Ok, here's my two posts from the F8F thread:
Surface Fleets:
I would add several classes of each ship type, covering the Early, Mid and Late war periods, and include vessels from the four main navies (USN, RN, Kriegsmarine, and IJN). I'd expand the types of fleets as well. IE:
Carrier Battle Group - Surface fleet essentially as it is now (CV, CA and DD escorts) but remove LVTs and PTs, cannot pass within 25 miles of shore.
Light Battle Group - Surface fleet with a CVL and CL in place of the CV and CA (CV vs. CVL can be determined by tonnage. IIRC, most British CVs would be considered CVLs rather than full-sized CVs).
Bombardment Group - Surface fleet replacing CV with a BB.
Landing Group - Consisting of 1 CVE (limited plane set; TBM, F4F, FM2, A6M, B5N, D3A, etc.) 1 LST (LVTs) and escorts of DEs.
Removing landing craft from the CV and BB groups means those two battle groups will now be a bit more realistically used, especially if you increase their closest approach to shore out to 25 miles (distance chosen since that's how far two bases on land should be) for the CV, and perhaps 15 miles for the BB (should still place it in guns range of shore targets). The landing group will be able to approach close enough to deploy LVTs (with the LST acting as a VH; destroy that and the group can't launch LVTs), but the reduced AAA capability means defenders don't have to deal as much with enemy AAA OVER THEIR OWN BASE (which I know frustrates EVERYONE).
Include a couple different classes as appropriate for each ship type from each country and for each arena. Say, an EWMA American-style CV group would consist of one Yorktown-class carrier, one Brooklyn-class cruiser, and several Clemson-class destroyers (I went with the four-pipers because numbers -- 156 of those were built -- and because the four-pipers would be visually distinctive).
This would have the ADDED bonus of providing more options for scenarios and special events. Imagine a Midway scenario where the Japanese fleet is made up of Hiryu, Soryu, Akagi and [/i]Kaga[/i]-class ships vs. three American Yorktowns (have fun with those starboard-side islands on Hiryu and Akagi, kids). ESPECIALLY if the new decal system HTC added to show the chess pieces could be extended to displaying a deck number based on arena settings, instead (so Yorktown, Enterprise and Hornet could all be properly numbered).
Ground War:
Rather than introducing an FPS game for infantry, have each "Army" act sort of like a CV. Armies deploy from a new base type (Camp), which can also launch GVs. Going to the army takes you to the Command Post. From the CP, the player can either spawn in a GV from the "motorpool," or issue orders to the army itself (move to a position, entrench, or attack a position). Say, an army that's moving or attacking will be shown in groups of fire teams, say with riflemen, mortars, bazookas, etc. An entrenched army would have machine gun nests, entrenched riflemen, mortarmen, etc. I'd also give tankers the ability to "dig in." It takes so many seconds to go into effect, and once dug-in the tank can't move (except, obviously, its turret). A dug-in tank decreases its icon distance, making it harder to spot, maybe even earthen berms around it to protect it from enemy fire. In order to move again, the tank has to first take so many seconds again to take down its camo netting, sandbags, etc.
Armies can capture Fields, Bases and Camps, which would also be defended by AI ground troops (these defending troops would not be player-controlled). The number or availability of AI ground troops would be determined by the condition of troops at the base. IE, knocking out the barracks at a base means the base doesn't have troops available to defend itself (or deploy additional troops if there are already defenders spawned). Progress of the ground war would then be affected by these factors:
1) Directly attacking and/or defending infantry positions via air or ground.
2) Interdiction of supply convoys or destruction of supply depots.
3) Attacking/defending strategic positions (bridges, etc.)
The army would have a given number of troops. If enough troops are destroyed, the army is destroyed. The army is reinforced by supply convoys (which would launch from supply depots) or player-delivered supplies via air-drops, M3s, etc. The players would also be responsible for providing armor support to the ground troops.
Now, I would NOT eliminate the ability to capture bases via C-47s and other troop carriers. HOWEVER, bases behind enemy lines would suffer penalties, such as:
1) Unable to repair itself/doesn't receive AI supply convoys.
2) Random enemy AI troop spawns at the perimeter (you're behind enemy lines, do you REALLY think the enemy isn't going to try to take it back)?
That means that if players capture a base behind the lines, the PLAYERS have to take responsibility for defending it.