>>15564204
I almost want it to go the other direction.
I find all the elements of a great strategy game are potentially in there, but never delivered upon.
>Commanders with morale and a number of reinforcing troops
>Commanders that can specialise in certain fields such as being a great warrior, or unlocking tactical options for your faction, or leading troops better
>Different unit types such as basic, archer, magic, armoured, tiger, mounted, rifle, ninja, bomber, etc
>Points to reinforce from that can be contested
>Attack/Defence/Supply bases that can be contested
>Tactical options based off map for attack/defence, eg. the attacker can purchase a battering ram when attacking a fort based map
>Maps with special tactics such as fighting over a shrine to cause a magical ritual
Honestly, the fact these concepts are bound to Musou gameplay is almost disappointing. I would love to run an empire where I have to make sure my officers perform well so they level up so I can fit them into different roles and spread them properly throughout my kingdom.
The simple idea of being able to go down certain 'trees' of progression for your characters gives you endless scenarios. I'm also fascinated with the idea of having a great warrior just declare out of he blue that they will not allow any one to pass the fort/bridge/choke they are standing in, and simply holding it for far longer than they normally should, preferably as an event that can randomly trigger in a tough fight only from high level/extremely loyal warriors.