier to pick up than most women.

(in reply to guanotwozero)
Post #: 787
RE: RUNNING POLL - gameplay features - 3/31/2018 9:06:01 PM   
Gneckes

 

Posts: 212
Joined: 6/22/2015
Status: offline
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.

(in reply to Peter66)
Post #: 788
RE: RUNNING POLL - gameplay features - 3/31/2018 10:08:32 PM   
stilesw


Posts: 1065
Joined: 6/26/2014
From: Hansville, WA, USA
Status: online
Here are two tools that have been provided by other forum members:

http://members.home.nl/7seas/radcalc.htm

https://dizzib.github.io/earth/curve-calc/?d0=10&h0=4&unit=imperial

(in reply to Gneckes)
Post #: 789
RE: RUNNING POLL - gameplay features - 4/1/2018 2:26:04 AM   
Rain08

 

Posts: 27
Joined: 7/18/2016
Status: offline
quote:

ORIGINAL: stilesw

Here are two tools that have been provided by other forum members:

http://members.home.nl/7seas/radcalc.htm

https://dizzib.github.io/earth/curve-calc/?d0=10&h0=4&unit=imperial


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.

(in reply to stilesw)
Post #: 790
RE: RUNNING POLL - gameplay features - 4/1/2018 11:52:09 AM   
Gneckes

 

Posts: 212
Joined: 6/22/2015
Status: offline
Yes indeed, I was talking about something to take terrain into consideration.

(in reply to Rain08)
Post #: 791
RE: RUNNING POLL - gameplay features - 4/3/2018 3:22:17 PM   
Stacker1010

 

Posts: 43
Joined: 12/7/2014
Status: offline
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.


< Message edited by Stacker1010 -- 4/3/2018 3:24:13 PM >

(in reply to Gneckes)
Post #: 792
RE: RUNNING POLL - gameplay features - 4/7/2018 1:06:09 PM   
guanotwozero

 

Posts: 445
Joined: 12/27/2013
Status: offline
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.

(in reply to Stacker1010)
Post #: 793
RE: RUNNING POLL - gameplay features - 4/11/2018 2:51:56 PM   
Puciek

 

Posts: 63
Joined: 1/10/2017
Status: offline
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.

(in reply to guanotwozero)
Post #: 794
RE: RUNNING POLL - gameplay features - 4/13/2018 11:39:22 PM   
riflebrigade

 

Posts: 75
Joined: 8/1/2005
Status: offline
What are the procedures to vote in the poll?

(in reply to Puciek)
Post #: 795
RE: RUNNING POLL - gameplay features - 4/15/2018 11:16:07 PM   
ExNusquam

 

Posts: 498
Joined: 3/4/2014
From: Washington, D.C.
Status: offline
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.

(in reply to riflebrigade)
Post #: 796
RE: RUNNING POLL - gameplay features - 4/15/2018 11:44:18 PM   
FlyForLenin

 

Posts: 115
Joined: 3/7/2018
Status: offline
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.

_____________________________

Formerly known as Project2035 and TyeeBanzai

(in reply to ExNusquam)
Post #: 797
RE: RUNNING POLL - gameplay features - 4/18/2018 1:33:52 PM   
Primarchx


Posts: 2982
Joined: 1/20/2013
Status: offline
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.

(in reply to miller7219)
Post #: 798
RE: RUNNING POLL - gameplay features - 4/18/2018 1:48:38 PM   
Primarchx


Posts: 2982
Joined: 1/20/2013
Status: offline
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.

(in reply to Primarchx)
Post #: 799
RE: RUNNING POLL - gameplay features - 4/22/2018 11:35:07 PM   
tjhkkr


Posts: 2403
Joined: 6/3/2010
Status: offline
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!

_____________________________

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.

(in reply to Primarchx)
Post #: 800
RE: RUNNING POLL - gameplay features - 4/23/2018 8:56:10 PM   
FlyForLenin

 

Posts: 115
Joined: 3/7/2018
Status: offline

quote:

ORIGINAL: 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!


The cargo ships should all have cargo capacity, it shouldn't only be three of them. They are cargo ships after all...

_____________________________

Formerly known as Project2035 and TyeeBanzai

(in reply to tjhkkr)
Post #: 801
RE: RUNNING POLL - gameplay features - 4/26/2018 3:00:18 AM   
tjhkkr


Posts: 2403
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: FlyForLenin
quote:

ORIGINAL: 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!

The cargo ships should all have cargo capacity, it shouldn't only be three of them. They are cargo ships after all...


These folks do a great deal of work; I was trying to be keep the request small and manageable for the developers.


_____________________________

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.

(in reply to FlyForLenin)
Post #: 802
RE: RUNNING POLL - gameplay features - 4/26/2018 6:35:57 PM   
FlyForLenin

 

Posts: 115
Joined: 3/7/2018
Status: offline

quote:

ORIGINAL: tjhkkr

quote:

ORIGINAL: FlyForLenin
quote:

ORIGINAL: 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!

The cargo ships should all have cargo capacity, it shouldn't only be three of them. They are cargo ships after all...


These folks do a great deal of work; I was trying to be keep the request small and manageable for the developers.



Adding cargo capability for cargo ships doesn't have to come all at once. They could start with the dry bulk carriers, and then every now and then add it for other ships.

_____________________________

Formerly known as Project2035 and TyeeBanzai

(in reply to tjhkkr)
Post #: 803
RE: RUNNING POLL - gameplay features - 4/27/2018 10:33:40 PM   
DWReese

 

Posts: 1232
Joined: 3/21/2014
Status: offline
I've mentioned this one before, and it has now listed as a choice (thank you), but I would again like to mention having the ability to tow other ships.

