Board Thread:Suggestions forum/@comment-25981649-20170817085134/@comment-2A02:120B:2C7C:8E90:1AE:DAD8:92F1:F1C9-20170819081622

KingTotalWar wrote: Very well written, but before all the evil folks start having nerdgasms about inmplementing these incredible creates, I would just like to point out one thing. Good has nothing to counter them with. Balance is almost non existent when it comes to Gondor vs the factions it's supposed to fight (mordor and harad mainly). So let's just take a step back for a sec.

The Mumakil: there is absolutely nothing wrong with having these, however, they should be fairly rare, we see that the southrons could only manage to bring about 20 to the siege of Minas-Tirith (that's a guesstimate). To add them, good, or more accurately Gondor, needs some way to counter them. While on single player this isn't a problem because players can simply use gear from more powerful factions, on server it will be a massive problem for balancing. This is because most every server has a rule that you have to a choose a faction, and you can only use the gear of your chosen faction. (So please don't even bring up "well you can just use dwarf gear" because that's invalid).

I like how you've taken the time to make a weakness. I would add to it however, polearms should do more damage to Mumakil than anything else. Historically, the only real way to kill a war elephant was to fill it with arrows or javelins, javelins being the most effective means of taking one down. Fire should also greatly increase their chances of going on a rampage, as fire was incredibly effective against elephants (especially when the romans used Incendiary Pigs against them).

A Gondorian Counter: the, best thing I can see as a way to counter such immense force, using the resources we have ATM, would be the Army of the Dead, as they were devastating against anyone they fought. *all the staff cringed as they see hireable wraiths being suggested*. Yeah, I don't like it that much either, as it would work better if the Army of the Dead could only be hired via obtaining Andúril in a major quest in the future.

The other solution (even more terrifying): Siege Engines. No I'm not suggesting add siege engines rn (though I do have an old thread about how to do so if anyone is interested.) What could possibly be more effective at taking down a 24 foot monster than shooting a giant balista bolt at it?

@Dr Frankus I do not mean to bash your suggestion at all, it is well fleshed out, in fact I would like to commend you for putting the work in. However, until there is something that can rival them, implementation should be held off. This is simply because, the way I see it happening as an admin on a server, one of two things will take place. We (server staff team) will have to ban using Mumakil, or we'll have to allow harad to just run rampant and be op. The later of which is unacceptable on a server.

Siege Engine Suggestion I mad eons ago http://lotrminecraftmod.wikia.com/wiki/Thread:217486

Of course- Siege equipment such as ballistas or catapults will and should be Good's go-to weapon against Trolls and Mumakil, considering they fire high-damage slow projectiles, however they should definitely be very unreliable in shooting.

I agree with everything else you said, and I would like to propose to combat that a amok-factor for the Mumakil, which would determine the chance of the Mumak from running amok (all the numbers would be decreased significantly once siege equipment is added) and would go up to a factor of 316, (which would be their health x 1.13) the reason I chose this number was because it was it's health x the protective value of its skin.

To start off, all Mumakil would have a fear factor of 0, the fear factor number can never go lower than 0.

Being around a Mahout gives -5 Being around a friendly Banner-bearer NPC gives -0.1 Being around a friendly NPC gives -0.05 Being hit by an arrow gives +0.5 Being hit by a crossbow bolt gives +0.5 Being hit by a spear gives +1.5 Being hit by a catapult gives +10 Being set aflame gives +3 per second in flame Being hit by a ballista gives +15 Having it's Mahout killed +316

At 0 there's a 0% chance of running amok At 3.16 there's a 1% chance of running amok At 158 there's a 50% chance of running amok At 316 there's a 100% chance of running amok and etc.