Board Thread:Suggestions forum/@comment-25012056-20160707001047/@comment-25012056-20160707130731

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


 * Gundabats should have max 16 hp (sizes 4, 8 and 16 would be nice, with corresponding wing span of 2, 4 and 8 blocks). 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, as to mimic the effect of hitting a wing with an arrow that will not cause any effective damage to the creature, whereas only a direct hit to its body will.


 * 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 hp 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 bred 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 large, but for a bat wing to carry that much weight it must be huge, so it's justifiable. I figure the light effect will be a coding challenge to implement it and have heavy cpu impact. With a minimal effect on the mods battle-ground, I actually think it is not worth the trouble.
 * Instead of eyries as stand alone structures placed on the surface, I'd propose to have them coded like the dwarven homes: as caves in the mountain sides. Spawners would not be a good idea, but their initial spawning numbers should be great, think 16-32 per cave, of various size.
 * Why use bone for melee weapons or even spears if there is wood and steel available? If you insist on bone: halve the durability ... and that will be generous.
 * Why would smiths carry poisoned blades?

The Gundabat AI coding will be quite interesting.

1. I like that.

2. I had seen the berserkers as a different breed entirely, rather like those of Isengard. Indeed, these are based off of Isengard berserkers, and are much the same except with less health and less armor protection. And even if they are drafted from an already present race, I would still see it as the uruks, because you yould want your berserkers as strong as possible. In addition, the armor is essentially steel plates mixed with bones, which would make it lighter (which would not really matter, as this is a super-soldier-orc anyway). I also forgot to mention that these guys would not be sun-immune, a result of the creation of a new orc race.

3. Blocking out the sun is the reason why so many want bats in the first place. I gave them so large of an area because I don't want a cloud of bats that would block the sun to be a massive lag-horde. It is, actually, quite important, especially considering that berserkers would get sun debuffs too.

4. I mentioned not spawners, but respawners, which are currently part of almost every single mod structure and respawn bats when they've been killed off. I had started with your idea of putting them in mountains, but settled with mine because it could make the top of the eyries unreachable without altering the structure.

5. Because it gives a unique look, and bone is stronger than you think. And I never mentioned durability.

6. All orc traders currently carry poisoned daggers.

Gen. Grievous1138 (admin) comlink 13:07, July 7, 2016 (UTC)