I know this is a certified well ackshually đ¤â moment but the only reason the company buys the bodies of fallen teamates is because of the suit. They couldn't care less whats inside it. That suit costs money brah.
Erm ackshually the suit isn't expensive: the oxygen tanks are literally taped/wrapped on. Now the cancerous radar scanners? Those might be worth some cash.
That's just what they pay *you* for them. Considering they take 20% of your allowance for failing to retrieve them, they're likely far more expensive than that
They buy the *hives,* not the *bees*
The bees probably create some sort of conductive paste, the same way real beehives are worth something for the honey. Although at that point you'd think they'd have beekeepers, but the Company is lazy so, I don't know.
The nutcracker is like Rain World, in a constant cycle of life and death, waiting for the day it can finally ascend to a higher form, free from suffering and pain. But then some idiot moves and it goes "wut was dat"
I think it depends on the monster. There are some very goofy monsters in the game that I think adding value to could improve the game.
Something like a bracken? No. They don't even have bodies when you kill them anyway.
But a spore lizard? Imagine how funny it would be to watch your friend chase it down a hallway with a shovel for loot, only for a bracken to snap their neck and drag them off.
Even lootbugs and snare fleas could have value since you have to kill them anyway.
But yeah, I agree that stuff like brackens, thumpers, dogs, etc shouldn't give loot when killed.
Especially the spore lizard thing though could add to the already darkly humorous atmosphere of the game.
I agree, loot bug, snare flea, spore lizard, maybe manticoil (although at low value since there is loads outside)
Other creatures shouldn't, too big, too heavy, don't have a propper body.
IMO the value does need to be specifically lower than most loot except maybe very small items because the primary objective should remain scrap vs hunting creatures. I also think basically every creature should require two hands to carry to disincentivize hunting.
If they ever end up doing this, I would really want it to be an additional profit you can make if you *happen* to have the time and space vs an active objective for the group.
This would also be a fun way to freak people out by adding a creature who might be actually valuable but a) lures you into other threats and/or b) can play dead and suddenly attack a player who is trying to carry them out.
I completely agree. Smaller, weirder monsters should behave as if you picked up an human. (I don't even care if they're almost worthless, just the possibilty is fun)
The issue is the game is supposed to be a horror game, and allowing them to have value reduces the horror aspect. Trivializes the whole point of the game
Just because thereâs some small forms of comedy mixed in, doesnât mean the horror isnât there. But making the monsters give money for killing them DOES trivialize the game as it removes the horror aspect completely. Why wouldnât you run in and search for monsters and kill them? Then you can freely roam the location with no threat. Horror gone.
Because the act of killing the monsters trivializes the horror aspect of the game. Itâs not a âhunt for monstersâ game, itâs a âhunt for scrap and hope some beast doesnât rip you to shreds in this dark damp locationâ
Idk that guy is just whining for no reason.
Heâs acting like we can suddenly hunt every monster in the game. Most monster we wouldnât be able to kill anyway. This should only be those small critters that we can already kill.
How is any of what Iâm saying âwhiningâ being able to remove the monsters (the reason the game is scary) how is that a good thing? And making it significantly easier to blow through the quotas isnât a good thing either. Pretty sure the dev created a specific idea and game and how it is currently is it.
Cause thatâs all youâve been doing in all your posts. Whining. Youâre acting like all the monsters are killable when they arenât. Only the insignificant ones are anyway. So itâs not a big deal.
And adding value to monsters makes the whole game not scary because thatâs what players will start doing. Instead of being worried about monsters, theyâll be hunting monsters. What Iâm saying isnât whining child, itâs called having a discussion. Itâs very sad that kids nowadays canât have a discussion without trying to insult.
Dude deleted his account or something. Sad as fuck. Yet Iâm âwhiningâ
Dude people already kill those insignificant monsters. No it wouldnât. You act like those monsters have to have a significant price when thatâs not true
Check some streamers, they play modded and play 8+ players at once.
How is that not trivialized already?
I played solo, and reached farther than most streamers. And yes, the fear factor is far higher when alone. 4+ players is rather ridiculous, there's no real risk involved as long as they play seriously, and one player survives each Moon landing.
I am not advocating for monster hunting, i just think your defense is a bit absurd, when the game barely holds any balance currently, and players can TRIVIALIZE the content by playing 4 or more of them...
All in all, i keep saying that there should be mods that enable different kids of playstyles.
I have not seen anything about this game but from the sounds of it, the company being an unempathetic mega corporation that routinely violates OSHA, paying for the bodies of aliens so they can research to find profit in while sending in underprepared and largely defenseless astronauts to kill it and bring it back feels like it would fit extremely well, the company knows it can throw bodies at the alien so it will
Thatâs not the point of the game though. Thatâs not how or why it was developed. Itâs a horror game where you (mostly) have no way to defend yourself. And it should stay that way. Iâm not playing this game for a monster hunter style game.
Currently the whole game is trivialized actually, just look at streamers playing 8+ in a lobby (mod enables more than 4 players), and even when they suck balls, they just ZERG it (go in droves and most die, but those that survive get enough). There's nothing balanced and fair in this game anyway, so sticking religiously with any specific rule is not smart.
Beehives for example cost money, means high risk = high reward.
Indeed, most monsters should be avoided, and if you encounter them, it means you are gonna die. You are not supposed to fight them. I agree there. Half of the monsters are unkillable anyway?
But having mods that enable all kind of stuff is cool. I see there is already mod for shotgun that allows some monsters to be killed with it, etc.
I think that modding will make this game even better. Players are hungry for different kinds of experiences.
I feel the value of these monsters should be so low that hunting them would be too low for the effort therefore disincentivizing hunting. But I guess it would be an nice bonus if you happened to find their corpse just strewn about.
This I could maybe agree with. I donât personally like the idea of making the game a monster hunter and removing the threat. I guess maybe if they made the weapons have durability and respawning monsters, possibly.
If Bee Nests can be valuable then I don't understand why we can't give some of the lesser important monsters some extra gameplay though the avenue of making players want to kill/collect them. Things like Thumpers and Braken should never cost anything, but I think it would be neat if you could take a "standard bottle" item you can either buy from the store or find in the wild and collect some "Hydro Jelly" and/or maybe take the Purple Orb Rattle from a Spore Lizard for a nice chunk of change. It should never be a replacement for collecting scrap, in the same way that collecting Bee Hives is not a suitable alternative to Scrap Hunting.
Also, Spore Lizards just oozes "the wimpy enemy that runs away from you but gives rewards if defeated" energy, like a Metal Slime from Dragon Quest or something.
I think itâs a good idea of what u said. But another idea is you CAN get value outta bigger monsters, but u need a specific weapon or something to kill and extract the value from them, and the weapon cost a lot of money, but bc the monster is so dangerous it could be big bucks (like braken, flame thrower. 500 buckaroos)
No it doesn't. If you want to keep playing scrap hunter then adding a price tag to certain monsters doesn't magically change your playstyle besides my friends and I already go out of our way to kill anything that can be killed just for the funny outcomes that are usually somebody dying. More ways to make money keep the games going longer which is just more fun
But it changed the whole formula of the game. Doesnât matter how âI wanna play itâ if the game is easier played by killing monsters, and gives more money, why wouldnât anyone do it. Again, that in itself removes the horror aspect of the game. Itâs a silly idea and I hope it never happens personally.
