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RE: RUNNING POLL - gameplay features

 
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All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> RE: RUNNING POLL - gameplay features Page: <<   < prev  6 7 [8] 9 10   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: -- )
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RE: RUNNING POLL - gameplay features - 5/19/2014 1:29:45 PM   
hb921

 

Posts: 136
Joined: 5/13/2014
Status: offline

quote:

ORIGINAL: Sunburn

The reverse is correct; we initially implemented it for group members as this is the most common use case.


Great news - I will wait for release of Build 526 or higher. In mean time I will cast my vote for other feature.

(in reply to Dimitris)
Post #: 211
RE: RUNNING POLL - gameplay features - 5/25/2014 3:54:34 PM   
PaulWRoberts

 

Posts: 875
Joined: 4/22/2001
Status: offline
I feel that something like Sprint-Drift, which would add important real-world behavior the the modeling of ASW operations, is far more important than various graphics and presentation improvements on the list. I'm a little surprised it's not in the game already.

(in reply to Dimitris)
Post #: 212
RE: RUNNING POLL - gameplay features - 5/25/2014 5:13:21 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Sprint and drift is currently being tested in beta

_____________________________


(in reply to PaulWRoberts)
Post #: 213
RE: RUNNING POLL - gameplay features - 5/25/2014 5:53:56 PM   
PaulWRoberts

 

Posts: 875
Joined: 4/22/2001
Status: offline

quote:

ORIGINAL: mikmyk

Sprint and drift is currently being tested in beta


Hooray! And thanks.

(in reply to mikmykWS)
Post #: 214
RE: RUNNING POLL - gameplay features - 6/6/2014 5:10:51 PM   
Jdegani

 

Posts: 12
Joined: 3/21/2014
Status: offline
Absolutely loving the game. Never played Harpoon but did play Jane's Fleet Command way back when and was looking for something newer and better. This is way awesome. Definitely takes awhile to learn but I'm really enjoying it.

A TOT planner would probably get my vote but it sounds like that's already in the works and has the most votes anyway. I was wondering if it might be possible to enable the "disengage" command for entire groups. Sometimes I'll want a group of fighters to all drop their weapon assignments and redirect them for something else. For example, an enemy group I was trying to pounce on just fired off a bunch of missiles and I want to turn and outrun them before re-engaging. Is there a different way that we should be ordering that or do you think it would be useful to disengage all the members of a group with one command?

Thanks!

(in reply to Dimitris)
Post #: 215
RE: RUNNING POLL - gameplay features - 6/8/2014 3:48:19 PM   
kimaera026

 

Posts: 8
Joined: 6/2/2014
Status: offline
I have two.

1 - Sort of an enhancement of the 1/3 rule option. Somewhat similar to what already proposed. I too like the "specify amount of airborne units in a 1/3 ruled mission". I'd like a "autogroup" option, so your specified amount of airborne units is always grouped. I find it a chore to always re-group them manually, and it would be useful to have, especially for the AI, so the enemy would do that too and it would feel like being against formations of enemy aircraft and point+wingmen patrols. In reality, fighters rarely operate individually. They often have a wingmen.

2 - Flight operations. Maybe it's being expanded already. That said, I'd like it more customisable, from what I'm seeing in 536. At the moment it's all automatic. Planes are assigned to either parking, hangar, pads, or flight deck, according to some mechanic i'm yet to understand. It'd be better if, in auto, it would assign the ones with a ready loadout to open parking and flight deck, rathen than hangar, which would suit reserve, maintanance, and generally inactive or readying aircraft. And i'd like the option to direct them myself. Say i'm readying a flight of two aicraft for a strike. I want them on the flight deck when their loadout is ready, so I can launch them straight away. Maybe it's already working like this, or maybe not. Or maybe the difference from hangar and flight deck is so small still that it doesnt make a difference. I don't know for sure.

< Message edited by kimaera026 -- 6/8/2014 9:14:12 PM >

(in reply to Jdegani)
Post #: 216
RE: RUNNING POLL - gameplay features - 6/18/2014 10:33:52 PM   
Pergite!

