That advanced path-finding algorithm would be nice but I'm 'worried' about the fact that you are removing tasks that the human player should have to execute. In a sense you are making it too easy for the human player (not the 'find the best path to the target' part but the 'ambush the enemy' part!). Adding this AI ability to the computer-controlled enemies is of course no problem as it increases the challenge for human players. That's my opinion! The more realistic armor would be nice.dragonfire967 wrote:You send a squad of 15 foxes to go and scout out a sector 25 sectors away. The most direct route would take them up a wide avenue with little cover, and through a narrow ravine to get to the destination, with plenty of ambush points along the way. Instead, they would stay on either side of the avenue, using the buildings for cover, and when they reach the ravine, stop, and send 1-2 units through to see if they get attacked, the rest would follow. In addition, say this same squad encounters an enemy squad of say... 3 Leonids. Instead of instantly engaging head on and all attacking from the front (which is suicide for foxes), they would separate into 3 groups of 5, and hit them from the front and sides to cause the most damage.
I've been thinking about giving the tanks the ability to turn their turret separately from the direction they are driving (not to all tanks of course). It gives you the ability to move into one direction while you'r shooting in another one. I'm not sure how you would have to control it but with a controller it would be easy (one stick for the turret and the other for the tracks). The Jaguar could use such setup while the heavier Tiger remains the same for example. Just an idea!