Until then, I hope some of us can accept some reasonable substitutes. After all, face it, it's probably gonna be a long time before we see new planes added. We could take a look at what we have to work with and work up some skins. That being said, that doesn't neccesarily commit any CT staffer to enabling those planes ... but it would be nice to have the skins ready just in case we decide to try some subbing for awhile. They can always be turned back off. I would like to see all the terrains worked up including all of the skin subs that are developed. It's always nice to have options.
I've also liked the idea of game dynamics including research and development that is directly linked to a country's resource reserves. That way both sides can start out with early planesets and from that point on the introduction of new planes and vehicles is hinged on their own decisions to invest in R&D as well as their ability to keep their industrial infrastructure intact.
For instance ... if the Japanese players (or their ranking commanders) decide to develop the Tony as fast as possible, they can invest resource points from their industry to do so. Since this would be a constant map, we can't actually model material being attrited from strat bombing nor can we actually model the shifting of resources from a production line to a research facility. But maybe we can simulate it by assigning key industrial centers "research points" or "production points." These factories would then be specifically tasked to build a certain type plane or vehicle *(ports ships even?) and the number of fields that can up that type of plane or the number of ports/fleets that are activated or shut down can be directly related to the points assigned and the distribution of those points by the players. This, of course, would have to be maintained by the CT staff.
Conversely, the players could decide to develop newer and better planes by taking production points and redesignating them as research points. Then that particular facility is working on the development of the new plane or vehicle.
Such a system would make things more dynamic and instead of introducing planes on a predetermined calendar date, either side could try to bump it up a bit (or they could even decide to slow it a little and have more bases providing the types of planes, vehicles and boats they already have available).
This also adds some dimension to the strat bomber dedicated players (given each side has developed decent bombers to do this). Of course, the precise information of what factory is building or developing what should remain a secret of the CMs that are being entrusted to maintain the system, I suppose. Unless we get even fancier and try to come up with some way to implement intelligence gathering.
Yeah .... it's a tad bit but I think it's doable and may be worth looking into. But then again, think tanks often come up with all sorts of pipedreams. One player's pipedream is another's pipe filling.
Whew!
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(By this we could make sure that the map or maps actually have several ports and fleets designed into them but not all of them neccesarily have to be activated until the fleets are actually built. Each side starts out with a certain number of fleets - I suppose in an early war setting the Japanese would have a considerably larger amount of tonnage afloat than the Allies - and as industry is managed, whatever is put into fleet production can enable new fleets. Conversly .... fleets that are sunk may actually stay sunk until they are replaced with new fleets built.)