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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Belkarr on March 20, 2011, 04:13:40 pm

Title: Raise dogs
Post by: Belkarr on March 20, 2011, 04:13:40 pm
Here is my little idea about man's best friend : we should be able to raise them !

There would be male and female dogs, with possibility to see their gender with the binocular look, and if we got one of each left at the tent for several days the female would become pregnant.

The pregnancy of the dog lasting 2 months, the first month of pregnancy the female would be able to serve as usual, and the second it would be impossible to make it move frome the tent. A little message would advertise the player that he have to bring his dog to the tent the week before the beginning of the "real" pregnancy, and if the player does not do it, well too bad the dog is lost.

After that it would birth like 2d6 puppies at the tent, with one supplementary month of immobilization due to the need of it taking care of the puppies while they are growing (one month is short but lets say radiations turned the wastelands dogs into some kind of super-fast growing animals).

And then, tadada, you got your pack of dogs !!!
Big time investissement but then big joy to have your own puppies !

Don't know too much about the different breeds existing (i saw 3 of them, klamaths's dogs, junktown "normal" dogs and junktown "savage scoutin" ones) but we can say the puppies will be of the same kind than the mother.

What do you think of that idea ?





Title: Re: Raise dogs
Post by: Lexx on March 20, 2011, 04:46:59 pm
Deleted useless posts.
Title: Re: Raise dogs
Post by: Haraldx on March 20, 2011, 04:48:32 pm
No
Last time I said something like that, Surf or Solar warned me  ::)

Anyway, my answer is - No. This isn't a dog farm, or maybe some other real time dog strategy game. Besides, it's very low priority and has no real purpose until other changes are made to the server.
Title: Re: Raise dogs
Post by: Belkarr on March 20, 2011, 05:06:32 pm
"This isn't a dog farm"

Of course, but first it would be another way to make money (selling the extra dogs) and second it would really simplify the life of the dog-users players.

Being a prick in outdoorsman, the scouting dogs of Junktown really helped my out for my first levels, and i would still use them if their price wasn't constantly rising and if i hadn't to make big travels each time they die, wich happens really often.

The way i saw that, the "dog farming" would have just been some kind of passive action, like an investissement, more than a full-time activity.
Title: Re: Raise dogs
Post by: runboy93 on March 20, 2011, 05:22:18 pm
This is wasteland not animal house :P
Raise you own dogs irl, but stay out of 2238.
Title: Re: Raise dogs
Post by: Cola on March 20, 2011, 05:25:57 pm
We should be able to own dogs, but not raise them.
Title: Re: Raise dogs
Post by: Belkarr on March 20, 2011, 07:12:22 pm
Well did'nt seemed too "fallout heretic" to me that a wastelander could have his own dog pack guarding his tent ...

Seems more realisitic than the dog-accompanied wastelander -like 9/10 of the FO1 characters- buying and rebuying dogs death after death ...


"We should be able to own dogs, but not raise them."

Yes, the term "raise" was maybe a bit too much, I thinked more to own them AND that they can reproduce at the tent if we let them here some time ...
Title: Re: Raise dogs
Post by: vedaras on March 20, 2011, 07:14:10 pm
man, its not sims, its wasteland, people struggle to survive, not raise dogs for the lulz, i dont like this idea. Still i think dogs bought in junktown should be somewhat stronger, or have better resistance, now its impossible to level up them, and unlike brahmins for example their purpose is combat only.
Title: Re: Raise dogs
Post by: Belkarr on March 20, 2011, 07:17:46 pm
Sic, it's not "for lulz" but to be more realistic AND handy ; for the moment dogs are barely usables. 
Title: Re: Raise dogs
Post by: vedaras on March 20, 2011, 07:25:06 pm
well then we could force combat male slaves to fuck combat female slaves to make some combat children... to be more handy... still man i dont think that suits fallout :>
Title: Re: Raise dogs
Post by: bubbles on March 20, 2011, 07:40:48 pm
go buy yourself a tamagotchi xD
oldschool thing
Title: Re: Raise dogs
Post by: Haterade on March 20, 2011, 07:45:11 pm
aint wasteland survival style? why not make dogs f... themselves? after all, dogs have that nature anyway. 2 months could be good for RPer, but not for combat character.... so id say Yes.
Title: Re: Raise dogs
Post by: bubbles on March 20, 2011, 07:47:17 pm
aint wasteland survival style? why not make dogs f... themselves? after all, dogs have that nature anyway. 2 months could be good for RPer, but not for combat character.... so id say Yes.
most of dogs would die as puppies. is that what you want? >:(
Title: Re: Raise dogs
Post by: Belkarr on March 20, 2011, 07:51:07 pm
"well then we could force combat male slaves to fuck combat female slaves"

Hey, that's and idea ! ;D

"aint wasteland survival style? why not make dogs f... themselves? after all, dogs have that nature anyway. 2 months could be good for RPer, but not for combat character.... so id say Yes."

Cool, first comment not comparing raising packs of dogs and playing tamagochi/sims or barbie ^^
Title: Re: Raise dogs
Post by: Surf on March 21, 2011, 03:42:59 am
Similar stuff has been accepted before as a good idea, so dogs get eventually a bit more variety (and so does the gameplay). Replies with "this is not sims blabla" will just be junked next time.
Title: Re: Raise dogs
Post by: smoothjesus on March 21, 2011, 04:48:18 am
Maybe if you had to supply them water bags or jerky to produce offspring and there was a limit to how many there were at your tent at one time, otherwise you'd just be getting free tent guard dogs.

I'd say make the player feed them once per 24hrs or they run away but that would be verging on evil addicting mmorpg territory.
Title: Re: Raise dogs
Post by: Belkarr on March 21, 2011, 07:11:24 pm
Well I have thinked of that already.

Indeed, if all the dogs can reproduce together, after the first 2d6 puppies growned full adults the risk is that you can have hundreds of dogs after few generations, wich is ridiculous.

One logical way to prevent that : inbreeding. The dogs of the same litter (?) well from the same mother cannot reproduce with each other. And to add another limit, if some player just want to raise armies of dogs buying external ones to continue the births, is to limit the number of them in the tent location to 12, the maximal reproducing limit. One litter at a time.

For the upkeeping of the pregnant dog, feeding it every day would be too binding for travelling characters or players who simply don't play every day, so why not just implemant the fact that the dog need food, 1 or 2 meat per day, but can get it directly in the storage locker or left on the floor ?

it's pretty realistical, I mean a "normal" dog left at the tent can go hunt his food normally, but a pregnant one before birthing can barely move and need to be feed, and not too binding, the player just have to be a bit providing.  
Title: Re: Raise dogs
Post by: Belkarr on March 21, 2011, 07:18:16 pm
And to end up with the "sims attacks", i want to say one final word : all the FOnline gameplay tend to transform npc actions into players actions, to make a "real living world" out of what was a solo-game. Crafting, farming, slavery, merchants, factions, and soon caravans are becoming player's business.  The dogs just don't fall from the sky, and aren't items.
Or shit we could craft them.
Title: Re: Raise dogs
Post by: Johnnybravo on March 21, 2011, 07:32:17 pm
I like the idea, but I don't see any way it'd be more than just a real waste of time.
Title: Re: Raise dogs
Post by: Belkarr on March 21, 2011, 07:38:33 pm
Well, first it could be another way to make money -selling dogs to other wastelanders, they really can help the beginners with their outdoors skills- and secondly it would make a "fresh dog reserve" for the players who use them. The dogs can be useful but are pretty expensive (exponential prices, the first is affodable, the second is expensive, forget for the third) and die REALLY often.

And it would'nt be a real waste of time cause it's some kind of passive action, you just have buy and let 2 dogs at your tent, checking that they don't run out of food, and after some times the nature has done his part of the job.


EDIT :Would make the iguana-stick sellers finally usefull, and give another utility to meat/meat jerky other than designing drugs too.

Title: Re: Raise dogs
Post by: Johnnybravo on March 21, 2011, 07:55:10 pm
As I said, I like the idea. But point is, there's still not any reason why anyone would bother designing it, implementing it and using it. That's bad.

