CMO RUNNING POLL - Gameplay feature requests

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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TyphoonFr
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by TyphoonFr »

hello ,
In the 'Edit Aircraft' and 'Edit Docked Boat' screens, would it be possible to have links to the database viewers, like what is in the 'Add Unit' screen.
And why not the possibility, to have in the 'Edit Docked boat' screen, the same option 'calsign' (allow to personalize the name) that is found in the 'Edit aircraft' screen.
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BDukes
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by BDukes »

Any chance we can get a jettison fuel button for groups? Currently only available to single units.
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Japo32
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by Japo32 »

introduce area draw with splines, so for example we do not have to preseve lots of points to draw a circle.
Japo32
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by Japo32 »

The other day I was playing a mission where I had to make ASW. Of course we know it will leave the areas full of sonobouys, and they will be all unlimited unless there is a LUA that changes that.
In any case I saw a youtube video of sonobuoys and it said that it is an expensive method of searching for a submarine and there is a more cheap one with the MAD.

So I was going to ask for a future update with limited sonobuoys, and better mission control to not deploy all using some kind of sonobuoy deployed per hour number... for example. But then I realized.... Ok ask is free and they can say no, so just ask:

What if CMO has the option in future to count and make transport of supplies. Food, mechanic parts, Sonobuoys, injured to be translated to hospitals and new pilots-soldiers to bring to the battle area. So missions between land bases and carriers, or distance places.
Of course the creator of the mission could put the "unlimited" number, but I think plan the supplies missions would be fun also.
DONNIE67
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by DONNIE67 »

Aircraft that are in the air should be shown on the air ops screen, during the time they are airborne. Likewise, if they are lost or transferred they would no longer appear on air ops screen for the given unit/base.

This would be useful for quick tracking of all air assets and follow-on mission planning.

Thank you again for your consideration and phenomenal features and support.
KilianJay
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by KilianJay »

I have the following requests:
  • Lua: An option for "Weapon2Magazine" to remove a weapon record from a unit magazine (not just subtract the weapon number). Analogous to "remove_weapon" from mount for "UpdateUnit" and the "Remove Weapons" button in the magazines GUI.
  • Lua: The option to specify the ROF (basically the speed of the reload) when adding a new weapon record with "Weapon2Magazine". In the editor it is possible to select different ROF options from the database when adding weapons to a magazine. But using Lua it appears always using the lowest ROF.
  • Changing weapons for a ship/submarine in port: It is possible to set the "reload priority" for a specific weapon on a mount that allows for different weapons. If the desired weapon is available in the magazine of the unit or port and there is space for the already loaded weapons in the unit magazine, the weapons will be replaced. But it should also be possible to transfer the weapons from the unit to the port magazine and the desired weapons ("reload priority" checked) from the port to the units mount.
  • Rearm from bunker/ammo pad/ etc [resolved in 1268.1]: It was possible to rearm units (especially refill the magazine of UNREP units) from different other units with a magazine. This function was lost with a recent Beta. I assume the intent is to have specific UNREP units that are unique with this capability. However, there doesn't seem to be a possibility to resupply the mobile UNREP units from an ammo bunker or other facility. This broke some of my scenarios with weapons factories for example. I would appreciate if this feature would be implemented in some form again.
Thank you for your great work at keeping this game alive!
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Transient
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by Transient »

With the wonderful Time on Target feature available now, can there be a button which would allow for the earliest synchronised ToT to be automatically calculated and automatically input in the ToT time input box?

Currently I am finding that I have to manually check every flight’s take off time to verify that none are ‘in the past’, and would therefore not take off.

If I am missing something that would allow me to avoid the above tediousness, would some kind soul let me know? Thanks.
trevor999
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

Greetings all
Just a few suggestions for the future.

1. Saveable/copy-able template magazine contents and/or a total of munitions split between x number of shelters/pads etc that are available (similar to aircraft carrier etc magazines)

2. Some sort of visual display (maybe chunks missing from the radar range circle, or a small range circle) of radar degradation due to jamming. Asset is notated with "Jammed" but no reference as to jamming effectiveness - 10%? 50%? 100%? - on the asset. Eg What does "Jammed" mean, exactly? How "Jammed" is the emitter?

3. Time remaining counter until air-to-air refueling complete. The refueling progress bar is nice, but it would be helpful to be able to plan ahead as to how many minutes it will take to refuel the a/c - eg how soon will they finish so I can get them back to their patrol or other tasks.

4. Fog of War for ground units. Ground units disappearing from the map and reappearing at random intervals (intermittent radio contact?), and not necessarily being automatically identified as friendly. Not just being out of contact and unable to receive orders like subs. Especially for scenarios set in earlier time frames where a commander isn't quite as omnipotent as they are today.

5. A game option to include "fratricide". AIM's and especially SAMs unerringly lock on to enemy a/c. Realistically, there would be exclusion zones around SAM sites, and there's always the possibility an AIM (especially a SARH) might lock on to a friendly a/c. This would, I imagine, give mission planners and "commanders" fits.

6. Random variable start points for platforms
Biologics can be set with random course and speed variables.
Add SAR option for downed aircrew
I've been advised that these can be done via LUA, but not all of us are coders or programmers. A game option or Scenario Editor option that included these scripts would be nice, if possible.

Thanks in advance
Regards
thewood1
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

"A game option to include "fratricide". AIM's and especially SAMs unerringly lock on to enemy a/c. Realistically, there would be exclusion zones around SAM sites, and there's always the possibility an AIM (especially a SARH) might lock on to a friendly a/c. This would, I imagine, give mission planners and "commanders" fits."

