Perhaps the player could choose one of a handful of "policies" (e.g. protect Refineries, protect cities, etc.). Newly produced flak would be allocated based on the policy, and some existing flak would be moved to better fit the new policy. All movement would be done programmatically, so the player wouldn't have to micromanage flak placement, just choose a broad policy.
Yeah something like that would be fine too. That would actually help the AI too since I suppose we could check what was being concentrated on/weak and then move flak accordingly.
The "tactical" and "strategic" combat was largely separate from what I remember. Dogfights were at high altitude, so the Hurricane/Typhoon/Tempest line couldn't much influence that, and the flexibility of the medium bombers didn't make up for their weakness. I think the only dual purpose fighter (at least for the allies) was the P47 line, since it was a good escort, and could be used in the ground attack role.
Perhaps the way to deal with the situation is to make the production of "tactical" aircraft necessary for progression of events on the ground (or delaying them in the case of Germany). "Dual use" aircraft can be temporarily assigned to tactical duties to speed up progress (or, maybe, progress sometimes needs temporary increases). This "assignment" doesn't really make sense for Germany, since a fighter could reasonably defend against both strategic and tactical attacks. I don't know exactly what to do, but I think it is important to have some consideration for the use of tactical aircraft. I guess there is also the issue of attacking aircraft on the ground to keep.
I think we just need more targets at the tactical level that are meaningful that we couldn't have before due to unit slot limitations. Also I intend to have "ground forces" units that have a benefit to attacking/weakening but just you wouldn't need to actually conduct a campaign with them. In Gary Grigsby's (GG from now on I guess) you had, at times, targeting limitations. So, when Avalanche was going on or Overlord was being prepped, the tactical fleet would only be allowed to target railyards, army units, etc.
There were also political targets like U-Boat pens, Sub bases, and V-1 launch sites that from time to time one would have to attack.
My argument would be to have things like army units and such political targets not be destroyed, but take damage of course. Then we count how much damage the totality of certain units have, perhaps in certain zones, to move the campaign map along. So, the tactical fleet would influence how fast the Allies advance up Italy, for example, by how badly mauled the Axis forces in the region are, giving them purpose. There's an advantage to advancing because one, it will reduce the number of cities the Germans have, and two it brings more and more targets into range.
In my mind the tactical fleet attacks the German army, the trains (if we have them, but they were such a prevalent target its hard to stomach removing them), V1 sites, airfields, and maybe some other targets we didn't have last time (dams?)
Well, I didn't want to pressure you into building a new scenario when the original idea was to "fix" a scenario that already exists. If you're interested in a ground-up build/rebuild I'm fine with that, but most of it would be your work.
I mean honestly I think it's necessary. This was built when the base ToTPP offering was far different than now. Also I just feel like it's all such spaghetti at this point that starting fresh would probably be easier on both of us than figuring out where what is.
Ideally I'd like to make everything less complex.
-I think we should keep radar and probably just automate it each turn without any need for a key. Wipe it at the end (I do think radar should be tied to some improvement now and just be where it is for the entire game, though perhaps not all cities start with it built--we had allowed the key press so it could be deployed).
-I think flak should be automated both in where it goes, and how it fires. Probably the only flak unit to move manually would be the flak train, if we keep trains.
-Get rid of the Battle of the Atlantic. Have it be a political target instead (basically you either attack these on your own early/fairly often or you get stuck targeting them because you can't bomb anything else for a bit)
-Simplify combat somehow... Probably add a little "H" to units that are good at high alt on the icon too to help folks and not make everyone know what each aircraft does.
-Probably use the counter system for fuel instead of money. Honestly with counters we could tie in things for like armaments, electricity (which was a huge target we didn't have in last game).
-I think the game should start at the Schweinfurt Raid and probably with the bomber stream already in the air, on its way to it. This is a pretty good start too because it's right before Avalanche (if I can include Italy) and also the Americans will have many bombers available but only 4-6 squadrons of P-47 (I'd have to check how many exactly).
OK, that's still going to be a lot, particularly when you have to program a semi-intelligent AI controlled campaign. Which will be the human controlled side, and which the AI controlled side?
There's no way for it to not be a lot but the goal will at least to make it something you can pick up and play where you aren't wondering "am I forgetting something" or feel like you need to read a 40 page manual and memorize it to have a chance. There was a lot of stuff in the old version you had to attend to. If we can at least make it so you're basically moving units, prioritizing production, and picking the research path, I think it's manageable for the player.
The goal would be to make it playable from either side. The irony is it might be the first scenario where it's actually harder to get the AI defender to play appropriately than the aggressor. It should be pretty easy to chart 8th Air Force raids (one could even have many historic raids