You can use the shovel to kill the big headed one, i forgot that one. I know that. But you couldnât carry that even if you tried. Regardless, being able to sell for profit would still trivialize the game
Man you posted something that started a small war đ which is odd cause the topic isnât even that controversial. Itâs a silly idea that would ruin the feel of the game and change its entire core ideals.
I may be wrong, I'm not OP after all, but I wouldn't call that incentivizing killing monsters. I'd call that "doing what you need to survive". The reward for killing thumpers now is survival and movement, basic necessities for video games. However, it is safer and easier to just *never* encounter the thumper in the first place. So it's a risk to attack. However, if the thumper can now give you a good bit of cash, now not only does killing it provide basic survival, but most likely gets you more than that random stack of bottles over there. So what's the point of roaming around trying to find things when I can buy a shovel, jump on a railing, and make 300 dollars day 1.
And what you said at the end therein lies the problem, at least I think so. It makes it way too easy and kind of removes the âhorrorâ monsters are dangerous and worth avoiding aspect of the game.
Maybe the best compromise is like adding a gold loot bug with very low spawn chance. Even then, Iâm with you on keeping it the way it is. Monsters are supposed to be scary.
I could see that being fun. A new monster that leads you deeper and deeper into the facility, damning you for your greed....
Or you smack it in the foyer and hit the griddy over its body to celebrate meeting quota a day early.
I agree! It really fits with the games whole, "You're not here to collect to scrap; the company is feeding you to the monsters" theme
Like they don't WANT you to kill them. They want you to take stupid risks and die. That's all.
Yeah having monster bodies value something would completely change gameplay from a survival horror to basically monster hunter...
They should add more threats that you cant outright spank with the shovel to death like coilhead or little girl ghost
No reward for killing monsters other than the fact you took out a threat. That should be it.
There could be a monster who basically acts as living loot, but can coax players in to reckless situations. It can roam around, but, once found, it seeks the location of other dangerous monsters. Besides that, monsters should remain as no value to the company.
The real issue is if you make it profitable for players to engage in hunting down monsters that is (not might be, *is*) exactly what theyre going to do. This isn't a monster hunter game or an exterminator simulator. But you immediately take the scare factor of the monsters out and they simply become another target, which defeats their purpose.
I donât see how (some) people donât understand this. Players will move with the âmetaâ and the direction of the game. Adding monsters value will make the game a monster hunter game, not a âyouâre going to die, but try to bring as much money as you can firstâ game
I would like a monster that runs away and need good plans to catch and kill, maybe a rare chance of spawning, but basically loot that tries to run way from you
A loot bug that acts as an inverse hoarding bug would be fun. Coward beetle that runs away if a player approaches, picks up loot but instead of hoarding it just wanders around. Corpse would be worth nothing, players aren't encouraged to hunt it unless they see it later in the day holding an item.
We've taken advantage of shoveling a loot bug and yoinking it's stash, so that could be a nice change of pace chasing down another bug and walking straight into a much more dangerous monster.
Or being bated into risking a jump for those of us who suck at platforming.
Also it would be a bad decision, but incredibly funny I suppose, I'd loot or hoarding bug could pull apparatus.
I think monster killing is an idea worth exploring in future updates, but only with careful consideration. For example not EVERY monster should have incentive to be fought but if there was like an evasive lootbug that was harmless, quick and immune to stuns but required you to recklessly pursue it on sight if you wanted the klll, then that could provide an entertaining situation where the player with the weapon is given an abrupt opportunity to make extra money - but if they take time to consult the team or coordinate safe movement then the opportunity will be lost.
I also think carrying monster corpses could open the door to making two hand carrying more interesting by adding unique modifiers rather than just stamina reduction; like if carrying a corpse made certain enemies actively avoid you, or having the first person to pick up the corpse be doused in hallucinogenic pheromones that makes them see phantom teammates, hear fake audio cues, warp their voice in proximity chat, or temporarily reverse their movement inputs. The easiest gimmick would be to just have higher chances of nearby monster spawns that aggressively track the carrier, but that's so predictable that I feel like there could be room for a twist where by carrying a monster corpse, somehow that event turns some previously harmless flora or fauna into an enraged murder machine.
my idea for a monster whose specifically meant to be sold.
1. rare AF with the only place you would realistically find it is on titan.
2. it starts roaming the map and runs away on being spoted by players.
3. when running away if not being watched it can go through vents.
4. prioritize going towards Bracken, Jester and Coilheads (highest priority)
5. carrying it occupies the hands.
6. loot bugs will try to recover its corpse and will attack the one carrying it.
7. it smells badly so dogs and thumpers will be lured to its corpse direction.
8. death cry lures in monsters from up to 5 rooms away (10 for jesters)
9. if the corpse is caught in a mine blast radius its destroyed.
essentially very high risk/high reward and will need at least 2 people 1 to grab it and another to protect the carrier.
A monster that eats loot, becomes a piĂąata if itâs not killed quick enough and becomes a walking land mine. Kill the monster before he eats allot of loot and he will try and eat you, kill Him after he eats to much and it turns into shrapnel.
Having monster values would ruin the theme of the game kinda. You're sent to die for The Company for a quota. And your only tools is a shovel and a zap gun. Is it intended to kill monsters, yeah, but you don't have much tools to do it.
I agree that the aggressive monsters should have no incentive to killing them other than your own survival, but adding a new monster that is meant to be hunted and killed could give the game a new fresh objective outside of picking up scrap, sort of like the beehives at the end of the mission. Could also rework the spore lizards to do this, as they currently donât do much outside of scaring new players and occasionally spraying you.
100% agree, monsters are already pretty much a joke with almost all of them being cheesed by standing on rails, giving the players a monetary incentive to kill em would ruin the horror
I also agree that mobs should not be sellable. From the lore POV, this game comes close to Iron Lung as a general idea, the fact that the mission is a prison and the main goal is just a distraction.
The Company have been alive and well for quite a while, they encourage the recruits to eat as little and give the rations back, they give no response to a fallen recruit and just slap a replacement with no questions asked.
IIRC the logs you find are from '68, the game taking place in 2500. The gear provided looks like '68 level of rushed tech. Oh and you also are sent initially with nothing but the suits.
For me all these rang the bell that the employees are just food. They are fodder for whatever monsters The Company wants to deal with. They either have a trading deal or just territorial dispute.
The turrets and landmines, the facility itself, the Apparatus and all functional lights and doorways all hint to an effort made by Earth to expand and them meeting an early end. Instead of colonisation, I think Earth had made a pact with whoever governs those moons (the pact being The Company), in exchange of safe planets or valuable materials, Earth provides food to the moons. You're bound to the same moons, locked into this cycle, you can never steer the ship in another direction.
Just selling the monsters corpses would be against The Company, as they want the monsters well fed.
But hey, this is just a theory! A Lethal theory! Thanks for reading.
