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Poll

Should there be more types of Dogs available?

Yes
- 14 (53.8%)
No
- 0 (0%)
yes, but only 1 trait per dog
- 3 (11.5%)
yes, and 2 or more traits per dog
- 1 (3.8%)
allow breeding for more traits
- 8 (30.8%)

Total Members Voted: 26


Pages: [1]

Author Topic: Add more variety of Dog "mercenaries".  (Read 1724 times)

Add more variety of Dog "mercenaries".
« on: February 08, 2011, 05:46:46 am »

There should be different kinds of dogs beyond the 2 we have now.

Pay extra for each feature:

"Mean" = better attacks.
"Tough" = have Toughness.
"Greater" = big dogs (more HP, better knockdown)
And of course "Mutated", which like the Mutated Molerats, will have extra HP and toughness.

So a Tough Mutated Greater Mean Dog would be the most expensive option, if we allow multiple traits per dog.

Michael139 suggested perhaps only 1 trait per dog, and you get them at different locations.

Mutated: Gecko (It's the Water! etc.)
Tough: Klamath (Bred for hunting geckos.)
Greater: Boneyard (they've been eating other dogs! Dog mission/references in Boneyard indicates there are a lot of dogs there.)
Mean: Junktown ("Meaner than a Junkyard dog" indicates that Junkyard dogs are mean.)

Perhaps you could take your dogs on a circuit and offer them for crossbreeding. Perhaps you have to come back later for the results, and also pay money and deliver meat/jerky. There could be "Breeder Quests", where you collect "samples".
Maybe each breeder wants samples of the other 3 types of dogs. This unlocks multi-trait dogs, perhaps.


Extra:
San Francisco would have Trained Mantis that they have engineered.
Perhaps they are raised on a chemically modified diet that gives them a super-carapace.
Maybe tech/drug quests to get upgrades/etc.

Or it could just be some crazy old fisherman that trains ordinary ones as a hobby/obsession.

 
More:
Maybe dogs should only take up half a slot, or maybe not.


Discuss!

edit: who can forget! Trained Molerats from Redding!
« Last Edit: February 08, 2011, 05:48:36 am by Swinglinered »
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Surf

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Re: Add more variety of Dog "mercenaries".
« Reply #1 on: February 08, 2011, 06:08:44 am »

I  really like this, as said in the other thread. The idea of breeding them is a bit over the top, ( or rather complicated), but I like it. Would immediately create a character for doing this somewhere in a small village. :)

Lexx

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Re: Add more variety of Dog "mercenaries".
« Reply #2 on: February 08, 2011, 01:20:41 pm »

Needs a lot planing and excel sheets, but I personally like the breeding idea. Worst outcome would be, that dogs are used for bluesuit-trolling again.

Boneyard will get a dog seller anyway, it's planned since some time.
« Last Edit: February 08, 2011, 01:22:42 pm by Lexx »
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Re: Add more variety of Dog "mercenaries".
« Reply #3 on: February 08, 2011, 02:15:42 pm »

Yea i want more dogs, i also want to breed my slaves so i can give a combat slave the skin of a female trapper with the crit chance of a ghoul.

But honestly i do indeed want more dog variety.
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Karpov

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Re: Add more variety of Dog "mercenaries".
« Reply #4 on: February 08, 2011, 05:03:38 pm »

Nice idea. Also there can be a dog which is not made for combat, and will have high outdoorsman, and Cautious nature, good for new players who need to travel but don't want to get in a fight.
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Alvarez

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Re: Add more variety of Dog "mercenaries".
« Reply #5 on: February 08, 2011, 05:19:56 pm »

How about dogfights in towns?
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Re: Add more variety of Dog "mercenaries".
« Reply #6 on: February 08, 2011, 05:57:27 pm »

Have you considered a dog with minigun or RL on his back? You should coz that would be awesome :)
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LagMaster

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Re: Add more variety of Dog "mercenaries".
« Reply #7 on: February 08, 2011, 05:58:23 pm »

Have you considered a dog with minigun or RL on his back? You should coz that would be awesome :)
i like the sugestion, but not this one^
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Lexx

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Re: Add more variety of Dog "mercenaries".
« Reply #8 on: February 08, 2011, 06:23:04 pm »

Nice idea. Also there can be a dog which is not made for combat, and will have high outdoorsman, and Cautious nature, good for new players who need to travel but don't want to get in a fight.

That's a pretty good idea. Got something in mind for that already. Will see if it can be put into the game for the next update.
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Alvarez

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Re: Add more variety of Dog "mercenaries".
« Reply #9 on: February 08, 2011, 07:05:41 pm »

That's a pretty good idea. Got something in mind for that already. Will see if it can be put into the game for the next update.

We'd be totally thankful for that, Lexx. Dogs are pretty useless right now.
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Michaelh139

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Re: Add more variety of Dog "mercenaries".
« Reply #10 on: February 08, 2011, 09:40:37 pm »

We could also integrate the idea in general to humans.  (Humans/dogs exclusive of course, muties are already uberpowered  :P)  Tough Mercenary, Agile Mercenary, etc.  I could even create a list of these traits in with mercenary lists if desired.
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Ganado

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Re: Add more variety of Dog "mercenaries".
« Reply #11 on: February 08, 2011, 10:08:28 pm »

I'd love to see more variety in dogs. Having them be killed in one single hit isn't worth it at all.

Strong dogs can be bought like mercs, I guess, but weak dogs should be able to be tamed in certain parts in the wasteland and have the aforementioned Outdoorsman boost. And I'd love to see a much higher, separated global limit for dogs. (But also brahmin and weak slaves)
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Spotty

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Re: Add more variety of Dog "mercenaries".
« Reply #12 on: February 09, 2011, 03:14:24 am »

Nice idea. Also there can be a dog which is not made for combat, and will have high outdoorsman, and Cautious nature, good for new players who need to travel but don't want to get in a fight.
Love this idea. A travelling companion to keep you safe.
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Re: Add more variety of Dog "mercenaries".
« Reply #13 on: February 09, 2011, 03:24:48 am »

Dogs with bombs planted on them, then bombs won't be grieving exclusive but actually useful in battles
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Re: Add more variety of Dog "mercenaries".
« Reply #14 on: February 10, 2011, 04:55:26 am »

Dogs with bombs planted on them, then bombs won't be grieving exclusive but actually useful in battles

You can already do that, but without remote detonator it is guesswork.

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