Board Thread:Suggestions Forum/@comment-25672535-20150414001010/@comment-26298013-20150414003101

Very, very neat system, very well thought out. Lots of the elements can be implemented without serious coding, other than adding a couple of very useful units per faction, which might be a serious undertaking. I don't do modding, texturing, anything of that sort, so I don't know.

I think that this adds an interesting intelligence aspect to multiplayer, as you need to know what the enemy has troop-wise before you rush him. This could logically come when siege warfare does, because that would be an obvious time for lots of combat-based advancements to hit.

Perhaps the light troops shouldn't have a coded-in, outright advantage that stops cavalry from charging, they should just do extra damage against mounted soldiers if they are armed with pikes. I don't agree so much with armor type also determining weapon. I would rather see a system where, when you hire troops, you choose these things according to a system: you select three things for each unit you want to buy. Armor type; light or heavy troops. Mounted/Unmounted. Weapon; several choices, of course, probably just the weapons we have in-game now. You unlock progressively better weapons as you increase your alignment with a faction, unlock heavy armor (Having started by unlocking, say, a swordsman with light armor), and finally, at a fairly large cost, the ability to have mounted troops.

Overall, it's an excellent plan, if perhaps a little in-depth for Minecraft. Keep up the good thinking.