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The only combat concern I've had with SC2 is the subs. But after setting up a board of all ocean and playing around with naval combat over the past few days I have to say that I DO LIKE the way HC has implemented the subs (in terms of how they interact with the rest of the naval forces). The shortfalls are not with the unit balance but the "limited" way in which the AI employs naval forces. Naval scripts have been discussed before, but I do not recall seeing a discussion on "what exactly" the naval scripts should do. So, my wish list starts with:

0. Naval scripts allow you to specify unit type.

1. Scripts to tell naval units to patrol between X,X and Y,Y using a set of way points. Naval unit would stop at any port in path automatically.

2. Scripts to accompany sea transfers and amphibs - or included in sea transfer scripts.

3. Scripts that allow Naval units to be assigned to a fleet #, so that they travel together. The same script should set conditions under which enemy naval units are engaged. # units, distance, proximity to specific tiles, and target type (transports/amphibs in particular). At present it is an "all in" affair every time the AI sees any naval unit at all. This is crippling to the UK at start because it is easy to bait into traps.

4. Scripts to bombard a specific target (Malta for instance). If the script could also grab air units (specified number) that would be awesome. If automatic retreat is not part of combat AI, then a strength level to return to port.

5. Scripts to "Garrison" specific tiles. As opposed to patrol duty. Like guarding the sub escape path between UK and Norway.

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I agree with your suggestion and i think #2 and #3 really need to be available for the Allied AI. The US AI never uses there navy for anything, it would be good to see it being used to escort transports and amphibious invasions!Maybe something similar to airfields where it could either escort,intercept, or patrol.

Mustang

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