First, there needs to be good reason to own a dog.
Second, breeding dogs should be accesible enough to be worth the effort.
Third, breeding dogs should yield some advantage over just buying them (this contradicts 2, but you've already given something)
Fourth, breeding process needs to be exactly designed. Bringing stuff to tent is not exactly interesting, and it'd better be multiplayer action - like getting kennel in your base :).

Alas, it'd be interesting if this could be robust enough to offer kind of companions worth for all levels - like feeding with deathclaw meat would creat Dogmeat like entity.

EDIT: it should also be possible to breed Brahmin - for they are quite useful animals.
Title: Re: Raise dogs
Post by: Belkarr on March 21, 2011, 08:06:01 pm
"First, there needs to be good reason to own a dog."

Well, a little help in the fights, and a big help to outdoorsman, like actually in fact.

"Second, breeding dogs should be accesible enough to be worth the effort."

2 dogs + stock of meat, pretty accessible if you want to, after it's pretty much matter of time.

"Third, breeding dogs should yield some advantage over just buying them (this contradicts 2, but you've already given something)

Sell and/or use them, they are dogs man, what do you want more from them ?

"Fourth, breeding process needs to be exactly designed. Bringing stuff to tent is not exactly interesting, and it'd better be multiplayer action - like getting kennel in your base Smiley."

Well it was meant to be a "little addon" to the game, little supplement of soul, commerce and companions, not a big exciting part of it, like a new profession. What do you think by "getting kennel in your base" ?
Title: Re: Raise dogs
Post by: Belkarr on March 21, 2011, 08:09:43 pm
And for brahmins, yeah why not, seems logical for the brahmin herders that their herd can grow with the time.
Title: Re: Raise dogs
Post by: Johnnybravo on March 21, 2011, 08:42:40 pm
Quote
"getting kennel in your base"
Well, in your tent, it'd not really bring much to game.
However if it was available for a group of player, it could've be quite some fun. Promoting multiplayer in multiplayer games is not always bad thing :p.
Quote
2 dogs + stock of meat, pretty accessible if you want to, after it's pretty much matter of time.
You know, like making sure it's not limited just to specific locations, and as I said, I'd love to see it in player bases.
Saying that, player bases should perhaps be a lot more customizable and accessable.
Getting some cottage with little benefits, but having some meeting place for your friends shouldn't be a big deal.
Upgrading it with more useful buildings and stuff should take some effort, but could've be fun to do. Ofcourse if you make it more than just a storage.

But that's story for another topic...
Title: Re: Raise dogs
Post by: Ulrek on March 21, 2011, 09:11:36 pm
A: Turning FOnline in to a Vpet game is a scarey thought..

B: If you really, and i mean really have to breed your own dogs who will just die in a rocket volley... than just making it a function of NPCs, which could be added to bases as well would work alot smoother.

C: Dogs get blown up really fast, so if this is added, it would have to be in a cheesey way that creates away to get more guard dogs quickly. which will probably not all be to your liking anyway, since combat is the main focus of this game. and that's what the dev's think about more than peaceful stuff.

D: As for my personal suggestion that's not worth it's own thread that i will put in here to make us all fall in love with it rather than the original suggestion. capping the prices for dogs at 600 caps each would be a much better option for dog spammers..

-Ulrek-
Title: Re: Raise dogs
Post by: Surf on March 21, 2011, 09:28:05 pm
A: Turning FOnline in to a Vpet game is a scarey thought..

B: If you really, and i mean really have to breed your own dogs who will just die in a rocket volley... than just making it a function of NPCs, which could be added to bases as well would work alot smoother.

C: Dogs get blown up really fast, so if this is added, it would have to be in a cheesey way that creates away to get more guard dogs quickly. which will probably not all be to your liking anyway, since combat is the main focus of this game. and that's what the dev's think about more than peaceful stuff.

D: As for my personal suggestion that's not worth it's own thread that i will put in here to make us all fall in love with it rather than the original suggestion. capping the prices for dogs at 600 caps each would be a much better option for dog spammers..

