Be cool if we had volley commands added to our commands list. Just a couple, like:
1. Fire at 45' (max range)
2. Fire at 30'
3. Fire at 15'
To allow you to deal casualties at a better range even with lower quality archers (they'd fire +/- a few degrees based on their skill) based on your own skill. Possibly the ability to assign volley fire command to a specific npc? Officer npcs with leadership stats that made decisions for you and controlled a division would be really awesome. Especially if you could give them more advanced orders (before combat). Those would be things like 'defend division A', or 'attack enemy archers'. You'd still be able to take direct control of them, and give it back to the officer at any time through your F-# commands menu. Neither of these would be too terribly hard to implement. Enemy/ally lords already have AI to draw upon, just weight it based on their leadership skill and your specific order, and volley firing is just fire at your current facing at specific angle.
Also, they've got a special animation for climbing soldiers. Not sure how difficult it would be to add some 'handles' to the sides of siege towers and just give soldiers a special animation for grabbing them when they get close. Pretty minor change, but apparently a pretty major immersion change. The siege towers don't even really need special landing pads, those wooden decks aren't really going to do that much damage to stone anyways, just make it so that the soldiers enter a special division and can be commanded, then just when they take the tower close enough to the wall it drops wherever it happens to end up. That'd be a lot more complex, because they'd have to take the siege towers off of tracks, but should still be doable. Putting up ladders after that would be fairly easy. Make them like siege towers, requiring soldiers to push them and getting set up on the wall, just with different animations. It'd basically be the same code, with different animations attached.
Iono. None of this is probably as simple as I think, I've only ever done low level development. But it's not necessarily as hard as a lot of people think it could be either. Just some thoughts on additions that would add immersion, and how seems logical yet simple to implement them.
Game NEEDS more advanced pre-battle screen. Yes, screens with buttons are irritating and immersion breaking. But they can also be necessary. Unless the F-# command gets waaay more advanced, you need the ability to set up advanced formations before battle. You need the ability to split your divisions into smaller formations (and a functionality to keep them split, during the battle) based on your current needs. "Oh, they have lots of cavalry, I'm going to need pikes everywhere" versus "Oh, they don't have any cavalry, I'm going to put my pikes behind two ranks of regular melee troops, so they hit on the charge but don't all end up dead in the battle". The soldiers wouldn't even spawn there. They'd spawn and then run to where you told them to go. They'd spawn more intelligently, with all the troops in the same formation spawning in the same files and adjacent ranks. That way a player using very advanced orders isn't going to finish them all before the cavalry of a players simple charge order hit. You'd actually gain strategy, order cavalry to charge, fight for a small amount of time, then retreat. Disrupting enemy preparations and allowing you to gain ground on them.
Again, just thoughts. But I'd find such a game to be very appealing. Also, IMO, villages shouldn't be factional based on who owns the associated castle. I'm sure that if a lord rolled in, offered them protection and reduced taxes, and they hated their lord enough, they'd be completely on board. Granted, the previous lord isn't going to be happy with the new one about this. Feifless lords would get something to do, and perhaps if killing bandits near a village gave them reputation with it, they'd get useful too.
Also, if ambushes are truly being added, you need to have marching orders for your army. A simple screen that you basically just specify what divisions or types of troops march where. So when you get ambushed you get no pre-battle plan. Simply where your troops were when you got there. These marching orders would also possibly be used to determine where your troops spawn at the start of a battle? Be a heck of a lot better than a huge square of dudes.
Also, for the people saying that single player doesn't matter. I'd bet that a good two thirds of their buyers will not touch multiplayer for more than an hour. It's not always that appealing. Some times actual content and complex, long-term, objectives can be funner. Quality of your game shouldn't be based on the quality of your matchmaking system, IMO games like that often have the worst quality communities on the internet. That's worded poorly, but should get the point across.
Also, with the argument about modding. There are some mods which basically every player agrees are necessary. Said mods will be implemented as the new vanilla at least, if not improved upon. Or taleworlds will have failed terribly. They shouldn't need listing.
Sneaking. Clearly required on the campaign map, it should also be somehow made possible on the combat map. Even just the addition of small bushes and vision obstructions with crouching soldiers so as to prevent players from sighting soldiers in specific areas, to allow traps and the like to be used. Similarly, soldiers and formations should not turn automatically to face the enemy. Orders should be added to force the player to control this. How do my men know where the soldiers on the other side of that hill are moving? As long as even a single man has a direct line of sight a command to face the enemy formation should be available, and they should announce it somehow. Need a separate command to rotation your entire army with respect to their current orientation to each other, multiple divisions the same, and single divisions on their center axis.
Need player defined formations. Simply a menu that lets you draw up where ranks and files go (and in what order, if enough troops are not present) so that players can create custom formations. Allow specific unit types to be associated with specific positions. Like putting archer-skirmishers in front of straight archers, or pikes in every second or third rank behind melee troops.
The ability to lay traps, creating a largish region (based on a skill use and time taken) in which every lord other than the layer (and possibly lords he has somehow warned of the danger) have a small chance every small amount of time to have a soldier hit a trap and become wounded (or, depending on the nature of the trap, loose his horse). The traps would deteriorate after time (wildlife), and there would be chances for lords to spot the traps based on their own skill and receive a warning. Not know the actual boundaries, just know that they're in a trapped area. Come on subterfuge and sabotage!
Also, ladders and towers in the same siege are not a new thing. I have no idea where, but I have at least one distinct memory of a siege in warband where a very narrow ladder spawned next to where the tower landed. Also, not sure if this was floris mod, but I've seen destructible gates that you could cut down. So clearly battering rams are a thing which could be implemented. Heck, even without one some wooden doors might be possible to take down with axes and blunt weapons.
On another thing, if adding occupiable positions to the siege towers became a thing, perhaps they could be added to the walls? Giving each arrow slit a number of archers (probably two) that can 'attach' to it, and use it more intelligently. It isn't a smarter AI, but it'd be an improvement. If you use restricted positions like that then the new animations are easier to create and implement. Also, one shot siege equipment should be possible. Boiling oil over the gate to deal serious damage to units attempting to ram the gate, for example. These would need to be constructed in advance of the battle (though possibly could be made during the siege, if you happen to have the time before they decide to attack). Similarly, the attacker would get options to prepare such things. If siege equipment is added it needs to have a very long re-attack time though, or it's going to be game breaking. Guaranteed. Don't care how realistic it may be, the ability to kill a score of enemy troops from beyond arrow range will be game breaking. Heck, having archers is already game breaking in a siege =D.
Lot of words, I'm very tired and slightly medicated. Sorry. TLDR: List of ideas.