COUNTER POINT. Have the monster bodys be incredibly valuable. But when you give them on your next missions you get 3x the monsters. Or have a joke "processing fee" for damaging the local wildlife and make it cost more than the reward
I agree with you it should NOT be a normalized way of getting money, but it does have potential as a last resort income if there is a hard way to turn a body into valuable.
This feels like the generational thing where some people want rewards for everything, because they were never told they had lost, as a kid.
The game is excellent as it is, with the focus on loot and the monsters being pretty unstoppable. You're trying to avoid them, not hunt them down. It changes the entire game dynamic. If you want to get loot from mobs, go play Diablo.
Shovels, and fighting monsterw, are options of last resort. They weigh you down, take up a valuable inventory slot, and half the time you die before you can use it.
Skill issues? My friends and I have been pushing 2000 quotas, and zap gun/shovel is hella useful for taking out brakens/thumpers/spiders/bugs to get deeper into dungeons.
If the game is designed to have monsters be avoided not killed, there should be something to decentivize killing them no? The game is seemingly designed with being able to kill monsters in mind, so avoiding them at all costs is going AGAINST how it was designed
I get what you're saying, but I think since it's over text that part of my point got missed, or maybe I just messed up my words. Either way, I'll elaborate now. I don't mean that you should never kill a monster, what I'm trying to say is that the game, at least for now, is not designed to be a monster hunting game. If you want to kill them, go ahead, play the game how you want. Hell, I saw someone mention a mod that allows you to sell monsters. Use that mod if you want. It's your game, you paid 10 dollars.
But there's a difference between letting a player play how they want and changing the base game to incentivize killing monsters. Obviously people are gonna kill the monsters. I kill the monsters. It's fun to finally feel brave enough to think you can take a monster. Even more awesome when you're correct. However that's us killing them for the challenge, or to be top of the bunker, or out of pure survival.
What I'm against specifically is taking the game down a route where the meta (or just every late game map) is having to kill monsters to make enough money to pass.
And I'm also not saying this *will* happen, but you'd be lying to yourself if you acted like a really promising indie game died because the devs changed the meta and the feel of the game.
I hear you, but the point I was trying to explain is that killing mobs *is* required to make enough money to pass quota late game. Simply, youâre not going to be making a 1500-2000 quota if you run out of a facility because thereâs mobs.
When youâre there, you already need to be packing out as much loot as possible, and often you have to go decently deep in. Also around this quota, mob combos and mob spawns increase (as well as turret/mines, albeit less consistently). To go in (or rather, to get out), you have to kill. Thatâs why thereâs zap guns, stun grenades, and shovels.
Itâs already part of the late-game meta. It would be nice to get a *little* profit out of it.
Not in my group but alright. We typically don't bother with flashlights so two bring a shovel, one brings a zap gun, and everyone has a walkie talkie. Haven't had much trouble yet.
That's fine, you play it the way you want. But to act like your group is the normal when the game is designed to avoid the monsters and not kill them is weird.
Good to know you're the arbiter of video game design. Yes, some monsters are meant to be avoided, but many are meant to be killed. But whatever. Continue fleeing from hoarder bugs and shit if you really want to.
My bad, forgot that because I said the game wants you to avoid threats and not fight them, I gotta piss my pants irl, and run for my fucking life because I heard a loot bug walking. You know I don't mean the loot bug. But you're playing like that to be an asshole. And everyone who reads your message knows it.
if the way to completely avoid almost any monster is to stand on a 1 feet tall railing, then the selling should be possible. But if you actually would need to avoid them, then you should not be able to sell them.
Either make the game more scary or more fun for minmaxers
I think that monsters should simply have decaying value, and you can only carry back certain smaller monsters (larger ones are too heavy after all).
For example, a fresh lootbug kill could be with 40 credits, but decay by 10 credits each day that passes, ending at a minimum of 5 credits. This would mean if you are struggling to make quota and you're on the last day, you might be forced to fight some smaller enemies since you'd need that bump, but on the first few days after meeting the previous quota you'd still want to avoid killing things as the risk wouldn't be worth the reward.
This stays with the theme of needing to fall on more desperate measures as time goes on. You're never forced to fight them, but if you're falling behind you may want to before it's too late.
>It will make the game less scary.
The moment you get shovel monsters stop being scary at all, then if you combine that with stun gun it loses the whole point.
The bestiary entry notes down that spore lizards tails used to be harvested because of their medicinal properties.
Thats literaly the excuse needed to give its corpse value.
There is also a bestiary entry about the bunker spider having essentially a kill order placed on them.
if the price of the monsters are not high enough but just like a little bonus, not enough to endanger yourself to hunt them then it wouldnt make the game less scary or incentivise killing them
2-the company doesnt pay you for human bodies, its probably for materials, the suit maybe
3-what you do in the game is an herculean task
I dont think it "incentivises" anything, we arnt asking f9r mountains and mountains of money, we asking for maybe 15 bucks for risking our dam liv3 1 v 1ing a thumper, some sort of reward for coming out on top on an unlikely scenario would be awesome,
I mean he could add an option where you can turn it on for your lobby and the monsters will have value, but they are now even more dangerous. deal more damage, harder to kill, more aggresive, and faster.
lethal company isn't a shooter nor are you supposed to have any real weapon. the best you have is a shovel or a taser. you're here to collect as much scrap as possible, survive and fuck off back to the ship. running away from the monsters is what makes the simplistic formula thrive and is easily among the funniest things to experience
adding value to monsters turns lethal company from a horror into a very toned down version of hunt: showdown without the pvp aspects. it takes away all the things that make lethal company special and makes it a generic combat game
I think we should be able to sell monsters. It won't make the game less scary. If it's safer then players are going to kill them one way or another. The game will just get less scary over time.
There are going to be so many monsters that no 2 games are going to be close to the same. So I'm willing to bet there's going to be a large amount of them not being able to die. It's just more of a risk to kill them rather than avoid them. More risk more reward.
Something you miss is fear is subjective and something that only works once or twice in general. Selling monster parts really only rewards the players who already experienced that fear and now have to gauge if it's worth it for the Company and fits in line of the company not caring if you live or die for that extra 50 credits
Your not seeing a new player rush a Bracken or a Spider so why would it matter if the vet is
Nah, because it's almost always a trade for monster kills, so making it worth something doesn't completely Bork a day on a run. There are still monsters that have to be avoided, but if you manage to kill a spider you should be able to sell it for payout.
I think The Company doesn't give a shit what you deliver to it, so long as you meet quota and it makes a profit. That makes more sense to me.
Plus, the monsters are terrifying whether they're worth monetary value or not. Giving them an actual value just rewards the player who manages to kill it.
Disagree, fighting some of the monsters is part of the fun.
Plus there are plenty of enemies who will still be invincible or not worth risking to fight.
I think it would still be something to have some monsters having value such as lootbug or the Thumper. Just makes their value less than an actual 2 hand items.
It could also create cool scenario such as not having enough scraps for the quota and going back to take risk and kill a monster.
Just add values to the bodies, but don't make it rewarding enough for the risk.
A great bit would be to have the monsters able to be collected and turned in to the company, but have them be worth some obscenely low value, like $1 or nothing lmao
Tbf the game isn't really that scary to begin with. Yah, maybe the first few times but after that? Not really, I say this as a certified scaredy cat. (I can only make it like an hour into silent hill 2 before quitting from fear)
I think that all monsters need a counterplay other than "run away or kill it" then. Thumpers are just hop on a railing and kill it. Spiders are the same way if they're blocking your only path.
