harder to eliminate experienced units
Maybe it is a bit early to write it but i am going to assume we will be getting only a few heroes, beast units, and really experienced troops in a game.
(Was confirmed sort of at least about beast units and is probably a good guess in case of heroes)
If i will lose a lvl x hero i spent hours upon hours on building up i will reload the game. I assume most players will do the same. It is not something i enjoy doing but if the choice is between my precious hero or replaying the last hour i will replay the hour... eventually. May not be at once since it is boring and may not be ever, and the game becomes forgotten and not played any more.
kind of ot: The programmers of persona 3 should be sentenced to fuse a good alice, odin and thor. then they would realize it their fusion ui was a bad, bad design decision.
So i think some mechanic to prevent from reloading would be very useful - mechanic like in aftershock/afterlight for example: the possibility to save injured/routed units from the tactical map and to heal them afterwards. A fleeing mechanic would also be welcome, since in medieval warfare most units broke and run and were not killed to the last man.
So let the routed unit be unavailable for some turns, let it lose some experience, be in need of medical/magical attention, let it cost us a lot of gold for medical care even be way more expensive than to train and deploy a new unit, but let us have a possibilty to nurture the injured hero/beast/unit back to battle readiness through any other means than ultimate time travel "wish" - the last 24 hours did not happen- i.e. load a save game.