ORIGINAL: molchomor
- buildable SUs for axis (somewhere to put all that outdated equipment never used)
The game models the German side strictly from a historical perspective when it comes to su's and reinforcements. Maybe down the road when and if we ever get to see a War in Europe, then hopefully we will have a production model for both sides.
- introduction of the exact same system for units to change their tank types used as is already in place for flight squadrons to change their plane types (this woukld in turn solve alot of other "features" and complaints)
This was discussed quite a bit by the testers way back when and the design decision was to not allow this due to a number of historical production limitations.
- editable start positions (especially in '41)
You can do this with the editor.
- make axis able to actually use their initial air superiority for something (like using your JU87G squadrons to hit those tank armies and actually do some damage)
The air model is currenyly still being worked on. Some refinements have been made with 1.04. I'm sure more are forthcoming in future patches.
- The automatic usage of captured tanks for axis is just annoying currently. Like having 50+ captured t34s and 2-3 PzD:s using that type, but they never seem to stock up with more than 3-4 tanks each. Same for the Finnish PzD. Either fix so that types can be swapped as per the earlier suggestion to avoid this or fix the "feature" that seemingly limits the number of captured tanks in units.
I'm not totally familiar with how the sytem works, but I believe what happens is that a unit will request replacements automatically and production tries to provide them. If none are available, then it is possible for captured equipment to be used. I think there is a minimum number that needs to be in the pool. I have seen Soviet armored cars appear in German infantry units but this type of thing is out of the player control.
- and what is up with captured tanks btw ? The number seems very low. Like in my game, having killed some 50 tank corps and untold number of tank brigades and just a few tens of captured t34s ?
I would suggest asking this either up in tech support or in the general forum section where Joel or Pavel are bound to see it. I don't have an answer for that.
- A new button "Jump to next unit on rail". I find myself constantly scanning the entire bloody Russia for fear that I forgot to move some units that I am railing.
There is a train symbol on those units you have entrained, and if you have the mp value displayed, you can easily see which ones might still have movement, I would think that would be sufficient We run into problems with adding buttons due to interface limitations (you must accommodate different screen sizes) and I think pretty much most of the hotkeys are used.
- Limiting some things the AI does on normal or introduce switches. I don't want teleportations or unlimited CPs for the AI, need an option for that.
Read section 3.3.2 of the manual on what the ai gets at different difficulty levels.
- Possibility to streamline axis production (e.g. cancel Elefant production against some AP cost and start producting something else)
German production is strictly historical. That was an early design decision and won't change for WitE. Maybe if War in Europe ever comes about we will have full production flexibility on both sides.
- add some graphics to indicate that a unit in the current stack is withdrawing within say the next 5 turns. Not something that sticks out much but enough so you can spot it while scanning the front. Firing up your round and seeing gaps in your line is not funny.
The Reinforcement/Withdraw schedule provides very specific dates on when units withdraw but finding where they are at times can be a problem. There are a couple possible hotkeys still available, I'll see if this one is doable.
- Popup to warn that your HQ will be displaced if you carry out the move (just annoying if it happens, having to reload and replay)
Everyone of us testers has had that happen on more than one occasion, so you can bet this one was discussed. I don't think a pop-up would work with the way the engine is designed.
- add some incentives for capturing cities. Morale bonus for Soviet units that cap a city, a chance of capping some armaments/resources/HI for axis ?
You can capture resources and oil factories but everything else is destroyed if taken. Victory points are allocated for certain cities in the various scenarios, so the incentive is already there. Not just vp's though, you deny the enemy the manpower and use of any factories that are destroyed.
- Radar units for axis ? Radar was a big advantage not modeled in the game.
I don't know how widespread this may have been on the Eastern front. We have some pretty good researchers and if it isn't there then chances are it either wasn't or not in any significant capacity. I would ask this up in tech support though, Jim or Trey would be the guys that could probably answer this one.
- armored train units

Would basically work as an FBD with some combat value, bound to use tracks.
This was a tester suggestion, and I think due to the scale of the game, armored trains just wouldn't work.