Board Thread:Suggestions forum/@comment-26172435-20160317214636/@comment-26172435-20160317214706

Animals avoid slaughter
Make animals avoid slaughter? Yes, good proposals Yes, good proposals, but proposed effects should be adjusted (respond wit post!) Yes, but consider a(n) alternative(s) option(s) (respond with a post!) No
 * They can counterattack. Any larger animal will charge and butt, bite or kick an attacker. The effect may be species dependent. A full list of possible effects: sheep butt to give 2 hp damage and knockback I effect; deer butt to give 3 hp damage and knockback I effect; wild boar butt and bite to give 4 hp damage and knockback I effect; pigs react just like wild boar but are a bit less fierce, they bite and give 3 hp damage; cows butt and kick to give 4 hp damage and knockback II effect; elks and gemsboks butt to give 3 hp damage and knockback II effect; horses and zebras kick to give 5 hp damage and knockback II effect; giraffes kick to give 6 hp damage and knockback II effect; lions charge and bite to give 7 hp damage and knockback I effect; rhinos butt to give 8 hp damage and knockback III effect; crocodiles bite to give 9 hp damage. All other animals flee, see below.
 * Or they flee. Animals with low counterattack strength tend to flee before they are hit. Rabbits, chickens, flamingos and dik-diks are way too easy to kill atm. They should flee faster and further away from a player or predator (like wargs and lions) and sit still for shorter periods of time.
 * They act as a group. If a larger herd animal is attacked, nearby animals respond as if they were attacked. For this to effectively scare off players, herds must become larger: doubling herd spawn sizes would seem reasonable. Also, the range for animals to detect one of their own being attacked should be doubled. For the largest animals and especially for predatory animals, a pack will chase an attacker.