 

Posts: 546
Joined: 6/7/2006
From: The temperate climate zone
Status: offline
I have a suggestion to add more (cosmetic) posture markings that can be used when manually classifying targets. Today it's not possible to distinguish different sides with the symbols available unless you make them either neutral or hostile. It's currently not possible to manually mark anyone as unfriendly. In modern C2 software the option exist to colour code different side within a what this game calls a posture.
Take a complex 90s Balkan scenario, or modern Syria for example. All combatants would in the Command GUI be either unfriendly (orange) or neutral (green). But why not implement the possibility for the player to manually mark each side with a colour to distinguish them from each other.
In game logic terms it would in this case be a good idea to have two subcategories to tell if the side is unfriendly or neutral to determine how contacts are handled and prosecuted by the simulation. Some of one sides platforms could require closer attention than others which would enable the player to decide if he want his AI to shadow one sides Sigint aircraft, but ignore his auxillery ships.

To clarify what I am talking about:

Side 1
Purple (Neutral)
Purple (Unfriendly)

Side 2
Magenta (Neutral)
Magenta (Unfriendly)

Side 3
...etc

These markings are only meant to create better situational awareness for the player and should no alter anything of how Command currently handles postures.

(in reply to kimaera026)
Post #: 217
RE: RUNNING POLL - gameplay features - 6/22/2014 2:37:26 AM   
KewDok


Posts: 31
Joined: 12/17/2013
From: Norway
Status: offline

quote:

ORIGINAL: Tomcat84

other than TOT planner (which I think still has my vote?) something I thought of this morning:

request the ability to fine tune the 1/3rd rule. Add a custom option. aka i want 1 or 4 regardless of how many I assigned.

This would work in following examples:

Support mission with 6 E-3 AWACS assigned but I specify I only want ONE airborne.
Patrol missoin with 9 F-15Cs assigned but I specify that I want 4 airborne at all times.



I support the TOT planner as primary priority right now as well.

I would also love to see this feature mentioned here refined, however.
I would like the rule to be "on station". Currently new flights on patrol missions only go up when the old ones are on the way back, which leaves a gap in coverage. The new flights should arrive, and then the RTB can happen.
It is a another factor in the fuel calculations, but I hope it is doable. This is particularly important for AEW missions, as I want complete coverage, all the time.

(in reply to Tomcat84)
Post #: 218
RE: RUNNING POLL - gameplay features - 6/22/2014 3:06:49 AM   
Pukeko

 

Posts: 16
Joined: 1/15/2014
From: New Zealand
Status: offline
quote:

I would like the rule to be "on station". Currently new flights on patrol missions only go up when the old ones are on the way back, which leaves a gap in coverage.


Second this. As when you start a scenario you assign a lot of planes to a mission all at once. So they all go bingo fuel at the same time.

(in reply to KewDok)
Post #: 219
RE: RUNNING POLL - gameplay features - 6/22/2014 7:48:12 AM   
KewDok


Posts: 31
Joined: 12/17/2013
From: Norway
Status: offline

quote:

ORIGINAL: Pukeko

As when you start a scenario you assign a lot of planes to a mission all at once. So they all go bingo fuel at the same time.


If you use 1/3 rule this will not happen. Units will be in "reserve" and replace units on RTB or dead. But 1/3 rule will leave gaps, as I mentioned in my post.

(in reply to Pukeko)
Post #: 220
RE: RUNNING POLL - gameplay features - 6/22/2014 9:22:08 AM   
Pukeko

 

Posts: 16
Joined: 1/15/2014
From: New Zealand
Status: offline
quote:

If you use 1/3 rule this will not happen.


Ah, yes it does. It's happened to me many times. I now don't assign all the aircraft to a mission at the start of a scenario so when the aircraft do hit bingo fuel, they all don't head back at once and leave me with no/minimal aircraft in the patrol zone.

quote:

But 1/3 rule will leave gaps, as I mentioned in my post.


True, that's why I am seconding your post. We both agree that it would be better to change 1/3 rule so the bingo fuel aircraft is leaving the patrol zone at the same time that the replacement aircraft is entering it. It's not too big a deal if the patrol zone is near the airbase/carrier, but it is a much bigger deal if the patrol area is far away. Especially tankers/maritime patrol aircraft. They have very long ranges and are fairly slow.

(in reply to KewDok)
Post #: 221
RE: RUNNING POLL - gameplay features - 6/22/2014 9:32:04 AM   
kimaera026

 

Posts: 8
Joined: 6/2/2014
Status: offline
it could be done with a "pre-bingo" trigger, maybe? That calculates the time it takes for the aircraft to fly to the patrol zone (including take-off times) and substract it from the time the aicraft on active patrol has got before hitting its bingo fuel.

