Ok look, if you were to post a poll out to everyone who plays mius with this question: "Would you like to have more flexibility in deployment phase?" The answers coming back would be overwhelmingly YES.
It is a glaringly obvious weakness of the deployment system that players cannot place the MG, AT and Vehicles more precisely - this especially when defending. Players then have to use tedious "workarounds" to get AT guns where they want them to be. leading to problems:
example case, deploying an AT gun for defense. I have the near ideal position but cannot utilize it because there is a bloody tree in the way. But if I could move 5 meters north east I'd have ideal concealment and firing position. As it stands I cannot deploy it there. Instead I have to order my units to move there in the beginning of the battle. This raises several problems:
1.) your units will move at the very beginning of the battle - potentially giving away your position, defeating the object of the whole exercise.
2.) currently you need to move the units in a specific way (no formation), which means clicking and choosing the modifier - tedious. Because If you use the line or column formation, your gun or tank or what have you will NOT go where you want it to. instead it will go 25 meters infront of that point.
3.) Unit loses X% of their ammo when moving to the new position, because of the game mechanics portraying that soldiers can only carry so much ammo (which imho is fine, but here you can see the drawback of that mechanic.)
Believe it or not, players (including me) deploy their units one by one. especially Tanks and AT guns. Each position is important. What good is an AT gun to me if it's automatically deployed behind a tree?
By UI - User interface i also meant (perhaps erroneously) the framework of the game - the square system. If it can be done within the existing square system, I thought it would be easier for you to do it.
To answer your questions:
1) What if all units are placed in the square do not fit in the square?
This wouldn't occur. For the simple reason that what I propose is a temporary subdivision of the big square to 9 smaller squares via the Adjust Deployment mode. You would still only place the 1 unit in there. not 2 or 5 or 9. So it is kept within the game's framework. Place an AT gun, adjust position within square (IF necessary), move on. Select infantry, mass deploy them in a line - because I don't care if they are adjusted, infantry are small and highly mobile unlike AT guns.
If a square is RED (as in - vehicles cannot be placed on it) it will remain red.
2) What should do if the player decides to make a pandemonium?
I'm not sure I understand. How would the player do that? He's still limited to 1 unit per big square.
3) What to do with the trenches?
Infantry - leave the trenches central as they are, infantry can be exempt from adjust position mode because they are small an highly mobile and connecting trenches might be a lot of work
Tanks and other vehicles with non dis-mountable crew - this is important since these vehicles don't create "supporting trenches" around themselves, just the big hole for the vehicle. In this case it should be easy to move the trench left right up or down without interfering with other trenches see example:
AT guns and vehicles with dismountable crews, including MG's - in this case move the main trench to the corresponding position and have the supporting smaller trenches fill the rest of the square.
That's I think as simple as it can be within the existing framework.
To the original answer:
Vehicles and hvy weapons can deployed only in center of square.
Only this (central) point checked to possibility to deploy, only for this point checked visibility.
Also for this point used for trenches, and is supported in conjunction with the placement of the infantry.
That's what I'm proposing to change. Isn't this a proprietary engine developed by yourselves? ...obviously work is involved in making this happen. Work I cannot help with I understand that. But I don't see a reason to dismiss it on grounds that it cannot be done, there don't seem to be any hard limitations other then more code...? And again I understand this is additional work for you. But at this point it is a suggestion, I believe it is a good one with less work involved then let's say a fluid drag and drop system.