Like many of us are likely to have noticed, Sandworms in the original game had slightly different behavior. They basically idled for 10 seconds after consuming a unit, doing so in exactly the same square where the attack occurred. And, only after this delay has passed, they proceeded moving onto the next presumable target, trying to catch up to it and exercise an attack from the same square.
It would be nice if Legacy offered an opportunity to incorporate such behavior, for any kind of units with a newly-implemented ObjectData.ini "AfterhitSleepTime" variable.
In my viewpoint, because of the differences in classical and modern engine controls, there's hardly a necessity to imitate the antecedent cooldown time in exactly the same replica, however, experimenting with 4-8 seconds idleness balance more resembling that of the original would be a good way to go.
And, while there's no such option available, I'm requesting a small balance tuning within the default ObjectData.ini of the upcoming 0.96.5 alpha 4, consisting of the adjustment of Sandworm's WeaponReloadTime characteristic from 60 to 240 to resemble the creature's post-attack idleness in classical Dune 2.
Their behavior also seems to be very odd while residing in Area Guard mode, which is basically treated by the unit as if it should be executing a Hunting mission. It goes in absolute discrepancy with the original game, where in Area Guard mode the worms are doing what they're supposed to, that is: patrolling their broad inhabitation zone (has to be defined) to the greatest possible extent in determined-as-reachable route.
Dune 2 also allows dispatching Attack command to controlled worms, which makes them aggressive towards every encountered unit. Think the concept of worms control could be expanded in Legacy a little bit, by providing a standard set of available orders options.
Last edit: Dmitri Fatkin 2021-04-27