Is your feature request related to a problem? Please describe.
The current program uses a static delay entered as an argument (default 1 second) which is waited after skipping a base to allow the game to load the next base. This works, but is inefficient and inconsistent as the time it takes to load the next based varies depending on the user's connection among other factors.
Describe the solution you'd like
A delay system that dynamically changes, increasing to "dungeon same as last dungeon" incidents, and gradually decreasing over time.
Is your feature request related to a problem? Please describe. The current program uses a static delay entered as an argument (default 1 second) which is waited after skipping a base to allow the game to load the next base. This works, but is inefficient and inconsistent as the time it takes to load the next based varies depending on the user's connection among other factors.
Describe the solution you'd like A delay system that dynamically changes, increasing to "dungeon same as last dungeon" incidents, and gradually decreasing over time.