Thanks for your thoughts regarding transports, that's really interesting.
What I was intending to do was make it so that every unit has a Status value which would include "In Transport", "Deployed" (for artillery), "Deploying" etc. When infantry are "In Transport" their effectiveness is less, say 30%.
Each transport can carry 1 unit of Category "Infantry", whether it's a two man sniper team or 8 man squad. Infantry are already considered 1 unit (i.e an 8 man squad) rather than individual soldiers. With this approach in mind I've stuck to 8 man squads even though that's less realistic as 8 men is realistic enough for the capacity of 99% of transports. So whether the transport is a truck, car, APC or horse and cart, it can carry 1 x Infantry, regardless of how many soldiers are in that unit.
simpler to code but much less realistic than your suggestion.
Right now I am 50% through an AI player so that you can play the demo single-player. The Betas I released before were full of bugs and compatibility issues, the current code is much better.
Right now I am debugging single-player mode with basic AI which can be built on later. Current AI isn't exactly tactical, "hyper-Aggressive Zombie" more like. Basic AI model is:
Calculate the nearest 'alive' opposing unit. If they are within range of unit's longest range weapon then attack, else,
randomly pick opposing unit, and move towards their coordinates.
For Units, currently concentrating on a Russia vs Poland/NATO scenario but it's laid out with the intention of people adding their own units, tweaking weapons, changing the sides, location of playing area etc:
Rus Inf 1 (8 men)
Rus Inf 2 (8 men)
T-55AM2 w/ AT-10
Chechen SF (8 men)
Pol Inf 1
Pol Inf 2
I've yet to figure out best way to have infantry transported by APCs/trucks etc which is why only BMP-1 is there. Currently infantry travels at 4kph and rounds represent 10 mins, whereas most vehicles are 30-40kph, i.e. 10 times faster.
Each unit can have up to 8 weapons, which can include multiples (i.e 6 x AK-74 can be a single 'weapon')
When a unit attacks another, both fire everything they have at eachother. Main factors:
Weapon firepower x ROF x minutes in playing-round (limited by magazine capacities)
distance (weapons have max and minimum range)
bearing (some weapons do not have 360 degree arc)
Weapons have effectiveness based on category of enemy (i.e. infantry, MBT, APC, Artillery (Towed), Artillery (SP)...
Next functionality to include is grouping your own units with short-codes for user-defined waypoints to simplify moving your units, an "advance to contact" mode for infantry (allows them to close on enemy during attack), and maybe anti-tank infantry.
Longer term features are:
* 3D models using SketchUp
* Aircraft. Probably on an air-strike basis. Will also need air-defence. Complicated in terms of plotting the air package's route and potential SAM/AAA intercepts. Maybe even interceptors/fighters on CAP.
* fixed location units like pill-boxes
* better 2-player mode
* longer range weapons
* terrain maps, allowing movement and range adjustments
* smart route planning
* negative lat/long coordinates (opps)
* maybe replatform on web, get a community going etc.
Right now I have other concerns tho, like balancing infantry; US fire teams are only 4 people, and a Bradley can only take 6 (why build a MICV with 6 seats??) so I can't double up fire teams (ie a small Section of 8-9 men), as then they couldn't be transported by Bradleys....
Whereas BMP-1 etc have room for 8-9 troops.... meaning that Russian (and Polish) sections can be 8 men or more and still get moved around easily: