Suggestions:
- remove the man at war class from the Nights Watch, this is to make the fights between the wildlings and the NW more infantry based.
- nerf the wildlings range weapons, but give them stronger armor and melee weapons.
- give the Night Watch and the Wildlings free unlimited starter gear, that isnt effective much but can be used for self defense (****ty basic armor and melee weapon), this is to prevent nude people running (immersion matters) because they dont have money to buy equipment, and it will also encourage wildlings to raid more making them a real threat.
- disallow custom named factions, to preserve immersion.
- remove most of the native items for the same reason.
- nerf mount based spears so the module doesnt become a cav-tincan fest like PW currently is.
- not sure if possible already but allow Castle Black to be captured by wildlings, once that happens they should be allowed to KOS everyone and capture other territory.
- not sure if this option already exists, but capping the bank to 100k would be a good idea.
This is all I can remember so far, module has potential and I had really great fun the first day when we had like a major battle on foot with the wildlings in castle black, when they attacked in waves. Sadly, thats rare now and most of the fights are turning into PW fights now, where cav and archers have most of the fights and its about having better armor and gear instead of tactics and skill. The module will die fast if people dont have a gameplay incentive to play this over PW, by that I mean a different way of combat not just cav, archers and tincans.
Keep in mind I didnt suggest things that I believe are already worked on, like making the outside of the wall a more larger explorable area, and scene improvements to make it even more closer to a game of thrones themed scene.
Good luck with the mod.