Sounds easy to me, in fact I can pretty much do it manually without even thinking about it. But im not sure if it's as easy to implement, but I wouldn't think it's impossible.

(in reply to Pukeko)
Post #: 222
RE: RUNNING POLL - gameplay features - 6/22/2014 9:36:52 AM   
KewDok


Posts: 31
Joined: 12/17/2013
From: Norway
Status: offline
Ah, sorry for misunderstanding what you meant.

(in reply to Pukeko)
Post #: 223
RE: RUNNING POLL - gameplay features - 7/4/2014 5:36:29 PM   
Grubwurm

 

Posts: 41
Joined: 5/20/2000
From: Tampa, FL USA
Status: offline
What I want is not on this list - Editable DB.

(in reply to Dimitris)
Post #: 224
RE: RUNNING POLL - gameplay features - 7/4/2014 8:12:49 PM   
ckfinite

 

Posts: 377
Joined: 7/20/2013
Status: offline
You can do it with a little bit of knowledge of SQL and a SQL editor. The underlying DB isn't that complex, and some guesswork goes a long way. You do have to keep updating your changes, but I'm working on something that should help with that.

(in reply to Grubwurm)
Post #: 225
RE: RUNNING POLL - gameplay features - 7/8/2014 7:05:17 AM   
magi

 

Posts: 1364
Joined: 2/1/2014
Status: offline
have the ability to use multiple monitors..... and more than one map window...

(in reply to Dimitris)
Post #: 226
RE: RUNNING POLL - gameplay features - 7/8/2014 7:08:46 AM   
Dimitris


Posts: 11666
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: magi
have the ability to use multiple monitors..... and more than one map window...


Multiple monitors have been supported even from v1.0. Multiple map windows.... maybe someday.

_____________________________


(in reply to magi)
Post #: 227
RE: RUNNING POLL - gameplay features - 7/8/2014 7:18:55 AM   
magi

 

Posts: 1364
Joined: 2/1/2014
Status: offline
voice activated commands....

(in reply to Dimitris)
Post #: 228
RE: RUNNING POLL - gameplay features - 7/9/2014 2:21:48 PM   
ETF


Posts: 1669
Joined: 9/16/2004
From: Hamilton Area, Canada
Status: offline
Congrats on an amazing update. Sorry if mentioned above. How are we coming with engaging a REAL opponent :)
Where are we with Multiplayer options?

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My Top Matrix Games 1)CMO MP?? 2)WITP/AE 3)SOW 4)Armor Brigade 5)Desert War

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(in reply to magi)
Post #: 229
RE: RUNNING POLL - gameplay features - 7/9/2014 2:26:54 PM   
Dimitris


Posts: 11666
Joined: 7/31/2005
Status: offline
Thanks. Currently multiplayer is possible via Baloogan's Joint-Command plugin, available here: http://baloogancampaign.com/command-plugins/joint-command/

Other modes of MP are being considered for development in the future.

_____________________________


(in reply to ETF)
Post #: 230
RE: RUNNING POLL - gameplay features - 7/9/2014 7:55:30 PM   
magi

 

Posts: 1364
Joined: 2/1/2014
Status: offline

quote:

ORIGINAL: Sunburn

quote:

ORIGINAL: magi
have the ability to use multiple monitors..... and more than one map window...


Multiple monitors have been supported even from v1.0. Multiple map windows.... maybe someday.


oh cool... thank you....im gonna buy another monitor now...
i started playing harpoon in like 91`92.... this game is so outstanding and bloody lovely to look at.... thank you guys... sometimes i spend hours moving around the map an going through the data base and dont run 5 minutes of game play....

(in reply to Dimitris)
Post #: 231
RE: RUNNING POLL - gameplay features - 7/9/2014 8:03:50 PM   
magi

 

Posts: 1364
Joined: 2/1/2014
Status: offline


i would love to see real time co`op play.....


< Message edited by magi -- 7/9/2014 9:04:49 PM >

(in reply to magi)
Post #: 232
RE: RUNNING POLL - gameplay features - 7/10/2014 12:34:12 AM   
Belthorian

 

Posts: 12
Joined: 4/28/2013
Status: offline
How about the ability to have multiple windows. I would love the ability to create zoom windows on targets and place them on my 2nd monitor to eliminate the constant zooming in and out.

