User blog comment:SpiritedDreaming/RWBY Tower Defense Game Season Two/@comment-26397825-20161021115321/@comment-26397825-20161021123149

I'm sure wuite a few of you ill notice a large difference in wording and HP of certain things. That's because I have implemented some of the ideas designed to make this a bit more of a challange for the bad guys.

Grimm now do staggered damage dependant on their HP, and the rate at which they spawn is increased (though not too much so as to overwhelm us).

Robots now absorb 20% of the damage dealt to Beacon to speed their destruction along.

I dropped the Crew HP to 20 (it's on 19 because it has been hurt once).

Glynda now only does 10 damage, Cinder will do 15 when activated, and the ship cannons only do 20.

A few more ideas have been suggested however, and I would like more feedback from everyone: What does everyone else think?
 * 73.anon.52 has suggested a White Fang reinforcements airship. They would deliver between 150-250HP worth of Grimm once a week, and these Grimm can include eradicated types. If they bring an eradicated Grimm, it restarts the spawn cycle of that Grimm. We can shoot the ship down, stopping it from delivering it's payload of Grimm (I think, I'm still uncertain on the wording of this part). I'm on board with this idea.
 * VedranTheII made the suggestion of Roman and Neo autohurting the ships crew at the end of each day; this means that unless we dedicate at least some of our moves to healing them, they will fall into the bad guys hands. This helps SomeoneYouUsedToKnow in his quest to see Beacon fall. I'm on board with this idea.