From 308bb6cc6ad6803997c7d641693d87ce0d754dbb Mon Sep 17 00:00:00 2001 From: JustinWinningham Date: Sat, 28 Dec 2024 00:25:07 -0800 Subject: [PATCH 1/3] Create K9Unit.md --- .../departments/security/proposals/K9Unit.md | 34 +++++++++++++++++++ 1 file changed, 34 insertions(+) create mode 100644 src/en/space-station-14/departments/security/proposals/K9Unit.md diff --git a/src/en/space-station-14/departments/security/proposals/K9Unit.md b/src/en/space-station-14/departments/security/proposals/K9Unit.md new file mode 100644 index 000000000..13f1ffecd --- /dev/null +++ b/src/en/space-station-14/departments/security/proposals/K9Unit.md @@ -0,0 +1,34 @@ +# K9 Unit Job + +## Design Goal + +The Goal of adding the K9 unit to add core gameplay loop variety to the security department. Currently, 3 of the roles are nearly identical (Cadet, Secoff, Det) +with only Det having a minor variation in loadout and some added utility for forensics. All three focus on patroling, detaining, and generally dealing with antagonists with Warden and HOS being the exceptions. A K9 unit would add great variety for sec players while also opening many roleplay opprotunities with a low MVP cost (as dogs and their behaviors already exist in code at least in part). The Main goal for the person playing the K9 is to give a security role where they are not expected to verbally interact with crew, which can be draining, irritating, demoralizing, etc. This gives security a way for players who need a break from the negative human interaction side of the department a way to continue playing there, while also giving new tools to combat the most destructive tools available to antags which currently have very few counters. + +## K9 Officer Role + +The K9 units are something most people are familiar with in real life, and their role will mirror that public perception. This includes sniffing for explosives (bombs, c4, etc) No more than one (1) K9 officer slot should be made available on all stations. K9 Unit will spawn at the normal security officer spawn location and be equipped with a few canine specific items (detailed later). K9 Officers will be mechanically incentivized to accompany security officer, as they will cover gaps in each others abilities to keep the station safe, they would be as follows (and are detailed in their own section later on): + +#### Pros / Abilities + +* Speed: Faster base speed to chase down fleeing suspects / criminals. +* Scent: Ability to smell explosives or illicit chemicals on people within a range - useful for creating engaging difficulty for antags who risk being detected if they get too close. +* Bite: short fading slow on those bit to aide officers in pursuits in addition to damage. +* Signal: Whistle-like callout / bark to notify handler of contraband. + +#### Cons + +* Unable to talk or use radio(dog speech) +* Unable to detain or arrest (only bite) +* Slightly lower health / armor than humans + + +### Ability breakdown + +#### Speed + +The primary enabler of the K9 during normal operations is increased speed. Operating at somewhere between 110% and 130% normal character movement speed allows for easier pursuits than secoffs and for talented players to kite during melee or jink during firefights. This number is a rough first guess at an appropriate speed value, they should be able to catch any undrugged human but still struggle to keep up with those under the influence of hyerzine or similar super stimulants. + +#### Scent + +The main unique mechanic that K9 officers will have. This takes the form of a overlay 'cloud' or hue on characters who are carrying explosives. This could also be denoted using an new security hud icon that is only visible to K9 units to match existing styles. From cbeabb980e04ca40d9791fc499a8237c409f2b08 Mon Sep 17 00:00:00 2001 From: JustinWinningham Date: Sat, 28 Dec 2024 18:03:26 -0800 Subject: [PATCH 2/3] Update K9Unit.md --- .../departments/security/proposals/K9Unit.md | 29 +++++++++++++++++-- 1 file changed, 27 insertions(+), 2 deletions(-) diff --git a/src/en/space-station-14/departments/security/proposals/K9Unit.md b/src/en/space-station-14/departments/security/proposals/K9Unit.md index 13f1ffecd..896bece66 100644 --- a/src/en/space-station-14/departments/security/proposals/K9Unit.md +++ b/src/en/space-station-14/departments/security/proposals/K9Unit.md @@ -7,7 +7,7 @@ with only Det having a minor variation in loadout and some added utility for for ## K9 Officer Role -The K9 units are something most people are familiar with in real life, and their role will mirror that public perception. This includes sniffing for explosives (bombs, c4, etc) No more than one (1) K9 officer slot should be made available on all stations. K9 Unit will spawn at the normal security officer spawn location and be equipped with a few canine specific items (detailed later). K9 Officers will be mechanically incentivized to accompany security officer, as they will cover gaps in each others abilities to keep the station safe, they would be as follows (and are detailed in their own section later on): +The K9 units are something most people are familiar with in real life, and their role will mirror that public perception. This includes sniffing for explosives (bombs, c4, etc) No more than one (1) K9 officer slot should be made available on all stations, alternative this could be a good ghost role, fitting in with other animal ghost roles as a familiar. K9 Unit will spawn at the normal security officer spawn