An complete rework of dogs

knoweth im only halfway serious with this one

Discussion about the game and its default mods.
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Eagle XI
Posts: 20
Joined: Sat Oct 05, 2013 3:00 pm

An complete rework of dogs

Post by Eagle XI » Thu Jun 14, 2018 1:04 pm

As seemingly AI can use them better and less buggy for them, we can turn Dogs into a drone logic.
Dogs would turn into AI controlled drones that are not directly controllable, not unlike the American faction's drones in Gen:Zh.
Kennel would return to function as an center for housing up to 5 dogs. Initially has 2 and automatically gets an new one every x seconds.
There is an radius around the Kennel in which the dogs would wander around automatically. Can select an dog and order it via an combo order to tag an friendly infantry unit or vehicle to follow around instead. Its limited to 1 dog per unit.
Additional function when one sniffs an spy emits an bark sound, alerting other dogs in radius to target spy too, its like american patriot battery defense in Gen:Zh can relay target to other battery within radius.

Also we can introduce an different type of dog that explodes on death that can target only vehicles, as an second dog type.
For soviets we can add an warbear unit that functions like Yuri's Brute unit, except its in shape of a bear.
Simply forget this second paragraph ever existed.
Last edited by Eagle XI on Thu Jun 14, 2018 6:11 pm, edited 1 time in total.

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avalach21
Posts: 207
Joined: Mon Aug 10, 2015 8:01 pm

Re: An complete rework of dogs

Post by avalach21 » Thu Jun 14, 2018 2:58 pm

Eagle XI wrote:
Thu Jun 14, 2018 1:04 pm
As seemingly AI can use them better and less buggy for them, we can turn Dogs into a drone logic.
Dogs would turn into AI controlled drones that are not directly controllable, not unlike the American faction's drones in Gen:Zh.
Kennel would return to function as an center for housing up to 5 dogs. Initially has 2 and automatically gets an new one every x seconds.
There is an radius around the Kennel in which the dogs would wander around automatically. Can select an dog and order it via an combo order to tag an friendly infantry unit or vehicle to follow around instead. Its limited to 1 dog per unit.
Additional function when one sniffs an spy emits an bark sound, alerting other dogs in radius to target spy too, its like american patriot battery defense in Gen:Zh can relay target to other battery within radius.

Also we can introduce an different type of dog that explodes on death that can target only vehicles, as an second dog type.
For soviets we can add an warbear unit that functions like Yuri's Brute unit, except its in shape of a bear.
lmao I was surprisingly on board all the way along until the 2nd paragraph.

I always did think it was a bit weird how the dogs were sentient enough to be able to respond to specific commands on their own without a handler nearby, so just on a logical level this would make sense. A lot of the gameplay functions you described actually make sense and could potentially work.

Def not on board with suicide dogs or warbears though... absolutely not.

Eagle XI
Posts: 20
Joined: Sat Oct 05, 2013 3:00 pm

Re: An complete rework of dogs

Post by Eagle XI » Thu Jun 14, 2018 6:17 pm

avalach21 wrote:
Thu Jun 14, 2018 2:58 pm
Eagle XI wrote:
Thu Jun 14, 2018 1:04 pm
As seemingly AI can use them better and less buggy for them, we can turn Dogs into a drone logic.
Dogs would turn into AI controlled drones that are not directly controllable, not unlike the American faction's drones in Gen:Zh.
Kennel would return to function as an center for housing up to 5 dogs. Initially has 2 and automatically gets an new one every x seconds.
There is an radius around the Kennel in which the dogs would wander around automatically. Can select an dog and order it via an combo order to tag an friendly infantry unit or vehicle to follow around instead. Its limited to 1 dog per unit.
Additional function when one sniffs an spy emits an bark sound, alerting other dogs in radius to target spy too, its like american patriot battery defense in Gen:Zh can relay target to other battery within radius.

Also we can introduce an different type of dog that explodes on death that can target only vehicles, as an second dog type.
For soviets we can add an warbear unit that functions like Yuri's Brute unit, except its in shape of a bear.
lmao I was surprisingly on board all the way along until the 2nd paragraph.

I always did think it was a bit weird how the dogs were sentient enough to be able to respond to specific commands on their own without a handler nearby, so just on a logical level this would make sense. A lot of the gameplay functions you described actually make sense and could potentially work.

Def not on board with suicide dogs or warbears though... absolutely not.
Thank you for having taken the right part seriously.
Well, one bork up could be as the dog AI's wandering pattern would be rather random can end up having silly moments like all dogs piling up in same spot instead effectively droning around.
Oh and i forgot to say: Should the infantry or vehicle unit die it had been tagged to the dog goes berserk. Alternately maybe can seek nearest friendly unit without a dog for auto-retag, if none present then go berserk.

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