Refactored Required Lances Calculation Logic #5351
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Earlier in this dev cycle we added 'required lance variance'. Essentially, the number of required lances could vary from 25% to 175% of the available lances (capped at 1, or available lances). However, the likelihood that a player would have 75% spare forces just lying about is effectively zero in most cases; causing required lances to hit their force cap more often than intended.
We now calculate Required Lances thus:
Bug Fix
Finally, previously we did not check whether 'use commander strategy' was enabled in Campaign Options when determining maximum lance count. This means that campaigns with that option disabled were still affected by its' settings. This PR corrects that.
A note on purpose
Recently there has been a general push towards harder contracts, with increased scenario count and players being increasingly forced to make difficult decisions. Furthermore, we're starting to encourage players to have more comprehensive TO&E. These two factors combined mean we don't want to be in a situation where the only way a player has to pick less intense contracts is to either hope they get a low Skull contract; or by removing units from their TO&E.
The changes in this PR mean contracts will offer a variety of intensities with not every contract requiring the player dedicate their entire TO&E to the effort. This, combined with FG3's Skulls rating system, means players are in a far better position to cherry pick contracts based on the needs of their campaign at that time.