Board Thread:Suggestions Forum/@comment-25672535-20150414001010/@comment-25672535-20150414003410

Madman198237 wrote: 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. Thanks I apprectiate all your support, and yes this would probably be bery useful on servers, however speaking of  coding in new units, the light troops would be the only ones needed, and they deepend on pikes and halbreds which have yet to be answered. I see I was unclear abouth this, thanks for pointing it out :D.