-Ulrek-

So what, then better remove all the not-high tier stuff from game because it might get blown up in a single shot!
Title: Re: Raise dogs
Post by: Cola on March 21, 2011, 10:16:48 pm
Guys... Just because you can raise dogs it's not the sims.
Sure fallout is harash and "cool" or whatever but still... There
are those people who wants to raise dogs and we gotta respect thier point of view.
It's pointless to comment "this aint hello kitty" or "this is not the sims"... That won't help at all.
Insteed just simply tell him that you don't like the idea. Be mature and respectful.
ALSO... stop with the "cool" talk... I mean... If you respect others and be mature... you're cool.
But insulting others and blame them for possting a SUGGESTION is not cool.
Sure... FOnline is a harash and crazy game... and we will keep it like that...
But we can still add some features that aren't harash etc...

Peace out

Title: Re: Raise dogs
Post by: Lordus on March 21, 2011, 10:29:48 pm
Damn, i like dogs. I remember 3rd era when i bought one only to raise my image in NCR.. :)

 But i agree that dogs deserve more than their current role, maybe little raise their atributes..

 But i dont think that this is enough. In view of minimal time/work of devs, i suggest this:

 1) pvp abilities: if you have dogs in some location, dog should bark ( "vrrr" ;) ), if some sneaker is in limited radius near dog. This radius should depend on dog leader abilities (speech? more speech you have, better control you have, longer radius). In general, player would control that dog, sends him near to discover if there is someone sneaking..

 It could be same, if in location are supermutants, ... . Longer radius, different kind of barking.. You know, supermutants smell badly.

 2) other than pvp abilities: barking if there is mine planted, bomb activated, ....
Title: Re: Raise dogs
Post by: Ulrek on March 22, 2011, 12:28:13 pm
So what, then better remove all the not-high tier stuff from game because it might get blown up in a single shot!

There's a difference between "might" and "will" be exploded in one hit. anything under 50 HP is toast vs anything with a gun that can use it.

Trololol. <,.,<

-Ulrek-
Title: Re: Raise dogs
Post by: Belkarr on March 22, 2011, 07:57:02 pm
Well dogs are dogs, I dont know if the devs should make them bulletproofs ...

The "alert barkings"  propositions are pretty nice, and for the restricting to raise dogs only at bases, why not, that would already make more sellers appears wich would avoid all the travels to see your got shot 1/2 time before even getting back to your tent...


But please think about new players, dogs can really be usefull for them, it's a shame that they are so hard to get in a world where half of the towns and the whole desert is full of them !
Title: Re: Raise dogs
Post by: arathhunter on March 23, 2011, 06:13:36 am
Indeed, i Support This Idea, and that bases should be upgradeable.
 also Solar, i believe i have my new favorate quite hehe
Title: Re: Raise dogs
Post by: Doctor Eex on March 23, 2011, 06:23:41 am
When I have read this:
Quote
The pregnancy of the dog lasting 2 months
I was a bit confused...
Why don;t go further, and have a source of slaves  ;D. You can spam kids with nades.
Or even better.
Breed molerats! I want to have also combat molerats...

Kinda sick idea anyway. I definitely vote yes if developers want to implement SUCH suggestions...  ;D
Title: Re: Raise dogs
Post by: arathhunter on March 23, 2011, 06:46:37 am
When I have read this:I was a bit confused...
Why don;t go further, and have a source of slaves  ;D. You can spam kids with nades.
Or even better.
Breed molerats! I want to have also combat molerats...

