Practical Pets

PostNukeRP Gamemode Suggestions

Practical Pets

Postby Cap-Coop » Wed Feb 06, 2013 9:34 am

Has anyone ever though of giving a purpose to pets? As wonderful as they are already, it occurs to me they have no real purpose. I thought that possibly, depending on the type of Headcrab you are in possession of it could have a some sort of benefit. Particularly with the Scientist being capable as the only class able to interact with the Headcrabs in doing such things.

1.) Poison Headcrabs : Scientists could extract poison from it's beack at risk of a 10% chance to poison themselves, but has an 85% chance to create a Small Healthkit, and a 15% chance to create a Large Healthkit.

2.) Standard Headcrabs : Scientists could train this Headcrab to dig-up junk items. (Diamond Edge Saws, Sensor Pods, Water Jet Cutters, etc) The Headcrab also has a chance of finding Ammunition, with Fusion Batteries for the AR2 being the rarest.

3.) Fast Headcrabs : A Scientist could "study" it for period of time and create a sort of needle-based supplement that for a limited time, decreased the user's maximum health depending on class (Scavengers will have a smaller health de-buff than a Wastelander), and drastically increase their base running speed by about 25% and allow them to interact with objects much faster (Breaking into lockers, collecting Grub Eggs, Scavenging, etc); this buff might also depend on class with the Scavenger gaining the greatest overall increase and the Wastelander the lowest increase.

There could be a Scientist only skill specifically for this called "Operant Conditioning". The higher the level of the skill the following would be affected :

1.) Increased chance of Large Healthkits from Poison Headcrabs, and a decreased chance of poisoning yourself (Maybe at max level you never get poisoned)

2.) Increased Chance of obtaining rarer items such as Deterium Fuel Pods, Uranium 235; and increased chance for the Headcrab to find Ammunition.

3.) Increased level would decrease the amount of time it takes to "study" the Fast Headcrab, and either increase the number of needles with the supplement in it you obtain, or prolong the effect.
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Re: Practical Pets

Postby DevilsNipple » Wed Feb 06, 2013 9:45 am

i actually find this idea fascinating. allowing more to them like this would give users so much more benefit. the only thing id have to add would be a limited timeor ammount, probably time would work best. for instance you could only extract poison or experiment with fast headcrabs once very 30 mins. and normal headcrabs could only pull up 10 things within a 30 min period. yah know, some kind of downside to it so it equals it out.
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Re: Practical Pets

Postby LostInTheWired » Wed Feb 06, 2013 12:40 pm

Honestly, they were pretty much designed around the whole fact that their pointless. Just fluff. I'm not so sure about tacking on a purpose after the fact.
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