<deniz>
Here are my suggestions regarding the battle system and related things. Some or perhaps all of them have been suggested before. I just want to draw some attention to these subjects:
1. The Enemy's Troop Selection: In cases when the battle is supposed to last for more than one rounds you first face the lowest level troops in the enemy party. That is, if the enemy has 30 knights and 30 peasants, for example, you first defeat the peasants and hence improve your tactical advantage due to the troop numbers. Then, you take the knights more easily. I know that in ancient wars they used to "send" the worst warriors first to ease the job of the elite warriors but thousands of warriors were used to be involved in those wars, not tens or so. Thus, your troops are valuable and so are those of your enemy. So, to keep your party alive you have to send the best soldiers first. At least that is what I would prefer.
2. Target Selection: "Target the closest" approach is a bit too simple. A refugee one step from you is not a serious thread as a crossbowman 20 meters away can be. Priority and weight assignment can be a solution.
3. Battle Tiredness: You can continue fighting for hours without you or your horse get tired. I'm not talking about walking around the world map. In the battle field people do get tired and this should be implemented in the game.
4. Sprint: This is not completely independent from the above suggestion. They should be implemented together.
5. Troop Formations: Troops still lack the capability to line-up. Right at the beginning of the battle or after "Hold this position" command is given they should be forming a line facing the enemy spawn point. Of course one may suggest the closest enemy, ranged enemies or the most crowded enemy group as the point to face.
6. "No Attack" Command: I need such a command in "Capture the Nobleman" quest or when my ranged troops try to attack an enemy in the middle of my knights. Many times it is the knights that get killed.
7. "Hold THAT Point" Command: Okay, the name is a bit informal but I think I'm not the only one that sometimes needs to send his troops to a specific point.
8. "Attack Troop" Command: Just order your troops to target one specific troop selected by mouse.
9. Aiming the Horse: Ranged NPCs always aim at the rider rather than the mount. It is obvious that in some cases it is better to aim at the mount, especially when the rider has his shield up. You can knock tens of sea raiders down with your spirited charger and steel shield without using any weapon and yet without being hit.
10. Jumping with your Horse: Currently this feature is a bit exaggerated. You can jump over a Khergit coming towards you with his lance couched, which means you can reach heights as high as some three meters or so.
11. NPC's Timing: They still deploy their swords etc. too early.
Annexations:
12. Dodging: I think most of us agree on this.
1. The Enemy's Troop Selection: In cases when the battle is supposed to last for more than one rounds you first face the lowest level troops in the enemy party. That is, if the enemy has 30 knights and 30 peasants, for example, you first defeat the peasants and hence improve your tactical advantage due to the troop numbers. Then, you take the knights more easily. I know that in ancient wars they used to "send" the worst warriors first to ease the job of the elite warriors but thousands of warriors were used to be involved in those wars, not tens or so. Thus, your troops are valuable and so are those of your enemy. So, to keep your party alive you have to send the best soldiers first. At least that is what I would prefer.
2. Target Selection: "Target the closest" approach is a bit too simple. A refugee one step from you is not a serious thread as a crossbowman 20 meters away can be. Priority and weight assignment can be a solution.
3. Battle Tiredness: You can continue fighting for hours without you or your horse get tired. I'm not talking about walking around the world map. In the battle field people do get tired and this should be implemented in the game.
4. Sprint: This is not completely independent from the above suggestion. They should be implemented together.
5. Troop Formations: Troops still lack the capability to line-up. Right at the beginning of the battle or after "Hold this position" command is given they should be forming a line facing the enemy spawn point. Of course one may suggest the closest enemy, ranged enemies or the most crowded enemy group as the point to face.
6. "No Attack" Command: I need such a command in "Capture the Nobleman" quest or when my ranged troops try to attack an enemy in the middle of my knights. Many times it is the knights that get killed.
7. "Hold THAT Point" Command: Okay, the name is a bit informal but I think I'm not the only one that sometimes needs to send his troops to a specific point.
8. "Attack Troop" Command: Just order your troops to target one specific troop selected by mouse.
9. Aiming the Horse: Ranged NPCs always aim at the rider rather than the mount. It is obvious that in some cases it is better to aim at the mount, especially when the rider has his shield up. You can knock tens of sea raiders down with your spirited charger and steel shield without using any weapon and yet without being hit.
10. Jumping with your Horse: Currently this feature is a bit exaggerated. You can jump over a Khergit coming towards you with his lance couched, which means you can reach heights as high as some three meters or so.
11. NPC's Timing: They still deploy their swords etc. too early.
Annexations:
12. Dodging: I think most of us agree on this.
Thank you barbaros.barbaros said:13. Blocks should be breakable. Power strike skills and weights of weapons for opponents can be compared to decide.
14. If a character is hit for a minor damage, attack should not be interrupted.
15. Quick crouching to avoid high swings.