@@martinxy1291maybe the first type could be the body of a crewmate being held up by the bunker spiders string and once you get close the body drops and the spider eats you from a vent in the ceiling
@@martinxy1291 It'd also be cool if there was a subtle clue to tell if someone is a mimic or not, but if you're too paranoid you see it on your crew mates even if they're not mimics
imagine switching over to your flashlight to turn it on and accidentally eating a death mushroom by clicking too early that'll turn you into a zombie lmao.
That would be sick. Imagine if those moons had infested variants of other normal living enemies (loot bugs, fleas, spiders, brackens, thumpers, etc) this would exclude things like coilheads, jesters, and the ghost girl though since they don't really seen like they are living.
Long Last Crewmate should have some stages if its ignored for too long despite it being too slow, players may not think of it of a threat until it reaches its final stage, and that final stage of having boss level difficulty like durability, speed, and damage
It really isn't hard make characters out of something that already exists, it's like doing a remix with a well known song but you make it better (hopefully)
@@revinaneyaz1691 quite alot from what i saw on steam, twitter and from what hes doing, and he does just what he feels like (not a bad thing but theres still big community to listen to), game gonna be in stage of bethesda and discord on some point if he won't change a bit. Once he said he wants game to be updated by 2 weeks or something with much of content, now hes taking "break" giving little by little monthly, community does extreme job in modding adding even new planets in few days or hours of doing, updating stuff in few hours literally, i once downloaded mod it got hotfix with quite alot stuff 2h later
I have an idea on how to flesh out the puppeteer a bit better, so It is confined to any one room, excluding the starting room and any rooms with platforms that you have to jump across, it will roam its room freely while on the ceiling, when a player enters its room and walks below it, it will grab them and use all four limbs to control them, the corpse of the player will look convincingly like it is alive, and the corpse will shuffle about the room. if a second player gets caught by the puppeteer, it will use two arms on each corpse, and will control their torsos but just drag their legs around. if a third player is caught then it will simply start to drag the corpses around the room by their heads in a feeble attempt to trick the last crewmate into entering its room. It could be countered by luring another creature into its room to puppeteer instead of a player, or it could be blown up with a mine or another explosive device.
Allowing it to puppeteer other creatures sounds problematic. What if it gets a hold of normally passive or otherwise friendly creatures? Imagine the lizard or a harmless hoarder bug gets taken over, now you have more hostiles.
@@keyuke06 thats the point though, it’s doing everything it can with its gimmick to lure you in, but obviously the limbs from above would still be noticeable for an observant player!
@iangraves4837 once a husk infection spread throughout our ship the captain had sealed himself in his quarters and I was the last survivor to fend off the infected being beaten and bruised I had managed to beat them down and pushed them into a ballast tank I had noticed I had late stage infection so I too went into the ballast tank and welded it shut and my last radio transmission to the captain was "I'm infected I'm sealing infected personal in with me in a ballast tank" I succumbed to my infection while fending off the ressurected crew a respawn shuttle arrived not long after the captain had unsealed himself and things went on until a group of crawlers attacked in their haste to make emergency repairs they had unsealed the ballast releasing the infected all hands were lost
i'm glad someone gave the 'skinwalker' its own design! that was my biggest pet peeve with that mod; that it just made the already existing monsters in the game use your friends' voices instead of it being its own monster.
Ngl the last one might bring some actual lore. Shows that you aren't the only crew the company sent out. Except the day they went on didn't go so well... and the puppeteer might work as a mimic where is uses your dead teammates bodies to lure you into it's traps but you can tell by the way it moves. Janky uneven moves, rarely turning around and always hiding behind corners to hide the L4D jockey on it's back
Yes. I remember that episode! On the moon where Heavy dies and Rex and Cody go in to save the rookies. I did not expect to see a fellow clone wars connoisseur in the comments section of a Lethal Company short of all places.
only having shovels and ranged weapons being very hard to comeby makes the game scrary, if you could shoot anything the game would just be a pve fps, no horror
@@akadreku7327 exactly my thought process, when you have little power and can easily die, it causes a lot of panic, thus scarier. This is something I'm building upon for the game I'm making too.
