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Security K9 unit ghost role #374
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Security K9 unit ghost role #374
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Lower health is not strictly necessary, particularly when they will be wearing armor anyway. Keep them at standard health and then we can tune their survivability by their armor
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Speed was the most contentius part, there is high concern about the utility of their speed in combat, and how annoying it would be. Some ways for them to gain temporary speed boosts were considered but we would rather just go with standard speed, first. however, to aid with them still being effective at chases, they can be noslip, and see the ability proposed at the combat section
An additional counter to them, which will make them markedly distinct from the slipping meta, but without a speed boost would not be mandatory to prepare for, when one is likely to be chased by them, is that secdogs are gluttonous: if they step on food, they cannot resist starting to eat it, and being made immobile for 2 seconds (probably the same check should apply as to slippables, this should not trigger if the food was still in flight)
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There was no clear consensus here, but as you noted, the ability to either track footprints or detect bombs could be extremely powerful and perhaps more punishing to traitors than reasonable.
A less disruptive but still useful ability could be to detect corpses and (large concentrations of?) blood within range, with a mechanism similar to anomaly locators - the dog sniffing faster and faster.
This would also mean that blood can be used as a diversion/chaff (since both return the same "sensor reading"), and keeping the station clean becomes more important to sec
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No stun, tackle or stamina damage. These have very significant combat applications, and historically they have been very disruptive.
However, we would be interested in something like this: a short-range pounce ability primarily designed for chases. The ability can be used to execute a ~2 tile pounce. If it connects with a mob, the dog "bites onto" the mob, essentially being dragged from then-on. This slows down the target as if they were dragging, but does not occupy their hand. The pounce should have a long cooldown or failing to hit a target should be punished with some sort of movement penalty such as slowdown/stun so it can't just be used to dash around all the time
Thus, this ability could be used to close the distance to a fleeing target if you are already close, and cause slowdown on them, allowing everyone else to catch up. In this state, the dog would be unable to bite, so the target has the option of starting to punch the dog until it lets go, but... is that wise, when this will probably cause the dog to let go and start biting back? Likewise, the dog has to choose how long to hold on and when to start attacking/disengage. Being dragged after the target would also, ironically, serve to shield them from shots coming from pursuers
(This ability would be a not insignificant thing to code, but probably worth investigating even without the pounce part)
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What if being effected by it also did some damage on successful connection, and more importantly, while under the effect of the ability, taking certain actions (Moving/running, etc.) causes the mob to take damage and/or increase bleed stacks? Given that if a dog has you in its teeth, attempts to pull away, swing the limb, kick back, etc., would probably result in further injuries due to causing severe movement of the very sharp teeth currently clamped into your skin. (Would also be cool if this reduced gun accuracy and/or increased the length of certain do-after bars, perhaps with certain stimulants or sedatives reducing/removing this effect, but thats probably overdoing it.)
Would also be a cool balance concept since theyll have to either do major damage to the pupper to force it to stand down (I feel like if they get stamcritted or regular critted the effect would end), cooperate and stop moving, or continue to flee and face the very painful consequences.
(The same concept why if somebody has a bladed weapon currently stuck in them, an EMTs best bet is typically to secure it in place. Removing it unplugs the hole resulting in blood gushing out, but having it move around causes massive internal injuries, I feel like the simular risk of injury would apply with resisting/moving against a dog bite.)
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I did not find mention of this elswhere in the doc, is this a dog whistle that no one else can hear?
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was referred to as alert bark in other areas.
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But you have that in the next line