Improving Neutral Hazards.

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General Brave
Posts: 4248
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Improving Neutral Hazards.

Post by General Brave » Sat Sep 15, 2018 11:16 pm

Image
Since now we have the ability to have creatures to attack players. We should start revamping the stats of these things. Perhaps even new suggestions that we can add in.
Wise, Might, Loyalty. Forever stands Warfell.

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Tankhead
Posts: 1451
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Improving Neutral Hazards.

Post by Tankhead » Sun Sep 16, 2018 12:03 am

What's the point of that picture?

Small bear
HP 20
Atk 8
Spd 5
Armor 1/1
Spell R 100%
Bonus: 50% infantry, Calvary

Black bear
HP 20
Atk 10
Spd 3
Armor 1/1
Spell R 100%
Bonus: 50% Infantry, Calvary

Large bear
HP 30
Atk 8
Spd 3
Armor 1/1
Spell R 100%
Bonus: 50% infantry, Calvary

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Savra
Posts: 3030
Joined: Wed Aug 01, 2018 6:21 pm

Re: Improving Neutral Hazards.

Post by Savra » Sun Sep 16, 2018 3:10 am

I say just give heads bonus to only infantry. As well as any other hostile neutral. As in the case of the more intelligent ones, they will have more bonuses to specific things. I'd like to work on the bandit topic more so we can have another "intelligent" faction to add along with the Gnolls.

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General Brave
Posts: 4248
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Improving Neutral Hazards.

Post by General Brave » Sun Sep 16, 2018 3:54 am

Okay I guess.
Wise, Might, Loyalty. Forever stands Warfell.

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