My thoughts:
First of all, I don’t believe Moscow falling should mean the death of Russia. The soviets would have relocated, hence the whole “Mobile Industry” advantage in AAR, which made no sense since you would be moving your complex East of Moscow and thus lose it, being unable to produce anything…
Second, lucky grabs are lame. Making a 50/50 or so assault against a capital can decide a game, and I personally don’t think it should. The IPCs aren’t destroyed, they are STOLEN. For making a lucky grab against a single territory, a player could be rewarded a good 50 IPCs or so. This situation IS rare, but still, putting so much emphasis on a single territory explains why we don’t see these “global wars” develop.
Finally, I think defeating a nation should be final. Germany shouldn’t stop fighting because Berlin has fallen, but because every single area in Europe has fallen. America shouldn’t surrender if Washington DC is captured, they should surrender when every single mile of American soil is under seige and no soldiers remain. You get what I’m saying.
So yeah, I’m all for trying a few games without special capital capture rules. In fact, I may add that to my little house rule list. Thanks for the idea!