1. I disagree. Line infantry officers would always ensure that bayonets are attached so that they won't be taken by surprise. Let's face it, the age of the plug bayonet is over. Napoleonic eras have fixed bayonets almost always.
2. For a square formation to be effective, there must be other additions. Let me explain first: If you just allow a simple square formation where the infantry will stand ground, 1st ranks trying to kneel and brace, sure it'll cut through the first 3-4 cavalry. But the rest will penetrate the hollow formation and each infantryman will find himself surrounded by bodies of horses, and the enemy cavalry will have plenty of targets to swing at. The beauty of 5 row formation (+ stand closer order) is that it tightens the infantry that it'll stop the cavalry from penetrating deep. When done effectively, the tight 5 row infantry formation will be like a block wherein the cavalry will literally stop. I beat a lot of cavalry in 1 on 1 regiment engagements this way with minimal loses.
Back to the original topic however, if you want square formation to be just as effective, there should be an implementation wherein either the bot AI would be better at bracing and the 2nd rank chambering attacks in preparation for a charging cavalry. Or the Cavalry AI will force itself to stop or swerve whenever there is a "properly" formed square. (which still allows cav to defeat infantry if they catch them from fully forming a square). Both ideas will be very difficult to code in my opinion.
3. Aye... I want them colors and music
They could add their original effects of reloading speed and melee bonus. Or alternatively how about a CB battle with a morale mode? Wherein raised flags and living drummers will decrease morale hits received?
Oh and why'll you're at it, how about a fixed "retreat" button. It has its uses...
4.Agreed
5. Yes for rifles. For dragoons, how about the effect that their horses do not move? To allow dragoons to really fulfill their role?
6. No... for the same reason as trying to decrease the possibilities of rambos
7.Very useful, but this'll make all my grand strategies obsolete haha XD whenever I get the confidence of my team I usually just send them to do pincer maneuvers that'll offset the facing of the enemy team.
Aside from that, "advance 10 paces" and "fall back 10 paces" must also be adjusted that they follow the facing of your troops.
8. Teamspeak could still be usefull. All the time, I command my team mates by just typing fast. Although some chat hotkeys could be useful. Like when you type, you can hit a hotkey that adds a specific phrase. For example:
-fallback-
-incoming cavalry!-
-charge-
-advance-
-defend-
It could hasten typing
you must simply worry about player names and locations and situations.
Adding voice commands could be more of a hassle in coding I think. (Though I don't claim to be an expert)
10. Simply press melee... never really have trouble with this. Rather, I'd want that they implement a "column" system wherein your soldiers will look and move in "your direction" (where your character is). Thus, this encourages the infantry commander to lead a march and at the same time this will hasten movement speed especially when you're flanking since your men no longer face the enemy and some cases, move backwards and sideways slowing them down. This will also be helpful in falling back or retreating. ( a simple f key could be used, it could be under the f1 commands. Or the better would be is that this will take the place of "follow me" command.
2nd level additions
Should no.s 3,4,7,10 be implemented... Let's add
Grand Battles..
With 3-4 VPs like hills or towns
An actual order of battle
-with limitations to the amount of powerful troops (rifles, guard, heavy cav,artillery) which can be set by admin.
-chain of command, support for 180 bots and 32 players I suppose
-Reinforcements when near the spawn base VP. Which encourages retreating, because if an entire unit is wiped out, respawning will take much much longer. (cavalry reinforcements take longer) or there should be a point system.
-point system: like conquest, but different VPs have different values, and every reinforcements taken will also reduce the points.
example: 1000 points per team.
Infantry reinforcement per man = 1 points
Cavalry reinforcement per man = 4 points
Respawning an entire infantry regiment = twice the points.
-general unit, limits to 1 per map I think? With a special item: the map
... nothing fancy. Just a piece of paper that when clicked will open up all scroll like XD. No moving objects, but the general can click it and leave markers for him to remember.
-battles last 60 minutes. Map is probably 150% as large as huge maps (200% if possible would be better)
-Generals have the ability to move the Spawn site. But will take a long time (5 minutes) and can only do it twice per round. It should be at the edge of the map.
-The spawn site will be marked by a flag I suppose, wherein retreating and battered regiment's officers can interface with and can order reinforcements which will arrive in a 30 second interval. To stop spamming and camping, once an officer has filled in a reinforcement order, he will have to wait 10 minutes to reorder again. (or alternatively) disallow the use of the spawn point if it is under attack.
This could refresh NW and add an entirely different game that I know regiment members and CB enthusiasts would love. Aside from Line Battles, we'd now have Grand Battles
With a maximum player capacity of 32 players
Each team could form 4 brigades of 2 regiments each.
This is ambitious I know, but it is within the bounds of possibility. Any modders our there? How about the developers? hehehehe