Michael,
It seems to me that you have 2 main "wishes" for the future development for the TW series - correct me if I'm wrong:
1) Better AI during combat (and who doesn't wish for this)
2) More realistic control - whatever that entails
Since number one is self-evident, I'll focus on number two, and try to describe one way I'd like to see the game developed. My idea will limit the 'clickfest'-ing. Not all will agree with me, but that's not expected! :)
Alright, here goes:
Time delay player orders. If CA introduce a system of Time delay during combat, I think this will improve the realism. From the time the player gives an order, there is a time delay. Not a standard time delay, mind you, but a dynamic one. When the battle begins and your general is close to his troops, and no troops are involved in any combat or ranged attacks, there is minimal delay. Troops with higer valor/morale have a lower delay. Generals with high command ratings lower delays. Units on the move recieve a slight increase in their time delay, running units even more and charging uits yet even more. As the battle progresses, and units get imbroiled in battle, time delays increase. When a unit is in a melee, there is a high delay. When the general is actively fighting, there is a high delay. The further away a unit is from the general, the higher the time delay is. Time delays accumulate, so a cavalry unit that is far away, under fire and with low morale will take longer to execute your order (unless it's a withdraw order) - and it will take THAT long before you can issue another order to that unit!
Practically, a small graphic representation with the unit will tell you if the unit is eligible to recieve an order, as well as the time delay imposed when giving the order. I don't expect time delays to usually be more than 5-10 seconds, but in the extreme examples time delays may be up to 30 seconds. However, this all depends on the pacing of the battle - I haven't played the RTW Demo much, as my system is too small, but I read that the pacing is on the fast side. I believe my idea will, if not reduce the battle pace per se, it will make controlling your units feel more realistic and reduce clicking. You also need to weigh your decisions more carefully, because if you send a unit into harms way, you cannot easily or immediately give a counterorder.
My 2 cents.
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