The problem I have with combat in Stonehearth is that there’s not much tactical depth to it; it’s just blob vs blob and then a bit of a spammy clickfest getting your archers to prioritize.
I really like the idea of formations (my forts tend to go up to around 50 hearthlings, about half of which ends up being military and the other half dedicated crafters).
The main thing I’d like to see is more meaningful choices in how you outfit your squad. Like, ok, if I give everyone in a squad pikes, is that tactically different from giving everyone hammers, or is it just different numbers?
Just as an example – if pikes had a longer attack “reach”, and hammers (or maces) had “knockback”, you could make a lot of tactical choices about how you set up your squad (i.e., “my whole fort is on a set of cliff bridges, let’s go all-hammers”) (“the goblins are attacking with pikes, hammers won’t help as much, we’ll need archers and swords”), etc. That wouldn’t necessarily mean more micro management – it’d be all equipment decisions you made before the actual fight – but it would lend combat a little more depth that it doesn’t have right now.
That said I realize implementing that would require a fair bit of secondary work, just like the rescue mechanics did (i.e., if not falling damage, at least a falling and landing animation).
I think it’s important to have some degree of tactical depth in this sort of game because there’s a tower-defense element. Compare, e.g., Rimworld – it’s not hugely deep, but it has really robust cover mechanics (see: Steam Community :: Guide :: Colonist’s Handbook (Updated for Alpha 16)), and that’s enough to make for fun and engaging gameplay beyond just “go here and blob”, even if all you’re doing is telling them to “go here and take cover” instead; the need to consider cover leads to all kinds of other strategic choices too, including equipment crafting and fort design. The same sort of cover mechanics would have a hard time working in Stonehearth for obvious reasons – 2d vs 3d, etc. – , but a little more of a tactical model could still add a lot of gameplay (I suggest knockback and reach because they’re mechanics that could take advantage of Stonehearth’s 3d engine).
As it is now, once you build your fort, you’re kinda finished; it needs the other half, where things come to try to tear it down and you fight them off.