I'd like to suggest the following for a 'hardcore' mode for this game. This would be a toggle option, and would change behaviour of the game in the following.
1- Melee headshots
If the player takes a significant melee headshot, the screen blurs watery, and the sounds ring like feedback. This should also happen sometimes on dismount. For npc's this would be simulated by a short period of disorientation.
2- Wound red-out.
Simulating pain, when a player gets hit hard the screen should turn red, and fade back to normal. In npcs this would be simulated by a short stun.
3- Injury effects.
Leg injuries slow the player/npc with a limp animation. Body injuries slow the player, and penalize agility.
4- Horse wounds
Horse performance is quickly degraded by injury.
5- Dismounting.
Riding skill - Horse difficulty = abilility to remain in the saddle. When the horse rears (from injury or collision) or the player/npc takes hit or a hard hit to shield, a dismount check is done.
6- Morale, Rout
A unit that takes attrition can break and rout. If the rout, the individual members may fight or panic and run for the map borders. If they reach the map border they are gone.
Player units that retreat lose morale.
7- Command aura
Every 'leader' unit has a radius that grows larger and more effective with each level of 'leadership' that gives a bonus to attack and defense of any unit within that command area.
These bonuses overwrite, and do not stack.
Leader units are designated by a banner attached to the unit.
8- NPC Commander
NPC battles have an npc "Commander" who confers bonuses to his troops. If disabled, this penalizes morale for the enemy. The player's goal in a big fight should be to eliminate this enemy commander as soon as possible.
Obviously, this commander will be a badass and should look like it.
more to come
1- Melee headshots
If the player takes a significant melee headshot, the screen blurs watery, and the sounds ring like feedback. This should also happen sometimes on dismount. For npc's this would be simulated by a short period of disorientation.
2- Wound red-out.
Simulating pain, when a player gets hit hard the screen should turn red, and fade back to normal. In npcs this would be simulated by a short stun.
3- Injury effects.
Leg injuries slow the player/npc with a limp animation. Body injuries slow the player, and penalize agility.
4- Horse wounds
Horse performance is quickly degraded by injury.
5- Dismounting.
Riding skill - Horse difficulty = abilility to remain in the saddle. When the horse rears (from injury or collision) or the player/npc takes hit or a hard hit to shield, a dismount check is done.
6- Morale, Rout
A unit that takes attrition can break and rout. If the rout, the individual members may fight or panic and run for the map borders. If they reach the map border they are gone.
Player units that retreat lose morale.
7- Command aura
Every 'leader' unit has a radius that grows larger and more effective with each level of 'leadership' that gives a bonus to attack and defense of any unit within that command area.
These bonuses overwrite, and do not stack.
Leader units are designated by a banner attached to the unit.
8- NPC Commander
NPC battles have an npc "Commander" who confers bonuses to his troops. If disabled, this penalizes morale for the enemy. The player's goal in a big fight should be to eliminate this enemy commander as soon as possible.
Obviously, this commander will be a badass and should look like it.
more to come