SuggestedMore to do with Dogs.

about 5 hours ago

DAS_LOBOTOMIST

10 Total Respect

DAS_LOBOTOMIST

10 Respect

about 5 hours ago

TLDR: Dog missions, new items, new dog stats.

 

We all love them. Each of us has that pup we raised from nothing to the loyal companions they become. But that's it, in the kennel they stay while being let out to help maim our enemies.

 

I introduce to you, tracking. Send your pack of dogs into the world to track scents and come back with items they were trained to seek out. Be it medical supplies, alcohol, drugs, cash, materials or maybe even a hidden collectible once lost by its previous owner. 

 

Each scent would have it's own category, changing the wait time while your dog is searching. Dogs Automatically operate on their missions. Set it and forget it. With a 15m timer between missions, the ability to pause a dog, change them out for another dog or send right away.

 

New Dog status. Exhaustion. Dogs level of exhaustion determines how well they can help you in future missions or battles. How do you fix that you ask? Food. No more starving your animals because they hit 100% loyalty. They must be well taken care of to perform how you want them to. Debuff to dog performance 1-100%. 100% exhaustion can cause critical failure and result of loss of dog. .01% chance at 75% to .25% at 100%.

 

A lot of us have asked ourselves, why would I spend time and energy training my dog? Let's put that button to use, by increasing our dogs efficiency at missions. Train your dogs increases their tracking skill rather than experience. Higher skill the dog, less time for a mission. 

 

Mission length suggestions.

 

Cash 5m

Meds 10m

Production Materials 15m

Weed 30m

Alcohol 2h

Drugs 2h30m

Construction materials 2h

 

 

Potential rewards

 

NEW ITEMS

 

Cash staches (wallet, wad of cash, purse, etc.) Open for random amount of cash.

 

First aide kit, trauma bag. Mixed medical supplies when opened 30-50.

 

Sack of Fertilizer, Sack of Agave, Sack of paste. 1-100 when opened.

 

Bag of weed 50% chance for 20 tainted Cannabis 50% chance of 20 Cannabis.

 

Cooler, open to reveal alcohol, 6 of a single type of alcohol.

 

Brick of Coke. 1-10

 

Tool bag, a random assortment of materials 10-60 total.

 

.00001% chance at unique collectibles only discovered by doing missions.

 

Dog rarity does not effect mission outcomes, or stats. Outcome ratios effected by Tracking skill percentage.

 

I hope you enjoy this idea and give it a thumbs up! 

Last Edited 24/03/2026, 23:34:14