-Refitting, let the player decide which teams get replacements, these are accordingly limited and finite, but could get restocked every day or so.
-Upgrading, not at the extreme of CC3 that spans several years, but say upgrade an ad-hoc team to a rifle team, an AT gun type A1 to a Type A2 which is the same gun but with more tungsten rounds or something.
-If a BG/unit gets surrounded (Strategic/tactical map respectively), they start next battle with whatever ammo and weapons they finished with from last battle even if they are captured weapons. Morale and stamina penalties. Cannot refit or switch teams from BG/Unit.
-Let the player be represented on the Battlefield commanding a company, be it random or let him decide.
-Company commanders have the appropriate rank. Platoon commanders too.
-Let the ammo have its own Data sheet so we can name it and modify it more thoroughly. Name of ammo being used appears in-game in some way next to the weapon used. There's a lot of wasted space in the soldier monitor.
-Immerse the player in the game. Take notes of CC2 videos and briefings, of CC3 detailed operational history of every soldier which could be modified to represent battles instead of operations fought.
-Strategic Ambush. A BG could be ordered to hide and after certain number of turns and depending on the terrain, it could achieve ambush status, if enemy BG enters Ambushing BG map, some sort of penalty occurs like: Enemy BG forced to deploy in column, Enemy units get -2 morale levels while ambushing BG gets +2, etc
-More infantry survivability.
-A "Hide" command, units in Hiding do not shoot and do not ambush. Just hide. In case the enemy is right on top of them, I suppose hand to hand combat ensues. This already happens if you run into an ambushing team from behind or run into them really fast.
I liked these:
ORIGINAL: Cathartes
1. inability to identify enemy unit and number of men until you are right on top of or immediately adjacent to unit, or enemy unit is running in the open.
2. VL capture remains unknown unless your own units are immediately adjacent to or have captured VLs.
4. Misidentification of units possible: e.g. a PzIV can be mistaken for a Tiger (we know the difference in a game, but soldiers in heat & excitement of battle did not see so clearly).
5. Tracked vehicles & tanks should be identifiable as such before LOS is established. Enemy could hear a tank coming before they saw it. Not sure how this would be displayed on map except that there could be an icon for "supposed" position that remains outside of LOS.
ORIGINAL: Pvt_Grunt
Dynamic sounds for tanks and vehicles, if the vehicle is on the screen you should hear it moving. The sound should fade as the screen is scrolled away from the moving vehicle. This would make a hidden / still tank more of a suprise.
And so excited about this making the cut:
ORIGINAL: Steve McClaire
ORIGINAL: xambrium
ohh nice!
Another wish, infantry riding on halftracks?
This has been under discussion and is pretty likely to make it in. But I don't want to promise specific features until they're set in stone. So please take it as 'maybe' at this point.