ORIGINAL: m10bob
Gosh, it has been a while since I played it, but in Grigsby game CARRIER STRIKE, the search planes would go out and locate enemy TF's and give a description of what they found, (2cv's, 4CA's, 3dd's),etc..Over a few such search flights, maybe the description of that TF would change and give the player a better idea of what the TF really consisted of.
The player then had the option to arm his planes for the target and launched them at a specific hex/target.
If the planes arrived and nothing was there, the player could then designate them to either "loiter", or move to the nearest known/reported enemy TF..
While this is tactical in nature, the scale was pretty much the same as what we use now in WITP..
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As I remember in Carrier Strike:
(i) Search planes were launched in an arc around a player-set central direction, with 10 degree intervals
(ii) Search planes could report part or all of a task force in the correct or wrong location
(iii) Multiple search contacts would make false sightings disappear
(iv) Strike aircraft were armed and could then be launched towards any enemy land base or search contact within range
(v) Air strikes could be redirected but this required the launching carriers to break radio silence (and give away their position)
(vi) Strikes would only loiter for 1 turn over a launching carrier group that did not move, or for several turns when one square right of a target that could not be found.
Scale was 20 minute turns, 17 mile staggered squares.
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The thing I would most like to have from Carrier Strike is an ability to search in particular directions. For example, patrol planes from Tarawa might be ordered to search towards Kwajalein and surrounding hexes only, rather than searching in every direction. This would make small groups of scout planes both more useful, but also more limited if t searching in the wrong direction\place.