((I believe Wodin is working on something like this right now?))
So why not.....
Expand the existing level of command right down to individual squad/team/vehicle level. Obviously the map detail would have to be seriously revamped to achieve this. The same AI principles of command ops - orders, planning, reassessment, sop's, real life tactics ect would apply using a faster decision cycle at the localised tactical level.
Its a lot of work I know but the reason for doing this is threefold:
1: You'd get a less abstracted and thus more realistic combat result.
ie instead of company A fires at company B - company B retreats, the result would be the actual on-going platoon/squad combat.
2: The player will now have both an operational & tactical level game.
A player could zoom down to a formation which has just received its orders and then lead that formation as well as commanding the operation as whole. Its up to the player what levels he plays at.
3: This would broaden the potential audience.
As well as being the most realistic operational simulation command ops would also be in a league above existing ww2 tactical games - driven by the believable decisions of the ComOps AI while generating endless tactical situations that would be part of the greater battle unfolding simultaneously around them. Also the involvement factor is deeper when following the unfolding drama of the men themselves in relation to the bigger picture.
...and maybe in the far future...the operational level could be played out on a 2D map in the style of the time from which you could then zoom into a 3D representation of terrain and troops...
This has been a consideration for the game dating back to COTA and an effort started there to implement island warfare in the Pacific.
Since that time, RangerX3X has developed an Estab reflecting the US Marine Corps structure in World War II over the past few years.
RangerX3X and I are collaborating with Bletchley_Geek and CapHillRat on developing a series of scenarios centered on the three week confrontation between the US and Japan on Saipan in June / July 1944.
Saipan was selected because it was the Allies first break into Tojo's Inner Defense Zone, which cut supply to Japanese forces in the Central Pacific, protected supply routing through the Central Pacific to Allied operations against Japan, and provide a base which allowed the B-29 strike force of the US to bomb viturally any industrial center in Japan, most particularly Tokyo.
Saipan also was the first Corps level operation in the Pacific, involving two Marine Divisions and one Army division against a Japanese division and independent combat brigade defending the island. The land area, duration, and complexity allowed for Command Ops operational level structure to be used efficiently in crafting the battles.
Details of the progress are contained in RangerX3X's PACOPS Blog: http://pacifictheateroperations.blogspot.com/
The critical effort is focused on defining the Japanese, Amphibious Warfare, and naval platform not designed in existing CO Estabs, but used extensively in the Pacific campaigns, developing a Japanese force structure, and defining Japanese doctrine for that force structure.
The initial scenario is being designed to be adaptable to use dismounted operations and transport operations (primarily amphibious warfare) when CO2 is released.
In addition, the foundation can be used to support small unit operations on the Coral atolls in the Gilberts and Marshalls, and the use of limited formations to control large expanses of terrain in the Solomons and New Guinea.
If you're interested in more information, see RangerX3X's blog and his posts of updates in the Command Ops forum.