I can bet that the "long lost crewmate" is the one from the clip when that bro started the ship for leaving and when he looks out sees the other crew member with another dead body running to the ship but is left behind 😢
Idea: A dead crew (that's not in your team) that naturally spawns in the room and you are able to pick it up, BUT if you do pick up the dead crew a sharp spider leg will go through its chest and will chase you.
Good idea, but I think that it should grow legs if you stay in its proximity for too long, and if you pick it up it will impale you (because we’ve already established that it can pierce the flesh of an employee). You can tell if a body has an occupant because if you look close enough, you can see *very* subtle movement in the stomach of a dead employee
I actually came up with a monster concept that was also named the puppeteer and does basically the same thing poliko’s concept does, except it’s like some sea-star type organism that moves around on the ceiling of the facility, listen to players talking, then wait until one leaves the group to shoot needle-thin tendrils into him. The needles inject poison, kills the player, then the mimic puppets their corpse from the ceiling while using voice lines they’ve said.
I feel like the the long lost Crewmate would spawn outside, very far from the ship, and completely ignore ppl. Just ever so slowly making it's way to the ship, and if it gets in it will stay in there until you land at the company building, in which it makes it's way over to the sell station, crawls through the little hole, and that's the last you ever see of it (there would be muffled audio of him fighting the goober inside, implying he failed.)
I feel like the mimic needs a bit more attention, so I'm gonna give it some: So, you're playing lethal company, and your friend goes down a dangerous area. You assume they're dead, but instead you hear something similar to YOUR FRIEND'S VOICE. (Ai generated of course.) You go in after them and you run into the mimic, scaring your pants off. That would be some revolutionary gameplay.
I can't remember if I saw this in a comment somewhere, but I'd imagine, if the LLC were to appear on a moon, it might show up on that performance log after you depart, with a scrambled name and a Missing mark.
They need to add a rover to the game. You have to buy it for 600 dollars on the ship. And you can move it around on the terminal. It will be faster then a person. This allows the terminal person to actual explore and open doors with other people.
I’ve always had an idea of 1 a guy who makes noises and is pretty weak overall but lures other enemies to you 2. A guy who’s slow, weak but invisible and you can only see him if you shine a light on him. Like a huge pale figurine with a scary face More detail on these and other ideas in my steam discussion COOL UPDATE IDEAS btw
So many concepts to be had in a game like this. Like a shapeshifter monster that has the same movement and mechanics of the player and gets the name of whoever it shapeshifted into above them. If any of this is possible, and they'd follow someone until he gets them alone and then attacks. Or a monster that can place spore traps or any kind of trap that when players walk thru it, it disperses. Then, the player starts seeing hallucinations of any player or monster or even loot. And the monster only targets whoever got hit one by one, and you'll never know if what's chasing you or what you see is a monster, player or loot. Or a monster that you can't look at at all. Like they will try anything for you to look into their lights or eyes or whatever that they direct at you. Then once they got you staring into their eyes. You cant move and your screen goes white or sum and the only way you can get out is if another player has a shovel or stun gun and hits the monster off you. The monster will be a tad small too and weak as to why it needs to keep you in a lock to kill you. People also wont be able to hear you while youre locked. Or a monster that has some sorta projection power that they can project a hologram like wall in a hallway or door. And the projection can have loot or a monster like a spider or snare flea that doesn't immediately attack. Too either lure you in or direct you in another direction. Or a monster that has a sorta emp effect and emits a burst of energy that disables your flashlight or walkie talkie or any powered device for a short amount of time.
