wonder-ass wrote:[...]
- wounded animals are slower than players
- give animals some form of stamina bar so it cant run after you at max speed for ever
- the closer to death the animal is the more focused it is on lowering its openings
- a move that can bait animals off of allies some form of taunt (like push)
- maybe add some gimmick that makes certain animals weak to certain colors? rather than kill all animals with sideswipe
- make trolls faster than 4th speed so you cant outrun them lol (dont actually do this unless we get some form of taunt to peel trolls off of people)
[...]
while youre at it make it so enraged bears can swim lol.
Wounded animals are slower than players -> I'm not sure if this doesn't turn the table exactly by 180 degree and shifting problem from players to poor AI judgement. I would rather see some attacks (new ones?) crippling animal for certain period.
Trolls should be tauntable via "Rage!" emote by making troll insta run towards the player who used that, preferably with higher than hearthling 4th speed. Also make it unable for 1s to drop rock throw to avoid some stupid sheningans if it's blocked. Note that if it can't move because of players, it should insta-target the target with highest openings.
Wolfs should have unique, scripted behaviour. If player carry a lit torch, wolfs should stay away unless it's fullmoon.
If a wolf would normally aggro a player, it should start a script where one of wolfs follows player to decide if they are friendly or foe, while rest of pack is following behind! If escorting wolf will decide that hearthling carries a torch, it will always outside of fullmoon decide, they are friendly and just let them be and disconnect. If escorting wolf will decide that hearthling is not carrying a torch, has bad luck or it is fullmoon it will assume enemy and should try to get in front of player and do a pincer attack with rest of pack joining from behind. To make things more funny, during the escort, player wouldn't be able to use back to heartfire action until they enter a hobbit hole, cave or any structure that will sever escorting wolf connection to player.
Whales should be hunted only on knarrs and knarrs should have a special weapon or something that will allow whales (or other knarrs) to be connected like rope on domesticated animal would be used. Then, knarrs should have special type of dugout working around the knarr it was deployed from and from which, players can attack whale and fight it. Might not be realistic but that could be some cheese-less approach. If a whale detected that it was lured into shallow water or land in combat relation, immediatly break out from all combat relations and start escaping VERY QUICK with small debuff prohibiting it from entering any combat relations regardless if it would initiate it or player wanted to.