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.

Moderator: MOD_Command

What feature would you like to see added in Command?

Multiplayer
14
13%
Custom drawing on map
12
11%
Ground operations: Make units recognize and use roads
9
8%
Tacview - AAR mode
18
16%
Enable borders/coastlines at close-in zoom
4
4%
Chemical & Biological weapon effects
2
2%
Scriptless downed/stranded crew (for CSAR)
8
7%
Scriptless carry-over of units between scenarios
2
2%
Weather/Day-night affects air sorties
19
17%
Integrated speech-to-text (SeaHag-style)
1
1%
More sonar data on contact (details)
2
2%
Search tool for the cargo list
2
2%
List damaged units on Losses & Expenditures
0
No votes
Include currently-airborne units on flight-ops screen
3
3%
Add "training" torpedoes (details)
0
No votes
BOL-fire mode for indirect artillery
2
2%
Warning shots
4
4%
Scriptless boarding actions
3
3%
Scriptless takeover of fixed facilities
3
3%
Hotkeys for built-in map layers
0
No votes
Depressed trajectory option for BMs
2
2%
Ability to add Folders to the Quick Battle list (details)
0
No votes
 
Total votes: 110

Redeye43
Posts: 17
Joined: Wed Jan 05, 2022 7:37 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Redeye43 »

A suggestion to submit that hopefully isn't too complex - pK below 1%. If a 100mm battery loses its Fire Can and shoots blindly at a maneuvering aircraft - or worse, a battery WITHOUT proximity fuzes - pK should be absurdly low (anywhere from 0.04% to 0.001(!)%. There are also percentage pKs in the DB that seem to be ignored at the moment (said 100mm is 1.3%) but it's always rounded.
User avatar
Blast33
Posts: 543
Joined: Mon Dec 31, 2018 1:23 pm
Location: Above and beyond

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Blast33 »

When I make a large scenario, I keep one eye fixedto the pulse time in ms, to see if it is still workable.
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But this is invisible when I have the right window open of contact status.
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Idea: the GPU description is long (and probably everybody knows his own GPU..?). Could the pulse time come first and the GPU type description go to the right (or removed completely)?

By the way thanks for the 64bit beta, this improved my pulse time a lot!
thewood1
Posts: 8574
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

"At this time waypoints cannot be made relative to a unit. For example, if you use flightplans for AEW or CAP missions for a carrier the aircraft will not move along with the carrier as the flightplan will remain static." from the MDSP Tutorial 6 tutorial. I have found this out in action.

My request is to make this a priority to tweak so that waypoints can be relative to a ship. Its a relatively big issue in an scenario with CVs. It takes quite a fit of fine-tuning to use any type of flight plan with patrols around a CV.
thewood1
Posts: 8574
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

A MDSP-like capability for ships. Being able to set up a path planning system that is similar to the flight planner and ATO capabilities would be very helpful in planning complex non-air missions and planning.

The alternative is opening up the reference points in a ship's path to more order types like lua code execution, mission change/activation/deactivation, event management, formation change, replenishment, detach ship, etc.

Either approach is to give more flexibility to scenario designers for ships that is similar to how aircraft can now be used.
morphin
Posts: 637
Joined: Fri Apr 26, 2002 6:51 pm
Location: Switzerland

Re: CMO RUNNING POLL - Gameplay feature requests

Post by morphin »

I would like to add the possibility to (temporary) take over full control of a unit that is in a mission whiteout to unassign it and later assign it again

For example you have a patrol mission with AC but you would like to manage the dog fight manually.
It would be nice that as soon as you give an manual order (directions, height, speed, emissions) that this AC is temporary unassinged for the missions (or make a hotkey to temporary unassignn from mission and assign it again).

It is very annoying to remember which AC belongs to which mission and doing a constant unassign/asssign for the Units you would like to temporary control manually.....

Thank's
Andy
Quark73
Posts: 109
Joined: Fri Nov 04, 2022 2:55 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

Since it has been delivered in 64-bit version "Weather/Day-night affects air sorties" can be removed fromm poll, to get the allocated votes free.
thewood1
Posts: 8574
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

Quark73 wrote: Tue Aug 15, 2023 7:49 pm Since it has been delivered in 64-bit version "Weather/Day-night affects air sorties" can be removed fromm poll, to get the allocated votes free.
Not sure its working yet. Last I checked.
Quark73
Posts: 109
Joined: Fri Nov 04, 2022 2:55 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

thewood1 wrote: Tue Aug 15, 2023 7:54 pm
Quark73 wrote: Tue Aug 15, 2023 7:49 pm Since it has been delivered in 64-bit version "Weather/Day-night affects air sorties" can be removed fromm poll, to get the allocated votes free.
Not sure its working yet. Last I checked.
Me neither, I rely on the change log.
Quark73
Posts: 109
Joined: Fri Nov 04, 2022 2:55 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

Add a hotkey for centering map on mouse cursor.
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