Kinda sick idea anyway. I definitely vote yes if developers want to implement SUCH suggestions...  ;D

well i'm gona assume the kids thing is just a joke... (even though i would love to start a family, It just wouldent make sense with the type of timeline this game has)
Though with animals, their mutated alot more then (Normal) Humans, there could be a posibilty Pregnency is quicker then Normal, so maybe a bit lower then 2 ingame months? I don't know. also course why stop at only Dogs? I'd love to start a farm in a Base, give thoes empty Pens something to hold other then caught brahmin. The Ghost Farm Underground have a Molerat farm. maybe buy some stock from them? and course more then just thoes types of animals would be awesome to have as pets, and to breed. of course, Deathclaws and Insect type critters are out of the question. as Insects like the ants are hive minds. and The enclave had to put a headset device sorta thing on the deathclaws to control them.
Title: Re: Raise dogs
Post by: Who Killed Bambi on March 23, 2011, 07:58:43 am
i see few changes in dogs done, so try dogs from scavengers, yesterday i see dog with 5 hp ( i m mad, but i swear, dog have 5 hp)
so scout dog cost now about 1k caps and fight dog same price.
didnt try dogs from other places.
trained dog hit leather arm mk 2 for 5 hp.
scout dog - for 1 hp.
with few scout dogs i come back from scavengers to ncr with any encounter, before i have dogs i cant avoid about 2 encounters at 200% succes (from 300)

i think each merc/dog need personal battle system like followers in fo2, but i think it suggested and never happens.

Title: Re: Raise dogs
Post by: Slaver Snipe on March 23, 2011, 05:12:47 pm
i see few changes in dogs done, so try dogs from scavengers, yesterday i see dog with 5 hp ( i m mad, but i swear, dog have 5 hp)
so scout dog cost now about 1k caps and fight dog same price.
didnt try dogs from other places.
trained dog hit leather arm mk 2 for 5 hp.
scout dog - for 1 hp.
with few scout dogs i come back from scavengers to ncr with any encounter, before i have dogs i cant avoid about 2 encounters at 200% succes (from 300)

i think each merc/dog need personal battle system like followers in fo2, but i think it suggested and never happens.



http://fodev.net/forum/index.php?topic=8934.0
Don't be impatient, things like that take time to get done.
Title: Re: Raise dogs
Post by: Belkarr on March 23, 2011, 09:49:43 pm
I hardly see why wastelanders would like to raise rats or stuff like that, but brahmine and dogs should definitively breed !

I mean theses are domestic animals.

And honestly i don't see why it should be only available in bases; a lone wastelander shouldn't have some dogs or cows at tent ?
Why that ? Ok brahmine are stupids and would surely get lost in the wastes as soon as their master leave a few hours, but dog are smarts, loyals, territorials and LOVE to gard houses !

Everybody is not involved in gang or stuff like that, and when we see utility of the NPC factions, it makes want to do it's own business.

Roleplay guys !!!

EDIT : The pregnancy of dogs REALLY last 2 months, but off course big ones grows adults in at least one year, really too long for the game. And after all, scientist already made some genetically modified fishes that grows 2X faster, who knows what massive radiations and FEV would do to living creatures ?

Oh and for combat molerats, yep great idea ! A good way to make Redding ring resurrect !
Title: Re: Raise dogs
Post by: Ganado on March 23, 2011, 10:00:24 pm
who knows what massive radiations and FEV would do to living creatures ?
Give them cancer and make them die.  ;) But yeah, I agree... people worry too much about real-life comparisons.

As for this suggestion, it's okay. Anything to let dogs not be 14 HP weaklings. If this suggestion ever becomes available, there should also be the option for dogs to be available to be caught in the wasteland, as was suggested in another thread.

I like the idea of the person who said they could detect bombs (once dynamite and other such explosives actually have a non-griefing use), and detect sneakers.

Also, dogs could give a Pathfinder boost when you have one in your party.
Title: Re: Raise dogs
Post by: Belkarr on March 23, 2011, 10:10:04 pm

there should also be the option for dogs to be available to be caught in the wasteland, as was suggested in another thread.



Very good idea !

And yep, cancer and death for most of creatures, but anyway some of them would manage to breed before death, and in middle-long term there should be some brand new radiation-resistant genes ... as well as a few others ones ^^

"Life always find its path"
(Jurassic park ; )

EDIT : And it top of it, 9/10 of being livings being wiped out, the few survivors would tend to mutate more even without radiations, with the "help" of a bit of inbreeding. The phenomen have been proved for human specie, so I think it's working for every kind of living thing.
So with radiations, it would obviously make giant scorpions and fast-growing dogs. At the tent ;)