(in reply to miller7219)
Post #: 233
RE: RUNNING POLL - gameplay features - 7/10/2014 5:08:13 AM   
Dimitris


Posts: 11666
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: Belthorian

How about the ability to have multiple windows. I would love the ability to create zoom windows on targets and place them on my 2nd monitor to eliminate the constant zooming in and out.

You can use quick-jump slots to accomplish this. See the 'user interface' section on the manual addendum pages.

_____________________________


(in reply to Belthorian)
Post #: 234
RE: RUNNING POLL - gameplay features - 7/10/2014 11:32:01 AM   
Feltan


Posts: 1150
Joined: 12/5/2006
From: Kansas
Status: offline

quote:

ORIGINAL: Sunburn


quote:

ORIGINAL: Belthorian

How about the ability to have multiple windows. I would love the ability to create zoom windows on targets and place them on my 2nd monitor to eliminate the constant zooming in and out.

You can use quick-jump slots to accomplish this. See the 'user interface' section on the manual addendum pages.


This is a bad idea. With the amount of time I am sitting and playing this game, scrolling on the mouse to zoom in and out is the only reliable exercise I am getting! :-)

Regards,
Feltan

(in reply to Dimitris)
Post #: 235
RE: RUNNING POLL - gameplay features - 7/15/2014 9:48:16 PM   
jufinace20

 

Posts: 22
Joined: 2/11/2014
Status: offline
Suggestions

1) Probably someone already proposed this: the ability of adding vectorial layers (e.g shp) to enhance the playing environment.

2) Some level of control over unit doctrines in order to enhance the fidelity of the behavior in some situations. For example Libians in the 80's firing at Egyptians, their stock of expensive weapons (e.g. missiles) was limited, and their salvoes would be most probably limited in number (keeping the remaining munitions until the first rounds came by the target).
Right now the AI is always in WWIII mode, very effective, but usually wasting about half the salvo on a burning hulk.

Keep the good work,

(in reply to miller7219)
Post #: 236
RE: RUNNING POLL - gameplay features - 7/15/2014 11:55:15 PM   
woos1981

 

Posts: 55
Joined: 7/13/2014
Status: offline
Hi how can it be possible to add an Feature like land a ground unit from transportships and aircraft in Game? such as landing mission type or airborne order etc ,thanks!

(in reply to Dimitris)
Post #: 237
RE: RUNNING POLL - gameplay features - 7/16/2014 1:51:45 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: wwwws

Hi how can it be possible to add an Feature like land a ground unit from transportships and aircraft in Game? such as landing mission type or airborne order etc ,thanks!


This is already on our list. :)

_____________________________


(in reply to woos1981)
Post #: 238
RE: RUNNING POLL - gameplay features - 7/16/2014 1:52:42 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: Feltan


quote:

ORIGINAL: Sunburn


quote:

ORIGINAL: Belthorian

How about the ability to have multiple windows. I would love the ability to create zoom windows on targets and place them on my 2nd monitor to eliminate the constant zooming in and out.

You can use quick-jump slots to accomplish this. See the 'user interface' section on the manual addendum pages.


This is a bad idea. With the amount of time I am sitting and playing this game, scrolling on the mouse to zoom in and out is the only reliable exercise I am getting! :-)

Regards,
Feltan


LOL

_____________________________


(in reply to Feltan)
Post #: 239
RE: RUNNING POLL - gameplay features - 7/16/2014 1:53:59 AM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: jufinace20

Suggestions

1) Probably someone already proposed this: the ability of adding vectorial layers (e.g shp) to enhance the playing environment.

2) Some level of control over unit doctrines in order to enhance the fidelity of the behavior in some situations. For example Libians in the 80's firing at Egyptians, their stock of expensive weapons (e.g. missiles) was limited, and their salvoes would be most probably limited in number (keeping the remaining munitions until the first rounds came by the target).
Right now the AI is always in WWIII mode, very effective, but usually wasting about half the salvo on a burning hulk.

Keep the good work,


Both are on our list. Thanks!

Mike

_____________________________


(in reply to jufinace20)
Post #: 240
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