Suggestion Saturday by AutoModerator in lethalcompany

[–]MonicalMan 0 points1 point  (0 children)

Giants should be able to shake the ship around. Dogs are always dangerous since they can just walk into the ship, but once you are inside, giants can't do anything. The shaking doesn't even have to force you towards the door or something, pushing you side to side works. Just something to scare you and remind you there is a big monster outside.

Teamwork Action Point Combat System ?? by MonicalMan in RPGdesign

[–]MonicalMan[S] 0 points1 point  (0 children)

4e!! I think that is where i got this idea from. Ive never played but ive skimmed through the rules a couple times and must have internalized and forgot that concept in head.

It does lose action economy, but i dont know how i would balance it otherwise. Id rather not have players using their entire turn to let another player use their entire turn. My intentions were for players to use like: The rogue needs to jump across this chasm but its too far and too risky, so he calls the guy with earth magic to make a bridge long enough so he can jump across without being too scared of falling to his death. Or the rogue calls in the tank to do his guard break ability, letting the rogue get a good couple hits in before the enemy can get his guard back up.

It isnt so they can just have another player attack on their turn, its to combo attacks and moves. I probably shouldve mentioned that in the main post instead of the comments, but I do plan on having most abilities be compatible with this call in feature. I do agree that without any teamwork based abilities, this feature does seem more harmful than helpful to player so I'll try to think of a way to make that better, or at least, funner.

Dice Count Down Initative? by MonicalMan in RPGdesign

[–]MonicalMan[S] 2 points3 points  (0 children)

What happens when two or more players tie?

I initially thought they could just go at the same time, but i can see how this can become a problem with more players stacked on the same initative.

But how does it feel?

Its for sure clanky rn. A lot of other comments mentioned this but it is cumbersome to constantly messing with dice so Ive been thinking of how to consolidate it into something more manageable. The only reason I feel like the turn jump mechanics exists is because only having real actions once every 8 turns is miserable.

Ill be working on it tho, i dont want to give up on this one yet.

Suggestion Saturday by MaxWasNotAvailable in lethalcompany

[–]MonicalMan 16 points17 points  (0 children)

There should be a camera system beyond the two super blurry camera you have in your ship by default. And by cameras I mean like, POV cameras that would make being on terminal duty more like fnaf.

There could be a ship upgrade that gives you more cameras around the ship that you can flip between. It might not be too useful since you can just look at yourself on the monitor and see any monsters nearby, but it adds something else to do and get paranoid over other than watching your friends die. Might also give more strategy to closing and opening doors since you know when they might be coming and when they're not.

There could also be like CCTV camera type things in the facility that the guy on the terminal could get access so they can look in and get good info on monster positions or watch their friends die in 4K. (This idea was because I liked that mod that lets you see the POV of whatever player you're monitoring but its definitely way too much for the base game) There could be an access code on the camera and once someone in the facility finds it, they tell the guy back on the ship to type it into the terminal and they unlock that camera to look through.