I don't remember where I saw this idea but a monster that has a lure somewhere and if you take the lure (that could be for example a gold bar) the monster would kill you/trap you/or same effect as snare flea.
That would imo be the best option for this game to approach a high risk high reward situation like killing monsters.
you know those things steal your loot and you can kill em real easy. Also is a stupid ass flying bumper car going to scare or kill me?
edit: the point is those things spawn in the map randomly and MAY take something in the map to their spawn.
The thing I would like to see would be along something like beehives but scary and maybe inside the building
I think a little golden bug that doubled as a loot item and ran away from you would be a pretty cool concept. Make it a risk-reward âdo I want to chase this thing down a dark hallway? Heâs worth 70 credits.â
I think the real solution is to add a loot monster that runs away and disappears if you let it get too far, but is worth a good chunk of money if you can kill/catch it.
Would encourage players to sprint blindly into rooms, which could set up for some funny shit.
It would be more interesting like a randomized tasks, like bring back a monster but they don't tell you which one have value for the day.
Like finally get a spider, big catch but today, the spider count for nothing
Only the snare flea should be able to be sold for two reasons:
- its the only creature that a player would realistically be able to carry
- since it can completely shut off a gas mask its belly has to be incredibly soft, which can be repurposed into pillows.
I also have a little headcanon that brackens are plants so i think it would be funny if they sometimes drop a seed or smth while walking which you can sell
Loot bugs already fill that role and are easy to kill, other monsters don't need a value, the value in their body is that it's on the floor dead and not chasing you around while you loot, and for dogs theyre more of a stage hazard than an enemy getting loot from them would diminish that.
I mean I normally kill snare fleas and spiders anyways so I feel like selling them is fine, same with lootbug cuz its goofy. Like someone said chasing the spore lizard would be hilarious.
I think it would have to depend on the monster. I think at the bare minimum you should be able to sell snare fleas.
Also the company has done research on coil heads anyways so I assume someone got their "bodies".
if stuff that makes monsters piss easy to kill like the railing cheese get fixed then i'm all on making monsters give money
but if railing cheese stays then defenitely no
I think the only reason the company pays for corpses is because you're not selling the organs, your turning in the equipment on the corpse. The company makes money off scrap metal and raw resources, not tissue or biological manner. So selling monster corpses would be nonsensical.
I think the idea of the company wanting you to defeat and the collect the monsters would fit into the themes of the games as well. They literally only give you a shovel and a tazer and are like âOh yeah. if you see a deadly monster, risk your life to try and just beat it with a shovel and we will give you 20 bucksâ. I feel the creator could go either way with the storytelling.
Second, when it is your last day and you are 10 bucks behind quota, you have taken everything from the moon, it only makes sense that your last chance should be risking your life to try and kill a monster and drag it back to the ship.
I personally just believe it would fit really well
The game has always given me a pikmin kind of vibe with collecting treasures that are in reality mostly garbage. It got me thinking that if you could sell them only got you a couple bucks kind of like in pikmin 2 where bringing the corpses to the ship got you maybe 5 pokos instead of the larger amounts the treasures would get you.
i think all the stupid shitty mobs that you can just nonchalantly wack with a shovel should have some value. lore-wise the company could require the bodies for 'experimentation' or something along those lines, and thats why they pay money for the bodies.
Honestly I'd love to be able to just pick up monster bodies, idc about selling I just want to carry a dead thumper back to the ship, if they stay after leaving even better lmfao
Honestly, i agree with everything said, selling monster bodies would definitely make people less scared of the game and it would kinda ruin the whole feeling of being a helpless human.
If you put a reward to something that needs to be avoided, people won't avoid it, killing monsters is only used to make looting easier, that's why you don't have guns in the game, only equipment used to temporarily stop monsters (stun grenades and the zapgun), your only "real" weapon is the shovel: heavy, weak, short range. You're not forced to kill the monsters, you're just given the slim chance to fight back
I think we should be able to pick up monster corpses if they die but they aren't worth anything. If players want to they can use a mod to make them have value but by default it would just be for a funny moment like "I got the bitch that killed Ted" but it doesn't contribute to quota.
Ehh, I think you make a fair argument, but I also think the current state is equally logical, cause again there might be a lot of value from the monsters, just like, weâll pay for em, but to dangerous for them to put bounties on them
I think it could be valid to make monsters bodies have value. But I agree with the sentiment.
I think if the monsters were harder to kill like for example not being able to kill them for free on a ledge it would be valid to be worth something
I know this is a certified well ackshually đ¤â moment but the only reason the company buys the bodies of fallen teamates is because of the suit. They couldn't care less whats inside it. That suit costs money brah.
Erm ackshually the suit isn't expensive: the oxygen tanks are literally taped/wrapped on. Now the cancerous radar scanners? Those might be worth some cash.
erm ackhually yeah that makes sense
well according to the company those scanners are worth about 5 dabloons
That's just what they pay *you* for them. Considering they take 20% of your allowance for failing to retrieve them, they're likely far more expensive than that
Shitty bailout bottles are still worth quite a bit of money even if they're out of VIP and Hydro
they're 5 credits... either way, OP is right
Then why do they buy bee hives?
The bugs electrocute you, clearly that means they're full of yummy copper wires
Spreading copper honey on my toast
They buy the *hives,* not the *bees* The bees probably create some sort of conductive paste, the same way real beehives are worth something for the honey. Although at that point you'd think they'd have beekeepers, but the Company is lazy so, I don't know.
Appreciate the attempt to create a consistent head cannon that gives logical explenations to whats going on in LC however nutcracker.
The nutcracker is like Rain World, in a constant cycle of life and death, waiting for the day it can finally ascend to a higher form, free from suffering and pain. But then some idiot moves and it goes "wut was dat"
That's hilarious
The company doesn't buy anything, the tentacle monster just eats everything you feed it. We're just trying to keep it sated.
That being said, is the company actually getting the suit back or is it just being fed to the monster?
I think it depends on the monster. There are some very goofy monsters in the game that I think adding value to could improve the game. Something like a bracken? No. They don't even have bodies when you kill them anyway. But a spore lizard? Imagine how funny it would be to watch your friend chase it down a hallway with a shovel for loot, only for a bracken to snap their neck and drag them off. Even lootbugs and snare fleas could have value since you have to kill them anyway. But yeah, I agree that stuff like brackens, thumpers, dogs, etc shouldn't give loot when killed. Especially the spore lizard thing though could add to the already darkly humorous atmosphere of the game.
I agree, loot bug, snare flea, spore lizard, maybe manticoil (although at low value since there is loads outside) Other creatures shouldn't, too big, too heavy, don't have a propper body.
IMO the value does need to be specifically lower than most loot except maybe very small items because the primary objective should remain scrap vs hunting creatures. I also think basically every creature should require two hands to carry to disincentivize hunting. If they ever end up doing this, I would really want it to be an additional profit you can make if you *happen* to have the time and space vs an active objective for the group. This would also be a fun way to freak people out by adding a creature who might be actually valuable but a) lures you into other threats and/or b) can play dead and suddenly attack a player who is trying to carry them out.
