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

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blu3s
Posts: 300
Joined: Fri Jul 08, 2022 9:45 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by blu3s »

Natural order in the name of the aircrafts in the mission editor. Now it appears W #1, W #10,W #11, W #12, W #2 W #3 and it would be more helpful if it was W #1 W#2... W#10 W #12...
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DavidRN
Posts: 85
Joined: Tue Jan 17, 2023 8:41 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by DavidRN »

Hello

The ability to have missile systems that can be retargeted in-flight e.g SSM-700K C-Star

DavidRN
Dimitris
Posts: 14478
Joined: Sun Jul 31, 2005 10:29 am
Contact:

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Dimitris »

DavidRN wrote: Thu Apr 06, 2023 8:54 am Hello

The ability to have missile systems that can be retargeted in-flight e.g SSM-700K C-Star

DavidRN
Pretty sure that's already possible, as long as the weapon has a datalink connection to a suitable platform....?
DavidRN
Posts: 85
Joined: Tue Jan 17, 2023 8:41 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by DavidRN »

Dimitris wrote: Thu Apr 06, 2023 8:58 am
DavidRN wrote: Thu Apr 06, 2023 8:54 am Hello

The ability to have missile systems that can be retargeted in-flight e.g SSM-700K C-Star

DavidRN
Pretty sure that's already possible, as long as the weapon has a datalink connection to a suitable platform....?
Thanks for that!
DavidRN
Posts: 85
Joined: Tue Jan 17, 2023 8:41 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by DavidRN »

Hi

This would be good, any plans for this? ....

Here Is Our First Look At Japan’s Type 12 SSM (Upgraded)
https://www.navalnews.com/naval-news/20 ... -upgraded/

DavidRN
Parel803
Posts: 821
Joined: Thu Oct 10, 2019 3:39 pm
Location: Netherlands

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Parel803 »

David,
Not sure if I understand correctly but did you chaeck: https://github.com/PygmalionOfCyprus/cm ... sts/issues
beste regards GJ
DavidRN
Posts: 85
Joined: Tue Jan 17, 2023 8:41 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by DavidRN »

Parel803 wrote: Fri Apr 07, 2023 8:02 am David,
Not sure if I understand correctly but did you chaeck: https://github.com/PygmalionOfCyprus/cm ... sts/issues
beste regards GJ
Thanks I have signed up and will add the weapon request.

DavidRN
User avatar
SchDerGrosse
Posts: 123
Joined: Mon Dec 17, 2012 11:33 pm
Location: Hungary

Re: CMO RUNNING POLL - Gameplay feature requests

Post by SchDerGrosse »

Heres a really trivial thing thats been bugging me for a while now.

It would be awesome if had a "toggle feature" for the "hide non-available" button regarding aircraft on ships.

It is really annoying that I have to enable it each and every time I go into the aircraft tab of a given ship. Coding it would take like a minute I assume.
Quark73
Posts: 109
Joined: Fri Nov 04, 2022 2:55 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Quark73 »

I guess the weather/night feature can be taken from poll. Thanks for implementing.
artao5
Posts: 108
Joined: Fri Feb 24, 2023 7:24 am

Pop-Out Windows for View Layers and Map Settings

Post by artao5 »

I commonly find myself wanting to adjust several things at once in both of these menus. It would be very very useful to be able to leave them open as a separate window so we could manage more easily what is displayed and how.
Regarding implementation: Perhaps rather than two windows, one single window with tabs for each. Or even a simple two-column window could work.
artao5
Posts: 108
Joined: Fri Feb 24, 2023 7:24 am

Separate Sub-Forum for Feature Requests

Post by artao5 »

I see nowhere else to suggest this.
This thread is all a bit of an overwhelming mess. Having the poll is GREAT! But requests would be much clearer if feature requests had their own sub-forum rather than a single thread. Then they could be discussed and would be more visible overall rather than be buried in a 29-page-and-running thread with a low signal-to-noise ratio. Just as with bugs each having their own individual threads.
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lumiere
Posts: 176
Joined: Tue Mar 19, 2019 10:38 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by lumiere »

Today's my wishlists:
[*] Line/bearing tool show line and circle like those of SCS Sub Command/Dangerous Waters: https://imgur.com/a/fc02eht

[*] Databox show true bearing/relative bearing from selecting unit: "25nm/135deg/184deg from selected" (contact's relative bearing useful for entering sub's buffle, "xxxdeg" until contact heading known however).

[*] Surface ship/submarine components, in addittion to weapon damage, are automatically destroyed along with overall damage (avoid unrealistic/gamey "taken 85% damage but many of weapon/sensor still work and aircraft can land" situations):

-25-30% damage randomly destroys 1/3 components. Aircraft landing no longer possible even with operational air facilty (takeoff only). Submarine could dive 2/3 of max depth.

