- Arrows should have some weight: iron-tipped should weight 0.1 ; steel-tipped should weight 0.2 ; orcish arrows should weight 0.3 ; and so on. This prevents the character from having infinite arrows.
- There should be the concept of containers, which prevent the character from carrying tons of equipment, as long as he has weight capacity. There would be a "shoulder" container for a max of 2 bows; a "quiver" container for a max of X arrows; a "sheath" container for a max of 2 or 3 1-handed weapons; a "scabbard" container for 1 or 2 2-handed weapons; and containers for handling limited amounts of food pieces, gems, etc. This would force the player to make selections for his equipment, instead of traveling with tons of equipment.
- Guards should stay on alert and actively searching for an intruder if they see a dead body in their area of patrol. This forces the character to drag the killed enemies into the shadows.
- Some types of guards should also make use of the stealth, hiding to ambush any intruder that passes nearby. This would require 1 or 2 new perks, who allow the character to spot those hidden enemies.
- There should be 2 types of reactions from guards: if they hear some noises (objects falling, arrows hitting walls, etc) then they search for a while and then return to their routine; or if they get hit and in those cases, the guard remains actively searching for the intruder. This avoids the situations where a weak character keeps a cycle of firing arrows and hiding until a stronger opponent gets killed.
- Certain animals should make heavy use of stealth and suddenly ambush the character: wolves are a good example.
- Undead should be able to revive 1 or even 2 times after being "killed", although they would come up with damages: missing one arm, limping from a leg, headless, etc. Unless they were destroyed by fire or some special potions. This would force the player to have special techniques against undead, as well as to be sure to remove any weapons from them, after making the first "kill".
- Enemies should be able to pick up weapons from the floor, which they evaluate that are better than the ones they currently have.
- Enemies should run away after reaching a threshold of damage and then make use of healing potions before going back to the fight.
I have some more, but this will do for now.