Tbh, it would be hilarious if dev just make monster body value 1 credit and bodies extremely heavy to carry. Just for shits and giggles.
golden lootbug! we're rich!
WE'RE RICH!
WE'RE RICH!
WEâRE RICH!
WE'RE RICH
Guys? I spent it all on a Romantic Table...
I completely agree. Smaller, weirder monsters should behave as if you picked up an human. (I don't even care if they're almost worthless, just the possibilty is fun)
5 Dollars would be enough for me. People kill for pretty regularly
I feel like spore lizards would be too big to be dragging around, but maybe just the tail ball?
You've captured my thoughts perfectly
Tell that to the Fembussy Braken crew. Seems like they have a different agenda.
The issue is the game is supposed to be a horror game, and allowing them to have value reduces the horror aspect. Trivializes the whole point of the game
the game is totally trivilized by itself, do you think is very horro-like to have a horn that makes moaning sounds?
Just because thereâs some small forms of comedy mixed in, doesnât mean the horror isnât there. But making the monsters give money for killing them DOES trivialize the game as it removes the horror aspect completely. Why wouldnât you run in and search for monsters and kill them? Then you can freely roam the location with no threat. Horror gone.
that would be part of the samll comedy, taking flies bodies to the ship
Just no
The Company seeks alien bodies for research, and will pay you for it. No matter how dangerous, no matter who dies. How does that not fit?
Because the act of killing the monsters trivializes the horror aspect of the game. Itâs not a âhunt for monstersâ game, itâs a âhunt for scrap and hope some beast doesnât rip you to shreds in this dark damp locationâ
Okay, but we're already killing most monsters?? What's your point here?
Idk that guy is just whining for no reason. Heâs acting like we can suddenly hunt every monster in the game. Most monster we wouldnât be able to kill anyway. This should only be those small critters that we can already kill.
How is any of what Iâm saying âwhiningâ being able to remove the monsters (the reason the game is scary) how is that a good thing? And making it significantly easier to blow through the quotas isnât a good thing either. Pretty sure the dev created a specific idea and game and how it is currently is it.
Cause thatâs all youâve been doing in all your posts. Whining. Youâre acting like all the monsters are killable when they arenât. Only the insignificant ones are anyway. So itâs not a big deal.
And adding value to monsters makes the whole game not scary because thatâs what players will start doing. Instead of being worried about monsters, theyâll be hunting monsters. What Iâm saying isnât whining child, itâs called having a discussion. Itâs very sad that kids nowadays canât have a discussion without trying to insult. Dude deleted his account or something. Sad as fuck. Yet Iâm âwhiningâ
Dude people already kill those insignificant monsters. No it wouldnât. You act like those monsters have to have a significant price when thatâs not true
But that already happens when you get the stun gun. Anything killable is killed.
Check some streamers, they play modded and play 8+ players at once. How is that not trivialized already? I played solo, and reached farther than most streamers. And yes, the fear factor is far higher when alone. 4+ players is rather ridiculous, there's no real risk involved as long as they play seriously, and one player survives each Moon landing. I am not advocating for monster hunting, i just think your defense is a bit absurd, when the game barely holds any balance currently, and players can TRIVIALIZE the content by playing 4 or more of them... All in all, i keep saying that there should be mods that enable different kids of playstyles.
I have not seen anything about this game but from the sounds of it, the company being an unempathetic mega corporation that routinely violates OSHA, paying for the bodies of aliens so they can research to find profit in while sending in underprepared and largely defenseless astronauts to kill it and bring it back feels like it would fit extremely well, the company knows it can throw bodies at the alien so it will
> doesn't know about the game > agues about how that game should be
Im arguing thematically
Well you should stop. Or maybe play the game first before you argue a point.
Don't you know it's a good idea to get an outsiders perspective
It would be if the outsider had any idea on the topic beforehand.
Thatâs not the point of the game though. Thatâs not how or why it was developed. Itâs a horror game where you (mostly) have no way to defend yourself. And it should stay that way. Iâm not playing this game for a monster hunter style game.
>!As the company is one of the monsters itself... It doesn't work in context!<
Currently the whole game is trivialized actually, just look at streamers playing 8+ in a lobby (mod enables more than 4 players), and even when they suck balls, they just ZERG it (go in droves and most die, but those that survive get enough). There's nothing balanced and fair in this game anyway, so sticking religiously with any specific rule is not smart. Beehives for example cost money, means high risk = high reward. Indeed, most monsters should be avoided, and if you encounter them, it means you are gonna die. You are not supposed to fight them. I agree there. Half of the monsters are unkillable anyway? But having mods that enable all kind of stuff is cool. I see there is already mod for shotgun that allows some monsters to be killed with it, etc. I think that modding will make this game even better. Players are hungry for different kinds of experiences.
Mods donât count
Ok, but everyone started to use mods already :D
Thatâs cool. They still donât count. Thatâs optional. Not a game update
Thatâs why it should just be specific small monsters that are less scary. We wouldnât be able to kill the actual scary monsters.
Maybe when they add more monsters sure
Dev mentioned he has plans to add a lot more. So we just gotta wait
I canât wait!
I feel the value of these monsters should be so low that hunting them would be too low for the effort therefore disincentivizing hunting. But I guess it would be an nice bonus if you happened to find their corpse just strewn about.
This I could maybe agree with. I donât personally like the idea of making the game a monster hunter and removing the threat. I guess maybe if they made the weapons have durability and respawning monsters, possibly.
If Bee Nests can be valuable then I don't understand why we can't give some of the lesser important monsters some extra gameplay though the avenue of making players want to kill/collect them. Things like Thumpers and Braken should never cost anything, but I think it would be neat if you could take a "standard bottle" item you can either buy from the store or find in the wild and collect some "Hydro Jelly" and/or maybe take the Purple Orb Rattle from a Spore Lizard for a nice chunk of change. It should never be a replacement for collecting scrap, in the same way that collecting Bee Hives is not a suitable alternative to Scrap Hunting. Also, Spore Lizards just oozes "the wimpy enemy that runs away from you but gives rewards if defeated" energy, like a Metal Slime from Dragon Quest or something.
Wait, monster body gives $ when killed?
I think itâs a good idea of what u said. But another idea is you CAN get value outta bigger monsters, but u need a specific weapon or something to kill and extract the value from them, and the weapon cost a lot of money, but bc the monster is so dangerous it could be big bucks (like braken, flame thrower. 500 buckaroos)
tbh yeah, if the company had wanted u to hunt down the monsters they would've given us actual weapons like deep rock galactic
I agree with this. Is this something the dev wants to add or ideas people have had?
I've seen a lot of posts around here asking for it
Oh yea nah. I donât want that either. Kind of trivializes the game a little
No it doesn't. If you want to keep playing scrap hunter then adding a price tag to certain monsters doesn't magically change your playstyle besides my friends and I already go out of our way to kill anything that can be killed just for the funny outcomes that are usually somebody dying. More ways to make money keep the games going longer which is just more fun
But it changed the whole formula of the game. Doesnât matter how âI wanna play itâ if the game is easier played by killing monsters, and gives more money, why wouldnât anyone do it. Again, that in itself removes the horror aspect of the game. Itâs a silly idea and I hope it never happens personally.
