Building on the suggestion of the OP with something I had suggested a while back in another thread...
I propose a method which tries to bring batsman assists into the game, but doing so in a manner that is reflective of cricket in real life. For instance, the best batsman in the world can read bowlers, pick the length early, and have 'time' to play the ball, so how about this:
- Batsman assists will be limited to one piece of information about length (short, full, pitched up), and one piece of information about type of delivery (inswinger, leg break, slower ball etc...)
- The ability of a batsman to 'read' the delivery will depend upon his average, confidence, form, and generally time spent in the middle. So in general, if someone's on a 100, they should be able to pick up the length and delivery type much quicker than someone who has just come in to the crease.
- The greater the average/confidence/form, the greater the level of assistance, both in terms of information on the ball, as well as the 'advance warning time' at which that info is presented. So for instance an average batsman batting on 0 will have no assistance (depending on form/confidence etc.), on 25 will get information on delivery type x seconds in advance, on 50 will get info on delivery type and length 1.5x seconds in advance, and on a 100 will get info on delivery type and length 2x seconds in advance.
- For tailenders, it will be much harder to get the assistance, and they will have to rely on their eye to bat for much longer than a batsman....as in 4x as much confidence/form/time at the crease will be necessary to get the same level of assitance as a batsman. This reflects reality, as tailenders in general dont know how to 'read' slower balls, outswingers, googlys etc. out of a bowlers hand like a batsman would.
- The ability of the bowlers plays a part in this as well. Batsman assists should be more disguised/delayed the better the bowler is, and depending on their form and confidence as well.
The above will mean that when batting we will stop sticking to a few basic pre-meditated 'bread and butter' shots, and use the full array of shots that the game has to offer.
Also, if implemented well (some sort of sliding scale/matrix setup in the programming), would encourage the right cricketing behaviours all around (reward for building an innings or being in good form, difficulties in batting with tailenders or bowling with partimers etc.), and add another touch of realism to the game.