AI Tank delay
While the AI is much better than it used to be, it still sends tanks in a blind charge on meeting/advance/assaults. Granted, they have infantry riders (much better than naked!!), but it still would be nice if the infantry sometimes got there first.
I'm not at all sure this is possible but here is yet another idea to get closer to that: Let the AI put all tanks purchased in as reinforcements with a time delay equal to T as given by:
T = 1+ (0.25M - (1.5M/S))
where M equals the map width and S equals the tank speed rating.
This is, of course, just a rough formula that assumes an average movement cost of 3 per hex. Given the head start by their deployed positions plus the reinforcement delay (assuming the tanks start out on a home row reinforcement hex) this would mean that on average the tanks and infantry would arrive near the enemy start line about the same time.
For advance missions perhaps the time delay should be an extra turn or two, with three or four extra turns delay for assault missions.
Even if the delay had to be a fixed one, for whatever coding reasons, a 12 turn or so delay in tank start would make a world of difference. Maybe it could be a value loaded from config?
Having worked with legacy code myself, I'm in awe of what you have accomplished with this game and would understand if something like the above is just not doable.
Thanks,
Brian
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