Quite often, I encounter a situation where an otherwise-good ship becomes disabled in the water. I do realize that the time restraints on the scenario would not usually be conducive to tow another ship, but there are times when it could happen. For example, if a Task Force was damaged in battle and found it necessary to withdraw from the area (rather than advance), I'm certain that they wouldn't just leave a disabled ship that has engine trouble behind, while all the others flee.

Not being a programmer, I'm not sure how difficult that this would be to create, so I couldn't begin to tell anyone how it could be done. I do realize that this topic is way down on the list of priorities, but I do find it interesting that the first topic on this list is "downed pilot", so you would think that if a rescue effort was important enough to save one guy, then certainly rescuing a whole ship must rank pretty high up there, as well.

In any case, this is just me throwing in my two cents for a topic that personally interests me. Truthfully, however, there are many other things that are on the list that I would vote for before I voted for long before I voted for my own suggestion. <G>

Thanks for taking the suggestion under consideration.

Doug

(in reply to FlyForLenin)
Post #: 804
RE: RUNNING POLL - gameplay features - 4/29/2018 4:48:53 PM   
tjhkkr


Posts: 2403
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: DWReese

I've mentioned this one before, and it has now listed as a choice (thank you), but I would again like to mention having the ability to tow other ships.
Quite often, I encounter a situation where an otherwise-good ship becomes disabled in the water. I do realize that the time restraints on the scenario would not usually be conducive to tow another ship, but there are times when it could happen. For example, if a Task Force was damaged in battle and found it necessary to withdraw from the area (rather than advance), I'm certain that they wouldn't just leave a disabled ship that has engine trouble behind, while all the others flee.
Not being a programmer, I'm not sure how difficult that this would be to create, so I couldn't begin to tell anyone how it could be done. I do realize that this topic is way down on the list of priorities, but I do find it interesting that the first topic on this list is "downed pilot", so you would think that if a rescue effort was important enough to save one guy, then certainly rescuing a whole ship must rank pretty high up there, as well.
In any case, this is just me throwing in my two cents for a topic that personally interests me. Truthfully, however, there are many other things that are on the list that I would vote for before I voted for long before I voted for my own suggestion. <G>
Thanks for taking the suggestion under consideration.
Doug


That could make for some pretty cool scenarios... like towing a carrier out of the gulf...
Or towing a carrier through a submarine threat...
Or even convoy duty...


_____________________________

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.

(in reply to DWReese)
Post #: 805
RE: RUNNING POLL - gameplay features - 4/29/2018 5:36:27 PM   
DWReese

 

Posts: 1232
Joined: 3/21/2014
Status: offline
In many conflict situations, something happens to disable a ship (or plane--like in China with EP-3 Aries in 2001 in the South China Sea) and a political/military crisis develops as a result.

The USS Pueblo was a spy ship in 1968 and was captured by North Korea. (As a side note, the USS Pueblo is still being held in Pyongyang as a trophy, and it is still listed as a Commissioned Vessel of the USN.) While the real vessel did not suffer any propulsion damage, a disabled propulsion system could make for a good backdrop for a scenario.

In fact, in Tom Clancy's latest book, a US spy vessel does become disabled and has to be rescued. A race-against-time situation develops which could also make for a good scenario starter backdrop.

In any case, in my opinion, it is a worthwhile back-burner endeavor that could be useful.

Doug

(in reply to tjhkkr)
Post #: 806
RE: RUNNING POLL - gameplay features - 5/1/2018 11:35:54 PM   
tjhkkr


Posts: 2403
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: DWReese
In many conflict situations, something happens to disable a ship (or plane--like in China with EP-3 Aries in 2001 in the South China Sea) and a political/military crisis develops as a result.
The USS Pueblo was a spy ship in 1968 and was captured by North Korea. (As a side note, the USS Pueblo is still being held in Pyongyang as a trophy, and it is still listed as a Commissioned Vessel of the USN.) While the real vessel did not suffer any propulsion damage, a disabled propulsion system could make for a good backdrop for a scenario.
In fact, in Tom Clancy's latest book, a US spy vessel does become disabled and has to be rescued. A race-against-time situation develops which could also make for a good scenario starter backdrop.
In any case, in my opinion, it is a worthwhile back-burner endeavor that could be useful.

Doug

Another couple of fun ideas. :)


_____________________________

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.

(in reply to DWReese)
Post #: 807
RE: RUNNING POLL - gameplay features - 5/1/2018 11:53:45 PM   
DWReese

 

Posts: 1232
Joined: 3/21/2014
Status: offline
Indeed.

Doug

(in reply to tjhkkr)
Post #: 808
RE: RUNNING POLL - gameplay features - 5/15/2018 11:38:41 AM   
Dysta


Posts: 1892
Joined: 8/8/2015
Status: offline
Suggest over-penetration and failed warhead features in CMANO:.

https://mobile.twitter.com/CavasShips/status/996212808617426944

_____________________________


(in reply to DWReese)
Post #: 809
RE: RUNNING POLL - gameplay features - 5/15/2018 8:09:30 PM   
FlyForLenin

 

Posts: 115
Joined: 3/7/2018
Status: offline

quote:

ORIGINAL: Dysta

Suggest over-penetration and failed warhead features in CMANO:.

https://mobile.twitter.com/CavasShips/status/996212808617426944


Malfunctioning missiles/bombs/shells is already a thing I think.

Over penetration would be nice though.

_____________________________

Formerly known as Project2035 and TyeeBanzai

(in reply to Dysta)
Post #: 810
Page:   <<   < prev  25 26 [27] 28 29   next >   >>
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> RE: RUNNING POLL - gameplay features Page: <<   < prev  25 26 [27] 28 29   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.189