Idea: Dogs!
Posted: Mon Dec 08, 2014 2:02 am
So, I was just thinking about this earlier and decided to share it. I don't expect every detail of the idea to be implemented (or any of it, obviously, but here's hoping).
Dogs, both hostile and friendly. One being treated as a normal enemy that you come across while scavenging, and the other being a potential group member.
Hostile dog:
- Random encounter while on scavenging run (possibly in small packs at times)
- Attack or avoid like a normal human enemy. Faster than humans, but easier to kill
- If the dog is alone, can possibly be made friendly by giving food
Friendly dog:
- Either random encounter while scavenging and follows you home, or comes to your door like a human survivor (takes up one of the four survivor slots or a fifth "pet" slot, either way)
- Treated as a human survivor as far as feeding
- Doesn't need a bed for restful sleep (possible crafted dog bed for doggy morale)
- Can't craft or cook (it's a dog)
- Unlike humans, doesn't need a melee weapon in the early game to better defend at night (also possible bonus to deterring looters? Pissed dogs are scary)
- Acts as alarm system?
- More vulnerable to death by gunfire
- Very high chance of remaining in Content status if kept fed and unwounded
- Provides morale boost to human survivors (possible opposite effect for personality traits in certain characters who hate dogs)
Possible roles of friendly dog
Morale:
- Crafted or scavenged tennis ball provides morale boost to human and dog alike while playing fetch
- Content dog is more likely to defend and take wounds in place of human guard during the night, also recovers faster than humans (if kept fed)
- If a dog dies, everyone (who likes dogs) loses a little morale. If killed defending a human, that human lowers to Depressed status
Scavenging:
- Option to take dog companion out on scavenging runs
- Can possibly sniff out hidden items human scavenger overlooks
- Can squeeze through barred doorways to retrieve one or two random items (only once per scavenge run)
- Higher risk of being detected by enemies while dog is sniffing around or if it barks (with a sound bubble effect like any other noise made)
- If not in Content status, there's a chance the dog can run away or be lured by other humans in scavenge area
Again, I wouldn't expect all of this to be considered. I was just being thorough.
Dogs, both hostile and friendly. One being treated as a normal enemy that you come across while scavenging, and the other being a potential group member.
Hostile dog:
- Random encounter while on scavenging run (possibly in small packs at times)
- Attack or avoid like a normal human enemy. Faster than humans, but easier to kill
- If the dog is alone, can possibly be made friendly by giving food
Friendly dog:
- Either random encounter while scavenging and follows you home, or comes to your door like a human survivor (takes up one of the four survivor slots or a fifth "pet" slot, either way)
- Treated as a human survivor as far as feeding
- Doesn't need a bed for restful sleep (possible crafted dog bed for doggy morale)
- Can't craft or cook (it's a dog)
- Unlike humans, doesn't need a melee weapon in the early game to better defend at night (also possible bonus to deterring looters? Pissed dogs are scary)
- Acts as alarm system?
- More vulnerable to death by gunfire
- Very high chance of remaining in Content status if kept fed and unwounded
- Provides morale boost to human survivors (possible opposite effect for personality traits in certain characters who hate dogs)
Possible roles of friendly dog
Morale:
- Crafted or scavenged tennis ball provides morale boost to human and dog alike while playing fetch
- Content dog is more likely to defend and take wounds in place of human guard during the night, also recovers faster than humans (if kept fed)
- If a dog dies, everyone (who likes dogs) loses a little morale. If killed defending a human, that human lowers to Depressed status
Scavenging:
- Option to take dog companion out on scavenging runs
- Can possibly sniff out hidden items human scavenger overlooks
- Can squeeze through barred doorways to retrieve one or two random items (only once per scavenge run)
- Higher risk of being detected by enemies while dog is sniffing around or if it barks (with a sound bubble effect like any other noise made)
- If not in Content status, there's a chance the dog can run away or be lured by other humans in scavenge area
Again, I wouldn't expect all of this to be considered. I was just being thorough.