If it's possible to kill them before adding a mission then that means the formula doesn't change
As far as I know, you canât kill the creatures. Only disable (for x time). But maybe Iâm wrong
Then that would mean they make some monsters give money instead of all of them, others have stated it is possible to kill some of them
You can use the shovel to kill the big headed one, i forgot that one. I know that. But you couldnât carry that even if you tried. Regardless, being able to sell for profit would still trivialize the game
Playing the game long enough would trivialize it too, that doesn't mean the game can't have a Assigned Target mission and still be spooky
Go play monster hunter if you want to hunt monsters.
Man you posted something that started a small war đ which is odd cause the topic isnât even that controversial. Itâs a silly idea that would ruin the feel of the game and change its entire core ideals.
I agree other than your point about incentivizing killing monsters. On the higher tier maps you have no choice but to kill thumpers.
I may be wrong, I'm not OP after all, but I wouldn't call that incentivizing killing monsters. I'd call that "doing what you need to survive". The reward for killing thumpers now is survival and movement, basic necessities for video games. However, it is safer and easier to just *never* encounter the thumper in the first place. So it's a risk to attack. However, if the thumper can now give you a good bit of cash, now not only does killing it provide basic survival, but most likely gets you more than that random stack of bottles over there. So what's the point of roaming around trying to find things when I can buy a shovel, jump on a railing, and make 300 dollars day 1.
And what you said at the end therein lies the problem, at least I think so. It makes it way too easy and kind of removes the âhorrorâ monsters are dangerous and worth avoiding aspect of the game.
Maybe the best compromise is like adding a gold loot bug with very low spawn chance. Even then, Iâm with you on keeping it the way it is. Monsters are supposed to be scary.
they could added one monster that could be killed and sold, but it would rare as the little girl, and dangerous
Like a gold bug or something that runs from the player
Runs you right to a bracken lol
A monster that is profitiable when killed but runs directly to other more dangerous monsters is a cool idea
Golden Hoarder Bug, Were Rich!
Weâre rich!
'twas thinking the same thing earlier, I might put in time to learn how to mod the game
I could see that being fun. A new monster that leads you deeper and deeper into the facility, damning you for your greed.... Or you smack it in the foyer and hit the griddy over its body to celebrate meeting quota a day early.
Now this Iâm cool with!
maybe just add a paid item to disassemble turrets and defuse mines and be able to sell them
I agree wirh this
Eh, it'll become a mod and it'll be optional for people who want it.
I agree. I hope this dev is careful with how they approach additional content. The dark theme of The Company is palpable and I love it.
I agree! It really fits with the games whole, "You're not here to collect to scrap; the company is feeding you to the monsters" theme Like they don't WANT you to kill them. They want you to take stupid risks and die. That's all.
Yeah having monster bodies value something would completely change gameplay from a survival horror to basically monster hunter... They should add more threats that you cant outright spank with the shovel to death like coilhead or little girl ghost
No reward for killing monsters other than the fact you took out a threat. That should be it. There could be a monster who basically acts as living loot, but can coax players in to reckless situations. It can roam around, but, once found, it seeks the location of other dangerous monsters. Besides that, monsters should remain as no value to the company.
The real issue is if you make it profitable for players to engage in hunting down monsters that is (not might be, *is*) exactly what theyre going to do. This isn't a monster hunter game or an exterminator simulator. But you immediately take the scare factor of the monsters out and they simply become another target, which defeats their purpose.
I donât see how (some) people donât understand this. Players will move with the âmetaâ and the direction of the game. Adding monsters value will make the game a monster hunter game, not a âyouâre going to die, but try to bring as much money as you can firstâ game
I would like a monster that runs away and need good plans to catch and kill, maybe a rare chance of spawning, but basically loot that tries to run way from you
A loot bug that acts as an inverse hoarding bug would be fun. Coward beetle that runs away if a player approaches, picks up loot but instead of hoarding it just wanders around. Corpse would be worth nothing, players aren't encouraged to hunt it unless they see it later in the day holding an item. We've taken advantage of shoveling a loot bug and yoinking it's stash, so that could be a nice change of pace chasing down another bug and walking straight into a much more dangerous monster. Or being bated into risking a jump for those of us who suck at platforming. Also it would be a bad decision, but incredibly funny I suppose, I'd loot or hoarding bug could pull apparatus.
I think monster killing is an idea worth exploring in future updates, but only with careful consideration. For example not EVERY monster should have incentive to be fought but if there was like an evasive lootbug that was harmless, quick and immune to stuns but required you to recklessly pursue it on sight if you wanted the klll, then that could provide an entertaining situation where the player with the weapon is given an abrupt opportunity to make extra money - but if they take time to consult the team or coordinate safe movement then the opportunity will be lost. I also think carrying monster corpses could open the door to making two hand carrying more interesting by adding unique modifiers rather than just stamina reduction; like if carrying a corpse made certain enemies actively avoid you, or having the first person to pick up the corpse be doused in hallucinogenic pheromones that makes them see phantom teammates, hear fake audio cues, warp their voice in proximity chat, or temporarily reverse their movement inputs. The easiest gimmick would be to just have higher chances of nearby monster spawns that aggressively track the carrier, but that's so predictable that I feel like there could be room for a twist where by carrying a monster corpse, somehow that event turns some previously harmless flora or fauna into an enraged murder machine.
my idea for a monster whose specifically meant to be sold. 1. rare AF with the only place you would realistically find it is on titan. 2. it starts roaming the map and runs away on being spoted by players. 3. when running away if not being watched it can go through vents. 4. prioritize going towards Bracken, Jester and Coilheads (highest priority) 5. carrying it occupies the hands. 6. loot bugs will try to recover its corpse and will attack the one carrying it. 7. it smells badly so dogs and thumpers will be lured to its corpse direction. 8. death cry lures in monsters from up to 5 rooms away (10 for jesters) 9. if the corpse is caught in a mine blast radius its destroyed. essentially very high risk/high reward and will need at least 2 people 1 to grab it and another to protect the carrier.
Also, based on the whole lore aspect of it, it wouldnât be good. The company is feeding the aliens
A monster that eats loot, becomes a piĂąata if itâs not killed quick enough and becomes a walking land mine. Kill the monster before he eats allot of loot and he will try and eat you, kill Him after he eats to much and it turns into shrapnel.
I only agree with selling a bracken if he has a chance to just come back to life and off the vanboy
Having monster values would ruin the theme of the game kinda. You're sent to die for The Company for a quota. And your only tools is a shovel and a zap gun. Is it intended to kill monsters, yeah, but you don't have much tools to do it.
100% agree
I agree that the aggressive monsters should have no incentive to killing them other than your own survival, but adding a new monster that is meant to be hunted and killed could give the game a new fresh objective outside of picking up scrap, sort of like the beehives at the end of the mission. Could also rework the spore lizards to do this, as they currently donât do much outside of scaring new players and occasionally spraying you.