While nothing is easy for everyone...that's not that hard to do today. I create separate sides for air defense and air forces. Then I create exclusion zones around SAM sites. Its more realistic to use comms isolation and networks, and you can do that. But you can also simply just say fire at any un'IDed aircraft. I rebuilt a version of Op Brass Drum a couple years ago that did exactly that for Iranian air defense and Iranian air forces. I went to far as to simulate US jamming of comms to keep the SAM sites from IDing Iranian air forces.
HardLuck13
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by HardLuck13 »

A rather simple sound enrichment I would like suggest is multiple sounds for actions in CMO, sim to the way the Tiller games handled in game sound effects. Tiller would provide one sound effect for each event, but you could add more by adding -1, -2, ect to the file name & when triggered the game would randomly choose from one in the list. I played around with it a bit & was surprised how just adding a couple additional sounds to the group added to the game play.

I know this is merely fluff/chrome for CMO, but could be an easy enrichment for CMO.

Posted for consideration.
-HL13
Parel803
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by Parel803 »

Good morning,
Reported before by Easy301 and I support the request.
Sort order and filters in the "Order of Battle + Contacts" window, in the "contacts" tab.
best regards GJ
Redeye43
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by Redeye43 »

Here's one - variable pK for AAMs and SAMs depending on whether the target is aware of the missile and maneuvering or not. Firing an AIM-9B in a tail chase against a bomber that doesn't even see it should get a kill pretty reliably, but the default pK being set to 45% and being impossible to exceed by any means makes the weapon much less potent even in its intended scenario.

This is likely way too huge, but a pK coefficient for factions based on maintenance could be helpful as another way - individual missiles could respond differently to agility, etc., making old weapons like the 9B very lethal against bombers and slow aircraft as one would expect.
thewood1
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

This should probably be entered at the database request link. Aside from that, the 9B was not very good and its why the US moved quickly to the D. Even the D had a kill ratio of less than 20% in Vietnam, Taiwan/China, Pakistan, and Israel. The B had no cooling for its sensor so you had to be directly behind and very close. It had an issue with hitting and lethality because it used its IR sensor for proximity, not a VR fuse. Most of that comes from Friedman's Naval Institute Guide for Naval Weapons. Some comes from reading the Red Baron report on A2A operations in Vietnam where detailed encounters are listed. Its a little bit of a read, but has some great insights into the Sparrow and Sidewinder issues.
Craigkn
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by Craigkn »

Several aircraft command requests:

- Cancel RTB orders
- Cancel aircrafts refuel at tanker order
- Not let a aircraft immediately re-target a target when "drop all targets" are selected - there should be a 5-10 second buffer where no targets are automatically acquired.

If the game already does this, its not obvious to me how to do it!
trevor999
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by trevor999 »

Craigkn wrote: Thu Sep 15, 2022 11:03 pm Several aircraft command requests:

- Cancel RTB orders
- Cancel aircrafts refuel at tanker order

Use "Unassign"
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KC45
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by KC45 »

For DB, I would like to see the code for ships that,
"VSTOL Capable"
Currently, VSTOL aircraft such as Harrier or F-35B can land on any ships with helipad, but in reality, helipad for VSTOL require special material to prevent melting by aircraft's exhaust.
Thus, we should have VSTOL capable code for CV, DDH, LPD, LPA... etc, without ski jump or catapult.
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thewood1
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

KC45 wrote: Tue Sep 20, 2022 1:12 am For DB, I would like to see the code for ships that,
"VSTOL Capable"
Currently, VSTOL aircraft such as Harrier or F-35B can land on any ships with helipad, but in reality, helipad for VSTOL require special material to prevent melting by aircraft's exhaust.
Thus, we should have VSTOL capable code for CV, DDH, LPD, LPA... etc, without ski jump or catapult.
I disagree with this request. Let the scenario designer have the flexibility to use this. Its a single player game. The player should have some restraint. If they can't stop themselves from doing it, so what?
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KC45
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by KC45 »

thewood1 wrote: Tue Sep 20, 2022 7:28 pm
KC45 wrote: Tue Sep 20, 2022 1:12 am For DB, I would like to see the code for ships that,
"VSTOL Capable"
Currently, VSTOL aircraft such as Harrier or F-35B can land on any ships with helipad, but in reality, helipad for VSTOL require special material to prevent melting by aircraft's exhaust.
Thus, we should have VSTOL capable code for CV, DDH, LPD, LPA... etc, without ski jump or catapult.
I disagree with this request. Let the scenario designer have the flexibility to use this. Its a single player game. The player should have some restraint. If they can't stop themselves from doing it, so what?
Even if the player does not want to happen, but A CV sunk, F-35B landed other ships and ASW helicopters have no where to land; this can happen. well, maybe what you say is true, this is single play game (which planned to be multiplayer, as well), you can do whatever in editor and nobody care, but I thought it is fair to player and those ASW helicopters.
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Gunner98
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by Gunner98 »

Would never happen... ;)
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Mgellis
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Re: CMO RUNNING POLL - Gameplay feature requests

Post by Mgellis »

Not sure if this has been requested elsewhere (I think I did for the original poll a couple of years back)...

Would it be possible to update the map so major rivers, the African Great Lakes, and other large bodies of water can be navigated by ships? It doesn't have to be every river, but a few of the really big ones like the Amazon and the Mekong and perhaps the Congo offer possibilities for brown water scenarios. Smugglers. Pirates. Border incidents. River patrols during the Vietnam War. Same for the African Great Lakes.

Maybe it would be possible to convert anything listed as Land: Water in the terrain map to very shallow water (with a depth sufficient for small boats, amphibious craft, etc.)

Thanks for considering this.
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