Board Thread:Suggestions forum/@comment-25012056-20160707001047/@comment-26172435-20160707063546

Nice work. I agree with much of the feedback above and have a few remarks to add:


 * Gundabats should have max 16 hp. They're airborne creatures with wings that have to carry that weight. Consider that they will also be relatively vulnerable to melee damage because of their physique. I would favour some resistance to arrow damage though.


 * The berserkers you propose are ridiculously powered. As argumented elsewhere, I view berserker units as highly pumped warriors with a deathwish. A higher health may represent their higher resilience and capability to deal with impact damage (see my arguments in Mevans's ho blog post), but their health shouldn't be much higher than that of the base unit they were 'drafted' from. That base unit would be warrior, not uruk imo. Uruks are bread and trained as elite units: to finish off the enemy and stay alive after combat. Berserkers would be the shock troops, the most fearless of the warrior caste, selected and prepared to break the enemies front lines. Therefore, it doesn't even make sense that one would invest in a special type of heavy armour for them. So, concluding my spoiling your fun on this: Gundabad berserkers should have 2 hp more than warrior orcs, normal orc steel armour, a heavy melee weapon with slightly higher base dmg and use orc draught to get them in a state of frenzy for a permanent orc draught effect: higher strength and speed.


 * Twelve blocks of shading for a bat seems to overdo it imo. I figure it

The Gundabat AI coding will be quite interesting.