location and be equipped with a few canine specific items (detailed later). K9 Officers will be mechanically incentivized to accompany security officer, as they will cover gaps in each others abilities to keep the station safe, they would be as follows (and are detailed in their own section later on): #### Pros / Abilities @@ -31,4 +31,29 @@ The primary enabler of the K9 during normal operations is increased speed. Opera #### Scent -The main unique mechanic that K9 officers will have. This takes the form of a overlay 'cloud' or hue on characters who are carrying explosives. This could also be denoted using an new security hud icon that is only visible to K9 units to match existing styles. +The main unique mechanic that K9 officers will have. This takes the form of a overlay 'cloud' or hue on characters who are carrying explosives. This can manifest in two ways, depending on maintainer feedback: + +1) Denoted using an new security hud icon that is only visible to K9 units to match existing styles. This modifier will only be visible on characters in a short range of the K9 to prevent cross-screen snipes on players who are out of scent range and as a balancing mechanic. +2) The K9 unit must use a short 1 second 'sniff' action on a player and get a text message popup similar to that recieved when somebody is placing an entity into a players hands that tells the K9 if they picked up any foreign scent, including chemicals, reagents, or foods. "You smell explosives on this person!" / "you smell on this person" / "you smell . +3) Scent mechanic is too powerful all together and is not implemented. + +#### Bite + +Unlike most bites from other creatures, this would inflict a small (0.25 - 0.5) second slow on targets, this would combo with their speed to give them more versatility in aiding security staff, further aiding their support toolkit. +Additionally, this bite would be stronger when wearing a k9 hardsuit (detailed in equipment section below) in exchange for lower speed and higher armor. + +#### Signal + +Functions identically to the security whistle, but with a barking sound effect, for alerting handler. + + +## Dog changes and New Items + +To help make the K9 (and other K9 like animals) more versatile, some new Dog specific items and item slots will be created, outlined here + +### Dog changes + +Current dogs will be updated to be given support for all new appropriate items (Ian, Cerb, etc.), but doesnt need to be required for MVP. + +* Dogs will now have an armor slot. The K9 unit default loadout will come with an K9 armored vest that provides similar bonuses to the standard armored vest that security gets. +* From 51b66a636afb9d1b8de312d2be1d184e6a468bca Mon Sep 17 00:00:00 2001 From: JustinWinningham Date: Tue, 7 Jan 2025 10:28:57 -0800 Subject: [PATCH 3/3] Update K9Unit.md Finished draft 1 of Sec K9 --- .../departments/security/proposals/K9Unit.md | 43 +++++++++++++------ 1 file changed, 31 insertions(+), 12 deletions(-) diff --git a/src/en/space-station-14/departments/security/proposals/K9Unit.md b/src/en/space-station-14/departments/security/proposals/K9Unit.md index 896bece66..4d3117b6e 100644 --- a/src/en/space-station-14/departments/security/proposals/K9Unit.md +++ b/src/en/space-station-14/departments/security/proposals/K9Unit.md @@ -3,31 +3,34 @@ ## Design Goal The Goal of adding the K9 unit to add core gameplay loop variety to the security department. Currently, 3 of the roles are nearly identical (Cadet, Secoff, Det) -with only Det having a minor variation in loadout and some added utility for forensics. All three focus on patroling, detaining, and generally dealing with antagonists with Warden and HOS being the exceptions. A K9 unit would add great variety for sec players while also opening many roleplay opprotunities with a low MVP cost (as dogs and their behaviors already exist in code at least in part). The Main goal for the person playing the K9 is to give a security role where they are not expected to verbally interact with crew, which can be draining, irritating, demoralizing, etc. This gives security a way for players who need a break from the negative human interaction side of the department a way to continue playing there, while also giving new tools to combat the most destructive tools available to antags which currently have very few counters. +with only Det having a minor variation in loadout and some added utility for forensics. All three focus on patroling, detaining, and generally dealing with antagonists with Warden and HOS being the exceptions. A K9 unit would add great variety for sec players while also opening many roleplay opprotunities with a low MVP cost (as corgi/cerb and their behaviors already exist in code at least in part). The Main goal for the person playing the K9 is to give a security role where they are not expected to verbally interact with crew, which can be draining, irritating, demoralizing, etc. This gives security a way for players who need a break from the negative human interaction side of the department a way to continue playing there, while also giving new tools to combat the most destructive tools available to antags which currently have very few counters, and allow for a ghost to occasionally help security if they want, as current ghost roles are neutral to the station at the best in most cases. Further itreators or refinement could see K9 role given more abilities or more scents to detect and filter through (drugs? food? etc.) ## K9 Officer Role -The