<BLOCKQUOTE>quote:</font><HR>Orientable Linear Impact Patterns<HR></BLOCKQUOTE>
All my wwii reading indicates that this was possible, and several cardboard wwii games model differing dispersion patterns.
This issue has already cost me in a (now completed) PBEM: my opponent was lined-up in foxholes at the edge of a wooded, but his line was not the same line as the artillery dispersion. I spent a lot of rounds to displace one squad; were the pattern Orientable, I could have brought it right on top of the entire platoon - which matches 'real-world' actions.
Of course, CM is already ahead of any other wwii tactical _computer_ game for artillery handling.
The rest of what you say makes perfect sense. No surprise coming from a professional cannon-cocker.
Are these requests codable? As a former professional coder with some simulation experience, yes. Where it lies in the priority list is another question, which only BTS can answer.
Are they retro-fittable into the existing code base? Most likely not. The modelling paradigm would have to be changed, with lots of module side-effects.