Station Pets - Loadouts, Objectives, Wawa!#436
Station Pets - Loadouts, Objectives, Wawa!#436FairlySadPanda wants to merge 8 commits intospace-wizards:masterfrom
Conversation
|
I was asked the position on pets by the Wizard's Den Admin Team. Currently pets such as Ian, Slime, Renault, etc. while not considered crew(no I am not talking about how borgs see them) still have certain protections from the rest of the crew. Crew cannot kill them without a reason, although they can justify killing a pet or otherwise harming it with much less justification. Additionally all members of the crew can have "attachments" to pets, as such harming a pet can count as escalation against crew members that care about that pet. Obviously the captain may care much more about hamlet or Renault than a random janitor. |
|
Something something "chipping" station pets with something so AI can see them (think mindshields) |
|
I like the ability to select stataion pets roun-start. mabey command will actually start taking care of (evacuating) with their pets. |
|
I've updated this document to cover the workload I'd propose for Strike Team Wawa, incorporate Nik's feedback (with slight editing to make the admin design fit the document's style) and added notes on future workload. This introduces the notion of "User Stories" to the project, which I am sure is going to horrify certain professional members of this project. |
src/en/space-station-14/round-flow/proposals/pets-and-pet-protection.md
Outdated
Show resolved
Hide resolved
src/en/space-station-14/round-flow/proposals/pets-and-pet-protection.md
Outdated
Show resolved
Hide resolved
src/en/space-station-14/round-flow/proposals/pets-and-pet-protection.md
Outdated
Show resolved
Hide resolved
|
|
||
| # Hamlet And Friends | ||
|
|
||
| The Captain's pet is Mandatory. The Captain must choose from one of the following options at the start of the round. |
There was a problem hiding this comment.
Probably for the best if the captain only has one pet instead of two.
But the captain being able to select if there are extra TC on the station or not leads into powergaming territory.
There was a problem hiding this comment.
True, I'd welcome suggestions on balance as I don't know here. You could potentially have the Captain's pet always contain TC, but then the Cap has to choose between "safe docile fox" and "anger and hunger given hamster form" and that means you will never see Hamlet.
I think having the Captain have to decide if they want to have a traitor goal or a shitter ghost role is a good tradeoff but I'd welcome help on this.
There was a problem hiding this comment.
@slarticodefast I've updated this design. Let me know what you think.
src/en/space-station-14/round-flow/proposals/pets-and-pet-protection.md
Outdated
Show resolved
Hide resolved
src/en/space-station-14/round-flow/proposals/pets-and-pet-protection.md
Outdated
Show resolved
Hide resolved
src/en/space-station-14/round-flow/proposals/pets-and-pet-protection.md
Outdated
Show resolved
Hide resolved
src/en/space-station-14/round-flow/proposals/pets-and-pet-protection.md
Outdated
Show resolved
Hide resolved
…ection.md Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
src/en/space-station-14/round-flow/proposals/pets-and-pet-protection.md
Outdated
Show resolved
Hide resolved
|
Updated the document. Note that I've done a pass on "the Captain's pet" and the logic for spawning pets. Of particular note:
|
|
Oh and I've clarified a few free agent and antag interactions - zombies, Para Clones, etc. |
src/en/space-station-14/round-flow/proposals/pets-and-pet-protection.md
Outdated
Show resolved
Hide resolved
|
I think it would be fun to watch Ian as a ghost role too, with his own goals (Of which, of course, would be to stay alive on this station). After all, he's almost the mascot of the space station |
sudobeans
left a comment
There was a problem hiding this comment.
This proposal is great. I like the ideas for how antags should treat their pets. I love the pet carrier idea, this could make it easier to evacuate the station with pets.
|
|
||
| # Pets As Loadouts | ||
|
|
||
| Pets are not mapped directly onto the station. Instead, each role may have at least one pet assigned to it via its loadout. Much like other loadout options, pets are unlocked via playtime. |
There was a problem hiding this comment.
How much playtime do you have in mind for this? I recall that Slarticodefast said "Players should not be encouraged to 'grind' the game to an unhealthy degree" in #436 (comment)
There was a problem hiding this comment.
That's a maintainer balance topic rather than something I can express. "In line with maintainer expectations and Bhijn & Myr's overall health goals".
I personally love big numbers to grind for, but I know that that runs contrary to what Wizden wants to do.
|
Despite how awesome this doc is and how much I want to see this ingame, non player-controlled pets are currently too annoying to have with you, and having to keep them safe and cared for will highlight this more. You either A - drag them with hand/tail slot, slow your movement speed lots, and they end your drag every 3 seconds so you have to go and get them again making this a chore. Feel free to come to your own conclusion, but I think there really needs to be some sort of pet follow mechanic to make actually having your pet out with you in the open not a pain. |
|
Some sort of "follow AI" toggle for a pet and its owner is a good idea, as long as cats don't have it. |
|
Just to break down this feedback a bit, I think you're correct in that pets would be frustrating to work with without some way of controlling them. It's important to remember two things:
I'm thus not going to add this "pet follow" mechanic to the doc, but it's definitely something I'd look into during implementation, especially as we already have an example in the Ratking's mice for how it can work in gameplay. |
For specific pets beyond Pun, Kweh and Wa I'll leave that space open to others. I have seen adorable "playable Ian" sprites on SS13 servers. Sparlight has been working on the Borgis, who will cover "I wanna be a goddamn corgi and be ADORABLE" pretty well :> |
|
This document has been open for about six weeks and I'm thinking the comments are generally positive, and maintainers do not have big concerns. In addition, the good work that the maintainers have been doing keeping the PR count on Wizden stable tells me that it is currently a good time to work on content. I am probably going to sit down and try and make this work as a PR; I'm going to focus on Pun, Kweh and Wa first, because bar needs the most help. |

This design document outlines a proposal to lift the pet freeze by moving pets over to becoming loadout items, unlocked via playtime for various job roles. In addition, it outlines gameplay mechanics that encourage players to roleplay owning and taking care of their pets. Afterwards, it outlines the principles behind pet ghost roles and when a pet should be unlocked for latejoiners and the recently deceased to play. Pet Carriers are discussed, and we then dwell for a short time on the Captain and Head Of Personnel's pets and their gameplay importance. Finally, it covers the unique trio of pet-crew ancestors (Pun Pun, Kweh Kweh and Wa Wa), their purpose in gameplay, and their unique circumstances as Junior Assistant Bartenders.
This document provides a vector for introducing scurrets to the game ahead of their starring role as the protagonists of the Pizza Delivery Critter role. This is done via introducing them via Wa Wa, an unlockable Bartender pet, alongside Kweh Kweh, a kobold bartender.