How can I find my *true* battle losses for a battle? As both sides have fog or war applied to them during the turn playback I am left guessing as to what really happened with regards to my own troops, how many I lost, etc. I think the player needs to know an accurate account of the battle from his perspective.
Yes, I never could understand this one - it seems as if military guys could not count their own losses. After a while you just divide the numbers by 2 or 3. It is probably more like oversight or bad design decission - it should require small amount of programmers' job to change it.
All in all i think they improved the UI a little bit compared with UV, although there are still some problems with base screens (like showing the units from previously seen base in spite of selecting the new one), encyclopedia (you always have to scroll the list after seeing a unit info - it does not remember current selection) and others. There are probably too many pop up windows - especially when choosing TF destination. Pop up menus would be nice addition.
Other UI things that could be changed:
1) Resource/Production screens - no filtering/sorting of any kind
2) Aircraft Losses screen - try to seperate Japanese or US losses - same thing no filtering/sorting.
3) Aircraft Replacement Pool screen - would be probably nice to keep R/D and Current Production separately or again be able to filter/sort.
4) Ship Availability screen - sort by ship class name would be good addition.
4) Ship Information screen - it is done somehow inconsistently - sometimes the AA, ASW and ship class values are displayed sometimes not (ea in encyclopedia, through Ship Availability screen etc).
5) Ship Encyclopedia - it would be nice to display base ship armament and ugrades in a single screen (scrollable??) instead of listing virtual ship classes for every upgrade. Sorting would be nice also.
6) Combat Report screen - maybe breakdown into naval, air and ground - sometimes it gets huge and is difficult to look through.
7) OP Report screen - I don't know what is the purpose of this. Allies have ULTRA so at least they can get meaningfull messages. For Japanese, sighting report: Allied ships at 113, 49 Moving... has no value because there are no hyperlinks to the sighted TF. Moreover there are reports about what allied recons saw that clutter the screen.
8) SigInt screen - see 7.
9) Active Ships List creen - info about ship class should be there. Lets say i want to find out all ships from some class to prevent them from being upgraded. How can i do that?
All things mentioned above should be fairly easy to implement (as they are actually implemented in some screens). The most important would be hyperlinks from all the Report screens. When the location is a base, there should be possibility to go to that base info screen - now by pressing this it just sets this location as current one and shows it for a split of the second. Just making the UI more consistent would improve the feel.
As for the game play I would like to see following things:
1) Way points for the TF - human and AI managed.
2) Target selection for air groups (like merchant, career force, surface force) - range selection is nice but it does not prevent AI from attacking unimportant targets with too many planes. It is one more thing the player would need to remeber about but I don't have a hope AI will be improved to the extend that would solve that problem. Of course when career TF is in the range it should take all the attention - defence of the mother TF should be primary target. But for example for the Japan it would make a difference in the later stages of war - attack naval military ships (suicidal with Japanese planes) or merchant convoy?? It would just enable player to choose its own strategy.
3) We have something called airball for bases. Would it be possible to assign that value to the hexes rather than bases? AI screws things when it comes to escort assignments. Near PH my TF launched two air strikes - one against some merchant TF - this got huge escort, and the other against few ships in PH hex. 30 planes were sent without single escort and were killed by few Allied planes. It should be modified somehow - for example when TF is attacked only CAP and TF AA is counted to the airball etc. So the actual airball value would change between mission types and depending on that AI would make the decission about escort assignments. The actual strike force size would have secondary weight in the decission.
4) What is the upgrade path for? I should say why do we have it at all? Player has the controll over the production and R&D. Why can't he choose the planes for airgroups freely? Now I don't have the means to streamline the production - Ki61, Ki45, Ki84, Ki100, many strange recon planes and so on. Constraints such as naval and army planes seems enough to me.
5) True free ship production. It would be nice to have the possibility of adding new ships to the production que. I need more escorts of some type? If the design (its armament) was available I should be able to order additional ships. All I need is the required resources and production capacity.
6) Generally, game should avoid taking into account historic statistics values - if the player is doing great as Japanese he should not be penalized as historic statistics have nothing to do with his current situation. The pilot training levels is the example - lets say I care about the pilots and prevent excessive losses. Now it does not matter at all - you get crapy pilots no matter what. Maybe something like pilot instructor pool would be a solution. I think someone proposed this earlier - send experienced pilots to the pool (they can even loose some exp points as not beeing engaged in active combat duty) but in return get some training points and get fresh pilots with improved exp values.