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Remove Or Rework Vulpkanin #711

@VMSolidus

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@VMSolidus

Description

I think I'm going to make this official here, and give this as a 2-Weeks Notice. The general standard we'd like to have for Species on EE is that species must be sufficiently mechanically unique that they can justify their own existence. Having a species be fundamentally just a reskinned human with no actual code behind it isn't really going to fly. With that in mind, Vulpkanin are currently on the chopping block, unless someone can come up with a PR within the next 2 weeks that fundamentally reworks Vulpkanin with a sufficiently unique C# system.

Vulpkanin aren't going to be fully "removed" in the event that nobody can come forward with a satisfactory enough PR. Instead what we're going to do is merge Vulpkanin with Felinid, making the two into a combined "Kemo/Mutant" species. If one wishes to play a Vulpkanin like before, they need only put the appropriate Vulp markings on their character. Naturally this also means that for the Nyano veterans in the crowd, you could quite feasibly play a Cynocephalus by omitting the tail, and adding a full dog head to an otherwise unmodified Human.

The remaining "Features" Vulpkanin had are so trivial and minor, that they can simply be made into a 0 point "Canine-Mutant" trait, which gives a character things like the dog voicelines, the vulpkanin-unique clothing sprites, and so on.

Potential Ideas for Reworking Vulpkanin

Scent System?

  • Innate air analyzer?
  • Track people by sniffing scents(fingerprints)?
  • Identify drugs by scent?

Toggleable Night Vision?

Metabolic Shennanigans?

  • Spend hunger saturation for bursts of speed boost
  • Increased metabolic rates(Drugs, food, poison, water, etc.
  • Flash vulnerability
  • Loud sound vulnerability?

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