-50-60% damage randomly destroys additional 1/3 components. Aircraft takeoff/landing no longer possible even with operational air facilty. Submarine could dive 1/3 of max depth.

-75-80% damage destroys all components. Submarine must surface and cannot dive again. (reference from Harpoon V rule)

[*] Sound fx for guided bomb launch, especially for long range weapon like walleye or SDB. This is rather notification purpose and could be use same sfx as other weapon launch.

[*] Recognize naval mine as event trigger target unit (to create "mine has laid at area" event).

[*] Shortcut for show/hide unit/contact slug trail
"How Do You Stay Calm With A 7,000 Ton Nuclear Predator Listening For Your Heartbeat?"
mikerohan
Posts: 110
Joined: Wed May 23, 2007 1:23 pm
Location: Western Europe

Re: CMO RUNNING POLL - Gameplay feature requests

Post by mikerohan »

Possibility to hide weapon range circles for neutral units.

That would aid to keep the uncertainty in scenarios where fishing boats and the like are used to "hide" pirates and the like.

Identification on the type of boat can be done from a distance, of course, but identifying if the boat carries a RPG would require to close in. Now, as soon as the boat is identified, a weapon range circle tells you something you should not know.
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Of course, switching off range circles completely is a workaround, but I would like to keep them for hostile and unfriendly units at least.


Range circles visibility based on posture would be ideal, but that could be more difficult to code.

Cheers!
mikerohan
Posts: 110
Joined: Wed May 23, 2007 1:23 pm
Location: Western Europe

Re: CMO RUNNING POLL - Gameplay feature requests

Post by mikerohan »

Capability to refuel at an airbase keeping the weapons already loaded ...

I'm not trying to "game" the ready times. I see and appreciate their importance, but I have found this situation: bombing a group of ships in a given area with a Sea Harrier; two sidewinders left; refuel at a FARP and ready to ferry to original airbase; the two sidewinders are left at the FARP;

I haven't found a way to "keep" them for the return flight (without going into the editor, of course)

Cheers!
artao5
Posts: 108
Joined: Fri Feb 24, 2023 7:24 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by artao5 »

mikerohan wrote: Sat Apr 15, 2023 1:13 pm Capability to refuel at an airbase keeping the weapons already loaded ...

I'm not trying to "game" the ready times. I see and appreciate their importance, but I have found this situation: bombing a group of ships in a given area with a Sea Harrier; two sidewinders left; refuel at a FARP and ready to ferry to original airbase; the two sidewinders are left at the FARP;

I haven't found a way to "keep" them for the return flight (without going into the editor, of course)

Cheers!
+1
I have had it happen where, for instance, two Seahawks take off rather than one accidentally, so I immediately RTB it; it's still hovering next to the ship basically. It still went into the full 3hrs of ready-ing, which messed up my patrol cycle.
Last edited by artao5 on Mon Apr 24, 2023 11:40 pm, edited 1 time in total.
artao5
Posts: 108
Joined: Fri Feb 24, 2023 7:24 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by artao5 »

A "Max units/formations on-station at once" setting.
Many times I have set something up wrong or there's a bug where a mission sends up too many units for some reason. It would be useful to hard-limit the number of units that can be on-station at once.
Perhaps I am misusing or misunderstanding the '1/3 rule.' If so, please elaborate.
DavidRN
Posts: 85
Joined: Tue Jan 17, 2023 8:41 pm

Re: CMO RUNNING POLL - Gameplay feature requests

Post by DavidRN »

Minimise button for air ops

DavidRN
sparky577
Posts: 23
Joined: Sat Jun 18, 2016 5:11 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by sparky577 »

Is there any plan to implement fuel usage?

For example, as each vehicle rearms and loads, it could draw down fuel from the host facility. This would make underway replenishment and petroleum supply ships/flights/truck convoys more relevant to large scale long duration scenarios.

It could also provide another layer of operational detail to forward arming and refueling points and isolated island air & naval bases.
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Nikel
Posts: 849
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO RUNNING POLL - Gameplay feature requests

Post by Nikel »

Add an estimation of human casualties to the losses, KIA, missing and wounded.
thewood1
Posts: 8574
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO RUNNING POLL - Gameplay feature requests

Post by thewood1 »

In exclusion zones, can we get unit speed, heading, and maybe height as a parameter for being hostile/unfriendly? I have read several accounts with earlier radar that a ship target was determined to be hostile based on the speed and heading. In the battle of Latakia, the Captain of one of the Israeli missile boats made hostile declarations based on the fact he knew a Syrian ship was heading back to base and was at 40 knots. That was much faster than commercial and private ships in the area.

This is something I have wrestled with for the AI for a few weeks. I have worked out a rough lua approach, but its relatively fragile and not easy to transport from scenario to scenario.
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