It's about the the systems of combat.
I played many action game. The Witcher III Wild Hunt, Chivlary:Medieval Warfare , Assassin's Creed Series, For Honor and of course Mount and Blade Series.
In Chivlary:Medieval Warfare a class will be able to launch a charge attack after running for a while. Keep running , weapon raised , click attack key to jump forward and strike . If it hit the target it would deliver massive damage. In Ubisoft's games. there are something similar.Every hero has one or more unique charge attack in For Honor and the first strike in running would be a heavy attack in Assassin's Creed : Unity. So I hope that in Holdfast : Nations at War, each weapon can have an unique charge attack that make the charge really mean something rather than enemies just standing there keep reloading and switch to melee mode block and riposte a charge, which would be most likely to happen in Mount & Blade : Warband. And I think it may work if the charge attack was unblockable or impossible to riposte, perhaps it can knockdown the enemy who blocked it. Or Perhaps the charge attack of different weapon has its own way.
在骑士：中世纪战争中有个兵种能在奔跑一段时间后使用冲锋攻击。持续奔跑、举起武器、按下攻击键跳起来全力一击。这一击如果命中目标则会造成巨大伤害。在育碧的游戏中也有类似的东西。荣耀战魂里的每一个英雄都有至少一个独特的冲锋攻击，刺客信条：大革命中奔跑时进行攻击会直接使出重击。所以我希望在Holdfast : Nations at War中，每样武器都能有独特的冲锋攻击使得冲锋有意义，而不是像骑马与砍杀里很有可能发生的那样——敌人面对冲锋还能站在那装填然后切到近战模式轻松挡下并反击。我认为如果冲锋攻击无从格挡或是能使敌人无法反击，或者能够击倒格挡住冲锋攻击的敌人或许能让冲锋的意义体现出来。再或者不同武器有不同的方式来使得冲锋攻击具有意义。
One of the most impressive combat system I saw is the system of For Honor, the Art of Battle as they calls. I believe it learn from Mount & Blade that every single attack in the chaining attacks has its own direction. I don't think the soldier will be train as a master, and they can only attack, defend,parry and riposte. However, as an officer specializing in sword fight,it would be better if they could deflect and chain attacks. Besides, the Art of Battle also divided attacks into light and heavy, and I found it really good. When engaging enemies in For Honor, the hero can turn into defensive stance that enable most of the heroes to change defending direction or maintain to defend one and don't need to press any key just all about move the mouse. And both of the features mentions above enable heroes won't have to raise the weapon so high for defending or charging for an heavier attack, which totally looks like an idiot. Furtermore, the light attack and heavy attack are not exactly the same, and I think this game can also learn from it. For example, A musket equipped with bayonet. A light overhead attack could be a direct stab and the heavy one is to jump up and stab. The heavy side attack can use the bayonet, but the light one may use the butt. As for the underneath attack, how about a direct stab and sweep the weapon to knockdown the opponent?
I wish that players can vault through something by pressing the space bar for some interaction insteads of jumping like a comedian. War is serious. How about press the space bar to dodge. If the charge attack can't be defend, it would make it easier for players to survive a charge in single combat but face a charging legion there would be less chance to dodge from multiple attack, which can also make the charge mean something.
About naval gameplay, I don't have plenty much to say for now. I just want that boarding a ship fight a deckfight will also mean something. Perhaps we can capture an area or interact with the flag to stop enemies from respawning and take control of the vessel.
At last I really hope that you will make more factions and not be limited in the Napoleonic Era, but also make something in different ages, such as American War of Independence, faction of Mughal dynasty, etc. It would prevent us from getting tired of it for a long time. With a lot of factions at war across the ages of blackpower, that's what really calls Nations at War.
最后我真的希望你们能做更多的阵营，并且不要局限于拿破仑时代，也做些其他时代的东西，比如美国独立战争、莫卧儿王朝阵营等。这样能大幅增加游戏可玩性。有着在黑火药主宰战场的各个时代的多个交战的阵营的话，那才真的称得上是Nations at War啊。