It took no time to exhaust all of the combat related research. Are there weapons behind that research I've not seen yet? I'd like another tier of sharp shooter training. Perhaps it would unlock a new module for the barracks. You'd have to put the training targets module in each barracks. Perhaps make it significant in both research and materials to avoid rolling this out to early in the game. Also, primitive grenades? Research unlocks grenade locker? Your thoughts?
(Indeed just last week we had a short discussion about what additional combat research might look like. If you have more ideas for this, it'd be cool to hear 'em.)
NCOs could have a better gun than the normal colonists (sniper rifle when equipped with jezzails, grenade launcher when equipping the blunderbuss etc), but they must have 4 lower class workers alongside them, if not it would be overpowered. Or they could equip a saber and a handgun
-Improvements in reload times -Increased health (more than 4 hearts), and/or slower loss of health when injured -Increased radius for detecting alarm
The fishmen had guns and grenades in previous versions, I wouldn't see why that wouldnt be implemented. Could cause some awesome unnecessary havoc lol
- longer shifts - dual pistols for NCOs - critical hit chance - patrol routes - armour - horse riding - request bombing run by zeppelin - Spaceship ..... ok, maybe armour is too flippant
Depending on how the squad combat state machine goes, research granting formation tactics, focus/volley fire, etc. Enhancements to the AI driving the redcoats rather than their gear or individual capabilities. (Things from which militia should perhaps not derive the same degree of benefit.)