K9 units are something most people are familiar with in real life, and their role will mirror that public perception. This includes sniffing for explosives (bombs, c4, etc) No more than one (1) K9 officer slot should be made available on all stations, alternative this could be a good ghost role, fitting in with other animal ghost roles as a familiar. K9 Unit will spawn at the normal security officer spawn location and be equipped with a few canine specific items (detailed later). K9 Officers will be mechanically incentivized to accompany security officer, as they will cover gaps in each others abilities to keep the station safe, they would be as follows (and are detailed in their own section later on): +The K9 units are something most people are familiar with in real life, and their role will mirror that public perception. This includes sniffing for explosives (bombs, c4, etc) No more than one (1) K9 officer slot should be made available as an early game ghost role with a long reoccurance time (ideally there should only be one active at a time per station). K9 Unit will spawn at the normal security officer spawn location and be equipped with a few canine specific items (detailed later). K9 Officers will be mechanically incentivized to accompany security officer, as they will cover gaps in each others abilities to keep the station safe. #### Pros / Abilities * Speed: Faster base speed to chase down fleeing suspects / criminals. -* Scent: Ability to smell explosives or illicit chemicals on people within a range - useful for creating engaging difficulty for antags who risk being detected if they get too close. -* Bite: short fading slow on those bit to aide officers in pursuits in addition to damage. +* Scent: Ability to smell explosives or illicit chemicals on people within a range - useful for creating engaging difficulty for antags who risk being detected if they pass by an inquisitive player +* Bite: Medium damage bite that applies some stun on hit. * Signal: Whistle-like callout / bark to notify handler of contraband. +* Drag: Dogs can drag bodies and other objects like other humanoids #### Cons * Unable to talk or use radio(dog speech) * Unable to detain or arrest (only bite) * Slightly lower health / armor than humans +* Limited resource (Ghost role not garunteed, and hard to replace if killed) +* No suit sensors ### Ability breakdown #### Speed -The primary enabler of the K9 during normal operations is increased speed. Operating at somewhere between 110% and 130% normal character movement speed allows for easier pursuits than secoffs and for talented players to kite during melee or jink during firefights. This number is a rough first guess at an appropriate speed value, they should be able to catch any undrugged human but still struggle to keep up with those under the influence of hyerzine or similar super stimulants. +The primary enabler of the K9 during normal operations is increased speed. Operating at somewhere between 110% and 130% normal character movement speed with similar boosts to acceleration allows for easier pursuits than secoffs and for talented players to kite during melee or jink during firefights. This number is a rough first guess at an appropriate speed value, they should be able to catch any undrugged human but still struggle to keep up with those under the influence of hyerzine or similar super stimulants. #### Scent @@ -44,16 +47,32 @@ Additionally, this bite would be stronger when wearing a k9 hardsuit (detailed i #### Signal -Functions identically to the security whistle, but with a barking sound effect, for alerting handler. +Functions identically to the security whistle, but with a barking sound effect, for alerting handler. This will use an action instead of an item, with a bark sfx instead of the standard whitsle sfx. -## Dog changes and New Items +### K9 Inventory -To help make the K9 (and other K9 like animals) more versatile, some new Dog specific items and item slots will be created, outlined here +Current dogs can be updated to be given support for all new appropriate items (Ian, Cerb, etc.), but doesnt need to be required for MVP. -### Dog changes +* SecK9 will have an suit slot. The K9 unit default loadout will come with an K9 armored vest that provides similar bonuses to the standard armored vest that security gets. Suit +* SecK9 will have standard mask and tank slots for breathing like ian and cerb currently (see corgi prototype) -Current dogs will be updated to be given support for all new appropriate items (Ian, Cerb, etc.), but doesnt need to be required for MVP. +#### K9 Items -* Dogs will now have an armor slot. The K9 unit default loadout will come with an K9 armored vest that provides similar bonuses to the standard armored vest that security gets. -* +New entities to be implimented for SecK9 use + +* SecK9 Hardsuit - spawns with the SecK9, occupies suit slot, only equipable by SecK9 in MVP, other dogs in future. Provides similar bonuses as security hardsuit +* SecK9 Armored Jacket - spawns equipped to SecK9, occupies suit slot, only equipable by SecK9 in MVP, other dogs in future. Provides similar bonuses as security armored vest. + +### Other Notes + +This proposal will require some new sprite and sfx assets: + +Sprites: +* SecK9 Hardsuit: icon + equipped overlay for SecK9 +* SecK9 Armored Vest: icon + equipped overlay for SecK9 +* SecK9 entity: Up/Left/Down and Dead + +Sfx: +* SecK9 alert whistle +* SecK9 bark (if desired to be unique from other dogs)