In my recent playing of the "Ho Bo Woods" scenario (aka "Tunnels of Cu Chi"), I ran into several unrealistic programming anomalies (mostly related to Tunnel Rats, but also one that applies to Helicopter interactions in the game as well {as they have to do with elevation status/location within a hex} that were quite irritating and that I think could be fixed by programming of proper Logic in a future patch/DLC).
I am not a computer programmer, but I Aced my Logic classes in college days (i.e., AND/OR/NOR/IF/THEN/NOT etc. arguments ... that have practical application in not only computer programming, but also mathematics, electronics, and real life {such as discerning the truth about the bull***t government propaganda spewed by the MSM, etc.
I believe incorporation of tried and true Logic arguments to your existing programming for game events involving units at different elevation status (i.e., U vs G vs N vs L vs H) would fix all the issues I am about to describe.
Issues observed -
1. A tunnel hex occupancy includes a VC Btn HQ/Supply Cache at U elevation and a Tunnel Rat at G elevation. When the Tunnel Rat is moved within hex from G elevation to U elevation, Assault mode is NOT activated. No Assault is initiated. My Tunnel Rats can just go down into the tunnels in that hex and have a tea party with the VC beneath it. Yucking it up and sharing some rice wine and crumpets, with no combat initiated.
2. Hex A has Tunnel Rats at U elevation adjacent to Hex B with a VC Btn HQ at U elevation AND 2 "friendly"/same side infantry platoons at G elevation (trying to make sure the VC Btn HQ doesn't escape to ground level). When the Tunnel Rats in Hex A initiate an assault against the U level VC in Hex B, the "friendly"/same side infantry platoons at G elevation in Hex B also participate in the Assault BUT AGAINST the Tunnel Rats!!!!????. This results in an overwhelming fratricide incident against the Tunnel Rats (whereas they could have easily taken out the VC involved at U level, BUT the friendly infantry platoons at G level in Hex B overwhelmingly wipe the Tunnel Rats out {rather than fighting against the VC ... they fight against their own friendly Tunnel Rats}). The programming fix here is to ensure that the Logic chain of the Assault is that ONLY units at U level are involved in the Assault if the Assault is initiated at U level.
3. Hex A has friendly infantry units at G level. Adjacent Hex B has Tunnel Rats at U level. Tunnel Rats at Hex B move to Hex A at U level. This triggers all kinds of surrounding Opp Fire at the units at G level in Hex A. Why???
I think that if you could solve the programming challenges listed above, you will have found the "holy grail" of being able to actually make "Valor & Victory" a good game as well. I bought into the first few installments of V&V, but I hate it now and never play it because, besides not being able to form fire groups as in ASL, units can not occupy upper levels/be at different levels in large multi story buildings (ruins the game for me ... as all that is well modelled in ASL). However, you have your Helicopter model very well done in this game (just need to fix the anomaly in point 3 above) ... So I believe you are very close to a breakthrough in 3D modeling for an essentially 2D game if you would focus on fixing the anomalies I describe above.
Thank you for your consideration of these proposed/suggested programming fixes.