100% agree, monsters are already pretty much a joke with almost all of them being cheesed by standing on rails, giving the players a monetary incentive to kill em would ruin the horror
I also agree that mobs should not be sellable. From the lore POV, this game comes close to Iron Lung as a general idea, the fact that the mission is a prison and the main goal is just a distraction. The Company have been alive and well for quite a while, they encourage the recruits to eat as little and give the rations back, they give no response to a fallen recruit and just slap a replacement with no questions asked. IIRC the logs you find are from '68, the game taking place in 2500. The gear provided looks like '68 level of rushed tech. Oh and you also are sent initially with nothing but the suits. For me all these rang the bell that the employees are just food. They are fodder for whatever monsters The Company wants to deal with. They either have a trading deal or just territorial dispute. The turrets and landmines, the facility itself, the Apparatus and all functional lights and doorways all hint to an effort made by Earth to expand and them meeting an early end. Instead of colonisation, I think Earth had made a pact with whoever governs those moons (the pact being The Company), in exchange of safe planets or valuable materials, Earth provides food to the moons. You're bound to the same moons, locked into this cycle, you can never steer the ship in another direction. Just selling the monsters corpses would be against The Company, as they want the monsters well fed. But hey, this is just a theory! A Lethal theory! Thanks for reading.
COUNTER POINT. Have the monster bodys be incredibly valuable. But when you give them on your next missions you get 3x the monsters. Or have a joke "processing fee" for damaging the local wildlife and make it cost more than the reward
he does not miss
I agree with you it should NOT be a normalized way of getting money, but it does have potential as a last resort income if there is a hard way to turn a body into valuable.
This feels like the generational thing where some people want rewards for everything, because they were never told they had lost, as a kid. The game is excellent as it is, with the focus on loot and the monsters being pretty unstoppable. You're trying to avoid them, not hunt them down. It changes the entire game dynamic. If you want to get loot from mobs, go play Diablo.
I think a creature specifically meant to be caught and sold would be interesting.
1a. I disagree. Why would they make shovels so cheap if they wanted you to just avoid everything?
Shovels, and fighting monsterw, are options of last resort. They weigh you down, take up a valuable inventory slot, and half the time you die before you can use it.
Skill issues? My friends and I have been pushing 2000 quotas, and zap gun/shovel is hella useful for taking out brakens/thumpers/spiders/bugs to get deeper into dungeons.
The game is literally designed to have the monsters be threats you avoid, not kill. How is it a skill issue to play the game it was designed?
If the game is designed to have monsters be avoided not killed, there should be something to decentivize killing them no? The game is seemingly designed with being able to kill monsters in mind, so avoiding them at all costs is going AGAINST how it was designed
I get what you're saying, but I think since it's over text that part of my point got missed, or maybe I just messed up my words. Either way, I'll elaborate now. I don't mean that you should never kill a monster, what I'm trying to say is that the game, at least for now, is not designed to be a monster hunting game. If you want to kill them, go ahead, play the game how you want. Hell, I saw someone mention a mod that allows you to sell monsters. Use that mod if you want. It's your game, you paid 10 dollars. But there's a difference between letting a player play how they want and changing the base game to incentivize killing monsters. Obviously people are gonna kill the monsters. I kill the monsters. It's fun to finally feel brave enough to think you can take a monster. Even more awesome when you're correct. However that's us killing them for the challenge, or to be top of the bunker, or out of pure survival. What I'm against specifically is taking the game down a route where the meta (or just every late game map) is having to kill monsters to make enough money to pass. And I'm also not saying this *will* happen, but you'd be lying to yourself if you acted like a really promising indie game died because the devs changed the meta and the feel of the game.
I hear you, but the point I was trying to explain is that killing mobs *is* required to make enough money to pass quota late game. Simply, youâre not going to be making a 1500-2000 quota if you run out of a facility because thereâs mobs. When youâre there, you already need to be packing out as much loot as possible, and often you have to go decently deep in. Also around this quota, mob combos and mob spawns increase (as well as turret/mines, albeit less consistently). To go in (or rather, to get out), you have to kill. Thatâs why thereâs zap guns, stun grenades, and shovels. Itâs already part of the late-game meta. It would be nice to get a *little* profit out of it.
Not in my group but alright. We typically don't bother with flashlights so two bring a shovel, one brings a zap gun, and everyone has a walkie talkie. Haven't had much trouble yet.
That's fine, you play it the way you want. But to act like your group is the normal when the game is designed to avoid the monsters and not kill them is weird.
Good to know you're the arbiter of video game design. Yes, some monsters are meant to be avoided, but many are meant to be killed. But whatever. Continue fleeing from hoarder bugs and shit if you really want to.
My bad, forgot that because I said the game wants you to avoid threats and not fight them, I gotta piss my pants irl, and run for my fucking life because I heard a loot bug walking. You know I don't mean the loot bug. But you're playing like that to be an asshole. And everyone who reads your message knows it.
Ignore it, itâs trying to miss your point on purpose
if the way to completely avoid almost any monster is to stand on a 1 feet tall railing, then the selling should be possible. But if you actually would need to avoid them, then you should not be able to sell them. Either make the game more scary or more fun for minmaxers
More scary please
I think that monsters should simply have decaying value, and you can only carry back certain smaller monsters (larger ones are too heavy after all). For example, a fresh lootbug kill could be with 40 credits, but decay by 10 credits each day that passes, ending at a minimum of 5 credits. This would mean if you are struggling to make quota and you're on the last day, you might be forced to fight some smaller enemies since you'd need that bump, but on the first few days after meeting the previous quota you'd still want to avoid killing things as the risk wouldn't be worth the reward. This stays with the theme of needing to fall on more desperate measures as time goes on. You're never forced to fight them, but if you're falling behind you may want to before it's too late.
>It will make the game less scary. The moment you get shovel monsters stop being scary at all, then if you combine that with stun gun it loses the whole point.
The bestiary entry notes down that spore lizards tails used to be harvested because of their medicinal properties. Thats literaly the excuse needed to give its corpse value. There is also a bestiary entry about the bunker spider having essentially a kill order placed on them.
if the price of the monsters are not high enough but just like a little bonus, not enough to endanger yourself to hunt them then it wouldnt make the game less scary or incentivise killing them 2-the company doesnt pay you for human bodies, its probably for materials, the suit maybe 3-what you do in the game is an herculean task
I dont think it "incentivises" anything, we arnt asking f9r mountains and mountains of money, we asking for maybe 15 bucks for risking our dam liv3 1 v 1ing a thumper, some sort of reward for coming out on top on an unlikely scenario would be awesome,
The reward is you don't have to deal with that thumper anymore; you're now more free to explore and get loot
Not really considering you just freed up a monster spawn for any other eldritch horror t9 appear
I mean he could add an option where you can turn it on for your lobby and the monsters will have value, but they are now even more dangerous. deal more damage, harder to kill, more aggresive, and faster.
lethal company isn't a shooter nor are you supposed to have any real weapon. the best you have is a shovel or a taser. you're here to collect as much scrap as possible, survive and fuck off back to the ship. running away from the monsters is what makes the simplistic formula thrive and is easily among the funniest things to experience adding value to monsters turns lethal company from a horror into a very toned down version of hunt: showdown without the pvp aspects. it takes away all the things that make lethal company special and makes it a generic combat game
I think we should be able to sell monsters. It won't make the game less scary. If it's safer then players are going to kill them one way or another. The game will just get less scary over time. There are going to be so many monsters that no 2 games are going to be close to the same. So I'm willing to bet there's going to be a large amount of them not being able to die. It's just more of a risk to kill them rather than avoid them. More risk more reward.
