I would like to set forth that this is bar none the most important thing PDX needs to be working on (outside bugs) for HOI4.
The Naval game needs a total rework, and I don't say this as one of those "ewww I hate the navy" types I say that as a "I prefer playing the majors with navies" type.
1. Admiral system and how they earn XP needs to be reworked. We can keep the 10 "fleets" per Admiral thing as default but the amount of ships they can command tied to their rank. It's silly you wipe out an entire Japanese navy, or most of it, and never gain a single trait? How? Why? Admirals XP needs to be directly tied to destroying ships, length of combat etc doesnt work or make sense. So example Sea Wolf is gained sinking 100 convoys. Air Controller is gained by 5 capital ships sank by carriers. Ironside is gain by sinking 5 capital ships or 50 screens with BBs or CAs. "Terrain" is earned by patrolling those areas for say a year. I patrol open waters a year they earn open waters. Yes I know that means they could in theory earn two at once then split the experience based on the percentage of the waters they are in: 4 zones - 2 open water, one coastal, one green: in 1 year of performing missions in those zones my admiral is 50% to Open water and 25% closer to Inshore and green. That's far more logical than the current system and we'd actually have progression.
Also the way to kill the death stack will come through limiting the ships they can command numerically. Sure and admiral can have 10 fleets but say those fleets can't be more than 100 ships total altogether with a rank 5 Admiral.
2. The current meta: deathstack everything that isn't a sub and set it to strike force and subs set to convoy raid at higher aggression needs to go. I think the part of that needs to be patrol needs to exist in order to even have the strike force with radars and planes being a way to find each other faster. No patrol no SF
3. The Sub detection and Sub game needs to change: subs by default should fire upon warships rather than needing to set them to aggressive or never retreat. Also destroyers and CLs need to have sub detection by default to some reasonable level for early level subs. The sub game in general should reflect the danger in coming up against any anti sub units and reflect the 80% death rate they had. Sure lone convoys should be easy prey but any DDs should be dangerous with then the wolf pack size vs the anti sub fleet size should determine if they win or lose. This would also force more player interaction optionally fleeing battles sooners in obvious scenarios where you'd lose.
4. Convoy protection should be required of all navies and the malus to having shipping caught should be reflected better. Shouldn't 100% coverage mean that in theory NOTHING is getting through? So my subs catch any troop transport coming through but not all the convoys? I'd rather we play the cat and mouse game of trying to sail around them OR force the player to send in Convoy protection.
5. Recon planes should be able to be set to sea tiles and play the role of naval recon OR move Maritime Patrol is moved to medium bomber frame. It's a massive waste of time and resources to build the large airframe for anything but strat bombers anyways. Playing one of the majors who built them it just makes more sense that this should be moved to medium frame with the sea plane addition adding the range, spotting, sub detection bonuses with the trade-off in defense or speed. Even the AI barely builds them and models for the PBY and so forth should be moved accordingly so.
6. Japan's "Secure the Philippines" needs to become "Attack on Pearl Harbor". Pearl Harbor is far too important of an event to bypass in this game. As for how it is implemented maybe we do something along the lines of the sinking of the Panay moves the US fleet back to around Hawaii and they can't deploy west of that ahead until they are attacked. Then either we have an unblockable attack on the US fleet that destroys 4 BBs, damages 3 CLs, and damages 3 DDs. Maybe even some port and infrastructure damage. I assume we just make the Japan player move their fleet into the waters adjacent to Hawaii and click a political decision to launch the attack and declare war on the US. This would also finally give AI Japan a real shot at taking the South Pacific rather than just letting them as the human player just to have a more historical run.
As for MP work arounds...I think IF they player removes fleets from the Pacific as a work around to avoid actually getting Pearl Harbor'ed then if Japan doesn't get the 4 BB sinks due to lack of player fleet then Japan gets a bonus naval attack increase for 3 months of say 10% or something along those lines to make it more risky to try the whole "I just won't have my fleet there then".
7. Mines need to be able to deployed easily along coastal provinces, which can slow invasions, and without sweeping will destroy ships. Same for minesweeping it should be easy to do in coastal areas.
8. As far as fleet compositions go I know the ingame tool tip says 4 carriers to 4 capitals with 18-24 screens. That pretty much seems to be how the order of battle works in game as well, for your deathstack 4 CVs, as many capitals as you want, then the (Capitals + Carriers)*4 = minimum amount of screens needed for that fleet. That's fine for a minimum but there needs to be a maximum amount of units in a battle as well, basically the naval version of combat width. I know big battles like Leyte Gulf have fleets upon fleets going at it but it's not like some Return of the Jedi Battle of Endor, where all the Imperials and all the Rebel captial ships show up and everyone just has it out then and there. Leyte Gulf is multiple days across 4 different major engagements. Even if say an Admiral having multiple fleets all on Strike force and they all show up in a fight then it should rotate them in and out or split off and having multiple conflicts in the same zone as it already allows with subs vs convoys and fleet vs fleet. Either way without some sort of "maximum amount of units in a battle" system there is no reason not to do the deathstack and all other missions are mostly useless.
9. In regards to an Admiral having a fleet I would suggest a fleet is made based on what mission it will do: for example I create a fleet and I am offered Patrol, SF, Convoy Raiding, Convoy Protection, Minesweeper, Mineclearing, or Naval Invasion support. From that point say I select Patrol I am given a few basic templates and then fill it with ships from that like say a 2 CL and 10 DD Patrol or a 4 BB and 20 DDs. If I pick SF then it's a carrier/BB based one or a BB one up to 4 ships and 20 DD/CVs. Basically an bare minimum unit and then the deluxe American we got time to make the CVs and BBs fleet. Same for Wolfpacks, I select a Admiral to command a wolfpack I think pick 10/20 subs per fleet.
10. Allow me to train units waiting in reserves...I should be able to tell them to train to maximum without having to create another fleet then throw them back in.
11. Retrofitting for Sonar, Radar, Mines, Depth charge upgrades, Minesweeping, Fire control upgrades should be 15 days MAX with only 1 naval dockyard (even if I selected literally sonar, radar, mines, depth charge, and fire control altogether). With the full 10 it should drop to 2 days and the retrofit/repair spirit of the navy can drop it to 1. Retrofitting takes far too long and too much resources better spent on building ships than trying to turn all the majors outdated fleets into something better. Plus some of these ships had these features the game doesn't show them with. I can understand adding more armor, a new deck, or bigger guns taking months but how hard is it really to stick a radar on a ship even back then? A few days? They're just installing it afterall. As it stands now the naval builder is mostly useless other than gimmicks for MP to be exploited. Say I am the UK, France, US, or Japan...the time it takes to stick a radar and firecontrol on my entire fleet isn't worth it not to mention you have to do it en masse as a fleet goes off the average of these factors not one ship having radar allowing the entire fleet to find others faster. So big damage changes like torpedo tubes, bigger guns, AA or the counter of more armor, fine keep the old retrofit time, but adding a fire control system should be painless.
12. Ships need to find open docks rather than stacking up on the same one OR at least give us a button to tell them to stay close to the main fleet or spread out and just find a friendly report to repair in rather than stack up 30 ships deep.
13. If I have a ship in the building queue and I decide to upgrade the design, why not just extend the time a little rather than reset the whole time? This is why many of the many features are pointless to research if I spend the whole game not being able to build them.
Anyways that's my thoughts what do you guys think?