Still no new forum set for the upcoming game? Come on, what's going on.
---
My two cents:
On the new game, I hope there's a revamp for trade mechanics. To me, if the game allows the player to play a trader, and feel as one, the game, mechanically should set this up. Make the world map bring commerce values up as the player invests skill points into trade. Effectively, if I'm playing a dedicated trader, I'd like the game to resemble more a Tycoon game, than Mount and Blade.
"If you want to play a Tycoon game, go play it, don't play Mount and Blade" you may retort. It's not that; I'm proposing here for the game to go the extra mile. If my character a dumb tough warrior has 0 trade, roleplay-wise any sort of barter beyond buying his own bread would be out of question, realisticly speaking. The opposite, if I'm a charismatic caravan leader, I'll look to the world as a weave of profit flows, and investment decisions will come clear, just as they are presented.
Playing Viking Conquest and having a little bit of trade ambition, aside from my own volition I felt I was doing it for the novelty. Buying cotton in X Town, sell it in Y town, the sort of data I have to write down and the game doesn't care if I do or don't.
Also, I vote for random supply and demand of items across the game world. Like this, the character's knowledge, ruled by invested skills, separated from the player's knowledge, acquired reading tips on the internet or replaying the game, will reign, rewarding the trade wise character in his particular playthrough.
The same roleplay overhaul should go to tactics and leadership. Skilled commanders should be able to see the battle from high above, emulating the Total War games, using it to their advantage, and promoting the player's choices. Also, similar to the trade suggestions I did, politics should be more acessible and shown in the screen, according to maybe Charisma or Leadership. A politically savvy person sees relations between individuals and parties clearly, keeping up to date, being able to analyze and act on intuitively; this should be conveyed in the game. See Crusader Kings 2, for a acclaimed example.