FE beta 3 - what's missing? Stuff for the sequel
I realize FE is still in development, but at this point you guys probably have the major features set in stone. Here are some things I feel is missing from FE, and thus really should go into the sequel. Or you could read it as a list of things missing to take the game from "good" to "great" at release.
1) Sieges. The cooler this is the better the game will be. Mid- and late-game are all about capturing cities (at least it is right now beta3) so it needs a properly epic format for it. A fight in front of a city just isn't it. My ideal siege format is Shogun 2 (cities starve while sieged, takes many strategic turns, can get reinforced meanwhile), but it'd be with much smaller maps for FE. If possible, and again this is a major feature, I would like the option to design my own castles partially, by placing arrow turrets, monster pits and traps on the map for my own castles (walls would always be the same for each type of castle). Spells and essence also play a huge part here. Castles are destructible, and there is accuracy reduction when line of sight is poor.
2) Caves, dungeons, other planes of existence. This would need to be a concept within the lore of the game obviously, but I know we have things like demon portals and other worlds (where the Titans came from). Basically, like other games have, you can leave the strategic map and travel into another strategic map - be it underground, into hell, a floating isle and so on. Secondary minor strategic maps filled with awesome. See Warlock: master of the arcane. Also this feels like the natural expansion for Wildlands.
3) Naval warfare. Personally, I hate it in computer games, but I can't imagine a top-of-the-line fantasy 4X game without it. It's a big chunk missing.
4) Crafting. This one is "extra seasoning". It is not needed to make a great game, but if done right it will make it even greater. Fairly straightforward, throw mana, crystal, metal and every other resource you can think of into a melting pot, see what comes out. Preferably you put in a "base" item like a plate helmet and the effects stack onto that. That creates the basic scaling system for crafting - you can make leather and such if you researched it, or a special plate helmet if you researched or found one normal. Crafted items should be randomized with a ton (100+) of fun special abilities, including being "cursed" with negative effects. Magical items could maybe be broken down into resources as well, if you research X. Special champions might increase your luck a little when crafting. Throwing an shard into the melting pot would be cool too.
5) Independent city states. It is in my opinion a feature that Civ5 perfected. In E:wom there were minor factions but got removed until you could spend time developing them. Diplomacy comes into play, but also they are a great "in" for having special units or features, and thus greatly increases randomization(=replay) of games. Being allied to one minor faction means you can train special mounts. Allied to another = humanoid monsters won't attack you. One minor faction just sells potions. Another builds golems. They are conquerable, but can put up a good fight and you lose a bit of the bonus if they get conquered. They make demands every now and then - kill a monster, attack that sonofabitch, bring us food and so on.
6) Lots of new tactical stuff. I know this is vague, but look at Might and Magic Heroes 6, it is pure candy in tactical battles. The basic unit for the Haven faction has a trait which makes the unit redirect 50% of all damage suffered by adjacent friendlies to itself. That trait alone is better (more interesting) than 90% of the traits in FE. That's just an example, but to me, the organic way forward for making units while keeping them designable is mutually exclusive traits. The traits would go into three categories: special actions (sunder armor, scare horses), defensive properties (fire resistance, regenerate in battle), utility (low wages, xp in cities)