AI/Computer Selected Forces
Having a number of these games under my belt now I would like to propose some tweaks in the interests of game balance.
1. In most advances and the 2 assaults I have played the attacker wins- most of the time this is because the number of turns available to apply the larger force is huge - usually in excess of 50 in an advance and 60 in assault, even with just 2500 pts of defenders.
How difficult would it be to have a selectable number of turns in computer-selected forces games?
2. The AI invariably chooses masses of AAA and very little air - there are exceptions I have noticed to the latter, e.g. US advancing in late 44.
Is it possible to have a "flak density button" that will modify the AI's AAA pick?
And similarly a "air button" that will give you somewhere near what the number of flights is set at?
3. I also wonder if it is possible to have an abstraction for air intercept fighters? i.e. choose how many flights of fighters/top cover available as a reflection of local air superiority and get a message of air intercept results that would not be unlike the counter-battery routine?
4. In assaults and advances the AI probably spends too many points on artillery. Again would it be possible to set a % to be spent by the AI on arty?
5. And finally defensive works and bunkers/pill boxes. Again would it be possible to have a % slider for points to be spent on a) mines/wire/DT and b) bunkers/pillboxes etc?
Many Thanks for your thoughts.
|