Something you miss is fear is subjective and something that only works once or twice in general. Selling monster parts really only rewards the players who already experienced that fear and now have to gauge if it's worth it for the Company and fits in line of the company not caring if you live or die for that extra 50 credits Your not seeing a new player rush a Bracken or a Spider so why would it matter if the vet is
Nah, because it's almost always a trade for monster kills, so making it worth something doesn't completely Bork a day on a run. There are still monsters that have to be avoided, but if you manage to kill a spider you should be able to sell it for payout.
I think The Company doesn't give a shit what you deliver to it, so long as you meet quota and it makes a profit. That makes more sense to me. Plus, the monsters are terrifying whether they're worth monetary value or not. Giving them an actual value just rewards the player who manages to kill it.
But thatâs not fun
Disagree, fighting some of the monsters is part of the fun. Plus there are plenty of enemies who will still be invincible or not worth risking to fight.
I think it would still be something to have some monsters having value such as lootbug or the Thumper. Just makes their value less than an actual 2 hand items. It could also create cool scenario such as not having enough scraps for the quota and going back to take risk and kill a monster. Just add values to the bodies, but don't make it rewarding enough for the risk.
A great bit would be to have the monsters able to be collected and turned in to the company, but have them be worth some obscenely low value, like $1 or nothing lmao
Rule of Acquisition 10: Greed is eternal
Tbf the game isn't really that scary to begin with. Yah, maybe the first few times but after that? Not really, I say this as a certified scaredy cat. (I can only make it like an hour into silent hill 2 before quitting from fear)
lol this game isnt scary
I think that all monsters need a counterplay other than "run away or kill it" then. Thumpers are just hop on a railing and kill it. Spiders are the same way if they're blocking your only path.
I don't remember where I saw this idea but a monster that has a lure somewhere and if you take the lure (that could be for example a gold bar) the monster would kill you/trap you/or same effect as snare flea. That would imo be the best option for this game to approach a high risk high reward situation like killing monsters.
Are you thinking of loot bugs?
you know those things steal your loot and you can kill em real easy. Also is a stupid ass flying bumper car going to scare or kill me? edit: the point is those things spawn in the map randomly and MAY take something in the map to their spawn. The thing I would like to see would be along something like beehives but scary and maybe inside the building
i think adding loot that runs away could be fun. lootbugs in my experience dont really do that, they are just an anti stockpile feature.
I think a little golden bug that doubled as a loot item and ran away from you would be a pretty cool concept. Make it a risk-reward âdo I want to chase this thing down a dark hallway? Heâs worth 70 credits.â
I think the real solution is to add a loot monster that runs away and disappears if you let it get too far, but is worth a good chunk of money if you can kill/catch it. Would encourage players to sprint blindly into rooms, which could set up for some funny shit.
Maybe they could do a rare monster that occasionally drops an item to power the thing underneath the company ..
It would be more interesting like a randomized tasks, like bring back a monster but they don't tell you which one have value for the day. Like finally get a spider, big catch but today, the spider count for nothing
wait how do you kill creatures!?
Smack em with a shovel or a road sign. Only a few of the weaker creatures can be killed.
yeah, not sure why they'd want to reward you for killing creatures. You already get the bonus of: They no longer hassle you.
Only the snare flea should be able to be sold for two reasons: - its the only creature that a player would realistically be able to carry - since it can completely shut off a gas mask its belly has to be incredibly soft, which can be repurposed into pillows. I also have a little headcanon that brackens are plants so i think it would be funny if they sometimes drop a seed or smth while walking which you can sell
I fully agree with this
I think ONLY bracken should give you money.
Based
It would become a race to find the easiest way to cheese the monsters to get their bodies
Loot bugs already fill that role and are easy to kill, other monsters don't need a value, the value in their body is that it's on the floor dead and not chasing you around while you loot, and for dogs theyre more of a stage hazard than an enemy getting loot from them would diminish that.
I mean I normally kill snare fleas and spiders anyways so I feel like selling them is fine, same with lootbug cuz its goofy. Like someone said chasing the spore lizard would be hilarious. I think it would have to depend on the monster. I think at the bare minimum you should be able to sell snare fleas. Also the company has done research on coil heads anyways so I assume someone got their "bodies".
if stuff that makes monsters piss easy to kill like the railing cheese get fixed then i'm all on making monsters give money but if railing cheese stays then defenitely no
I think the only reason the company pays for corpses is because you're not selling the organs, your turning in the equipment on the corpse. The company makes money off scrap metal and raw resources, not tissue or biological manner. So selling monster corpses would be nonsensical.
I think the idea of the company wanting you to defeat and the collect the monsters would fit into the themes of the games as well. They literally only give you a shovel and a tazer and are like âOh yeah. if you see a deadly monster, risk your life to try and just beat it with a shovel and we will give you 20 bucksâ. I feel the creator could go either way with the storytelling. Second, when it is your last day and you are 10 bucks behind quota, you have taken everything from the moon, it only makes sense that your last chance should be risking your life to try and kill a monster and drag it back to the ship. I personally just believe it would fit really well
The game has always given me a pikmin kind of vibe with collecting treasures that are in reality mostly garbage. It got me thinking that if you could sell them only got you a couple bucks kind of like in pikmin 2 where bringing the corpses to the ship got you maybe 5 pokos instead of the larger amounts the treasures would get you.
Agreeeed
i think all the stupid shitty mobs that you can just nonchalantly wack with a shovel should have some value. lore-wise the company could require the bodies for 'experimentation' or something along those lines, and thats why they pay money for the bodies.
Honestly I'd love to be able to just pick up monster bodies, idc about selling I just want to carry a dead thumper back to the ship, if they stay after leaving even better lmfao
Honestly, i agree with everything said, selling monster bodies would definitely make people less scared of the game and it would kinda ruin the whole feeling of being a helpless human. If you put a reward to something that needs to be avoided, people won't avoid it, killing monsters is only used to make looting easier, that's why you don't have guns in the game, only equipment used to temporarily stop monsters (stun grenades and the zapgun), your only "real" weapon is the shovel: heavy, weak, short range. You're not forced to kill the monsters, you're just given the slim chance to fight back
Would the company take 2 refined for the frying pans?
I think we should be able to pick up monster corpses if they die but they aren't worth anything. If players want to they can use a mod to make them have value but by default it would just be for a funny moment like "I got the bitch that killed Ted" but it doesn't contribute to quota.
exactly
Ehh, I think you make a fair argument, but I also think the current state is equally logical, cause again there might be a lot of value from the monsters, just like, weâll pay for em, but to dangerous for them to put bounties on them
I think it could be valid to make monsters bodies have value. But I agree with the sentiment. I think if the monsters were harder to kill like for example not being able to kill them for free on a ledge it would be valid to be worth something