[WiP]Ship's Cat OXP

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mossfoot
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Re: [WiP]Ship's Cat OXP

Post by mossfoot »

Still a cute OXP. But I like the useless ones that actually do something (like the tea maker) rather than the ones that don't (like the beer cooler)
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Re: [WiP]Ship's Cat OXP

Post by Diziet Sma »

One thing that all the "useless" ones do, is serve as damage-fodder.. there's a chance that they will be damaged, rather than some item of essential equipment.

Cody was devastated when Lord Effingham was killed in combat.
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Re: [WiP]Ship's Cat OXP

Post by Cody »

<sobs>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WiP]Ship's Cat OXP

Post by Smivs »

Cody, why don't you have a look at the filters in your ship's ventilation ststem. If you find some hairs you may be able to clone him :)
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Re: [WiP]Ship's Cat OXP

Post by spud42 »

Maybe Udian Shu.... never mind that too dangerous... :lol:
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Re: [WiP]Ship's Cat OXP

Post by Coyote »

Udian? Udian Shulth? I know that name from somewhere...
¿Dónde está la cerveza?
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Re: [WiP]Ship's Cat OXP

Post by Tricky »

mossfoot wrote:
Still only at 1.0 after all this time? I'd have thought someone would have discovered some interesting things to do with them (keep Trumble population down on your infested screen? Occasionally meow, or hiss during battle (as text on screen or audio? ;) )
I actually jotted a few notes down about looking for CC meow ogg files, also scripting the cat to activate equipment as though it had jumped up onto the console. Totally forgotten until now.
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Re: [WiP]Ship's Cat OXP

Post by Cody »

Tricky wrote:
I actually jotted a few notes down about looking for CC meow ogg files, also scripting the cat to activate equipment as though it had jumped up onto the console.
Great idea!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WiP]Ship's Cat OXP

Post by Zireael »

Diziet Sma wrote:
One thing that all the "useless" ones do, is serve as damage-fodder.. there's a chance that they will be damaged, rather than some item of essential equipment.

Cody was devastated when Lord Effingham was killed in combat.
Ummm, maybe it's time to exclude some equipment from being damaged at all (ie. if they were to be damaged, deal no damage at all)?
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Re: [WiP]Ship's Cat OXP

Post by Cody »

Rather than taking 'damage', the ship's cat should be completely wiped out.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WiP]Ship's Cat OXP

Post by Smivs »

Cody wrote:
Rather than taking 'damage', the ship's cat should be completely wiped out.
Yes, but nine times before it's actually dead! 8)
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Re: [WiP]Ship's Cat OXP

Post by Diziet Sma »

The worst thing is when the repair nanobots decide to try and revive a dead cat, instead of trying to repair something rather more urgently needed.. I shudder to think what might happen if they ever succeeded.. Pet Sematary, anyone?
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [WiP]Ship's Cat OXP

Post by mossfoot »

Allowing the cat to be damaged/destroyed/(repaired ;) ) only leads to interesting possibilities in terms of how you decide it happened in my opinion ;)

But it would be nice if the ship's cat did something (anything). Just adding the sound file for it sleeping/purring as an "activation" option would be nice. But I could imagine more for the creatively inclined.

For example, as others mentioned it could hunt Trumbles BUT never completely remove them. Instead they would keep the population under control, limiting it to one or two, but never killing them all.

Different cats could have different abilities. For example, you could have one particular cat (don't say which) with a kind of "sixth sense" for mineral asteroids, and makes a particular sound when an asteroid in radar range will result in splinters (NO idea if this is even possible, or if it's random when blowing them up). Another might know there are pirates in a region even before they attack (like a police IFF) and growl.

This just feels like the kind of thing that a player would like to see more done with it, rather than just be another beer cooler ;)
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Re: [WiP]Ship's Cat OXP

Post by Cody »

Diziet Sma wrote:
The worst thing is when the repair nanobots decide to try and revive a dead cat...
The horror - Lord Effingham would've been aghast at the thought!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WiP]Ship's Cat OXP

Post by ffutures »

If the repair cost is based on purchase price, does that mean that the stray I "bought" will get free veterinary care?
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