ORIGINAL: Graymane
1. Use a modern windows GUI instead of that DOS-like stuff we have now in the dialogs. I see that you have already done it for the selection of campaign folders, why not do it for the OOB and Force editors and everything else? Imagine how much easier life would be with a tree view?
Even just a scroll bar would be something.
2. Supply changes. This isn't well thought out by me yet, but I think we should have to trace a supply route, not just have it automatically there on every single hex. Supply source to an HQ along roads/rail for example. Supply dumps, mobile supply? Don't we have some of that now? I haven't really checked I guess. I would somehow like the ability to turn off supply and replacements for certain units to force that stuff to go to my more critical units over and above the percentages that can be set in the editor. I want to be able to decide during the campaign based on what is happening. I dunno, I have to think more on this,
For most of these things, supply is going to have to be quantified- e.g., x number of tons instead of just an abstract level. That opens a lot of other possibilities.
I think supply (or being out of supply actually) has too big of an effect too soon in an operational game. I like Dupuy's take on this, especially as applies to WWII and how being out of supply was a lot less critical than people think. I don't know, I don't really have a good way to think of this yet =)
It depends on the type of unit. Really, one wants out-of-supply artillery to be useless, but out-of-supply infantry to be fairly potent- I'd say about as potent as it is now.
3. Command, Control and Comm. I guess maybe doctrine is included in this. I don't think enough attention is given in war games to how much this matters. While a lot of grogs like to argue in the details of every piece of military equipment ever invented and rate them against each other, at the end of the day, armies like the WWII Germans beat the crap out the Polish, French, Russians, English, Americans and everyone else early on not because of their equipment, but because of their C3 and doctrine. Pz I, II, Czech and French tanks were not the most sophisticated tanks in the world when the Germans used them, but the German C3 was. If you read the memoires of a lot of the German commanders (Rommel, Guderian, v. Manstein, etc), I am struck to the extent to which they lead from the very front. Directing regiments at times over difficult parts of the campaign. The decision cycle of the german was light years faster than everyone else. The french (and others) would have to relay intel and command through layer upon layer of HQs before a decision could be made. Their doctrine and training emphasized initiative and leadership at a lower level. I don't think this is modelled well enough in TOAW or many other games for that matter. I'm not even sure how to model it either. Different stacking limits, more movement or rounds allowed, permanent shock modifier, different loss rates, die roll modifiers? I have no idea. Without something like a "command point" pool and a spending rate allowance, I don't know how to model it.
There are a couple of ideas I've seen tried out, in particular in Colin Wright's Sealion scenario;
The British suffer from 90% shock for the entire scenario, but all units have their proficiency boosted. The overall effect is that these units will tend to attack and defend to the last, but one in ten formations will just not co-operate each turn. This makes it very difficult for the British to fight a mobile battle. For example the last turn of this I played I have 43rd Wessex division (one of the best I have) strung out in a salient, and I can't move it. Of course, I just wiped out 8. Panzer so... but I digress.
Second, some HQs have static support squads instead of regular ones. This requires a modified database which isn't currently possible in TOAW III. If these HQs move, all the support squads are lost and formation supply is halved, making it difficult to fight a fluid battle. This works even better if the HQs have a lot of the division's artillery.
Naturally force proficiency is also low, so the British tend to get a lot of early turn endings- again, encouraging them to force a static situation on the Germans rather than retreat and counterattack.
A much more radical alternative would be to actually put a delay in the execution of orders for certain units; so anything done by a French infantry division has to be planned a day in advance. This might be very difficult to do, though.
4. Air warfare. I wish I could specify an area to do interdiction.
Yeah. Likewise for all missions. There's a complete proposition for this at TDG.
6. I want to blow up rail/road lines as well as bridges.
Rail lines is kind of done automatically. Road lines are difficult to demolish, and when demolished are easier to repair. I'd say this isn't really going to be done except for things like mountain passes; then you might like to just put a river under the road hex and create a false bridge.
Also, I think the priority should be for the scenario designers to get what they want because that is what is going to keep this game going in the long run.
Mm. Ultimately, TOAW lives and dies on the quality of its scenarios. So the best improvement to the quality of the game will come from better tools for designers.