That Lost Crewmate definitely gives some Flood vibes. Might be cool if they operate kinda like it too. One or two would spawn initially, along with a "gravemind" flesh structure in a room. This room is where they will drag any and all dead bodies they encounter to convert them into more hosts. The controlling flesh structure in the room will also grow larger as they convert bodies into hosts, and as it grows their intelligence also increases. They'll go from slow, shambling things that are fairly easy to avoid and counter to setting up ambushes and even trying to venture out of the facility and into the surrounding areas. They shouldn't be as fast as the masked mimics to differentiate them, instead they rely on scavenging bodies and using their intelligence to their advantage. They might also gain other physical abilities, like an increased jump height and distance to better track you over such obstacles. Also, partly for fairness, when a player is very low heath or has their back turned to one, they should seek to grab you alive rather than kill you, as they'll gain two more "intelligence points" for any live crewmates assimilated, and the live hosts might be faster and generally more agile. This means that you'll be struggling and screaming for help if they get you, and perhaps even after conversion you can still watch through your body's eyes and still cry out, as if you're unfortunately not dead but being puppeted like Jenkins was in Halo CE. Nothing can save you after that, the main purpose of the continued vocalizations is to warn your alive crewmates that you're coming for them, to balance out the boosts given to live hosts. It might also make you think twice about just killing whatever you can and prioritize bringing bodies back to the ship (or at least making them impossible to take by throwing them down gaps), as well as further incentivizing you all to stick together so one of you isn't taken.
I think the long lost crewman would likely screech at the top of his lungs, emitting a loud noise that attracts every monster in the level to that location when it spots the player after getting too close, or a loud noise happens when one is nearby. Also creates a toxic mist on death and when it emits the noise, which harms the player similar to circuit bees.
What if the long lost crew mate has 3 versions, first being infected, then same long lost crew mate. 2 ways the second version may spawn. It spawns on the moon where you left a player behind, or, it spawns in a 20% chance spawn of a broken auto ship, when you find the sane lost crew mate, it will be holding scrap, and if you use the 2 emote and point at it, they will follow you. If you lead it to the ship, it will drop its loot and stand up, waiting to leave or sit if there is a free chair. If 2 players are left behind, you may see them stick together and try to find the exit. After bringing them to the ship, I have 2 ideas. 1, the crew mate gets an animation where in outer space, the door gets opened, as another ship prevents you All from getting sucked into space, as he takes his leave into the ship. 2nd. He stays with you, going to moons with you. If you point at him while on a moon or point at an inverse, he will follow you or get into the inverse teleporter. If you inverse him, he will search for scrap AND apear on the ship screen as a player, if it was naturally spawned, it will have a random name, if not, it will be called (player who was left behind,s name)-2, on death, it will not respawn. If you drop a item like a shovel or any weapon for that matter and point at it, grabbing it. If you point at a monster while he is unarmed, he will run, if armed, he will assault it. 3rd version: insane crew mate. He will have a stop sign as he,s spawned unless he had a shovel when left behind. Once lead to the ship, he will attempt to murder all members near the ship before leaving. His body is worth 80 money,s.
My idea for how a voice mimic would look is sort of like a headless bracken with a wide harp shaped chest with a cavity in the middle with vocal cords strung in it that it plays to mimic voices
I’m all for free modding. But if the creator of the game took the time to bring in a few people to integrate and streamline thunderstore into the game. Then gave modders the ability to charge anywhere from 0-5$ per mod. Allowing players who don’t have any mods to join servers with mods for free. I think it would be a really good system that would boost the longevity and reach of the game. It would also make it easier and have direct access to incorporating mods into vanilla. Because I think this mod is super dope and personally think it fits the lore and aesthetic perfectly Everything about it should be open sourced and behind the very small paywall which is buying the game. And then optionally buying mods if creators want to charge. Players could combine mods with each other when they play together so 4 people could split the price of like 200+ mods. Streamers and content creators could build mod packs and get a small cut of the sale. It would be beautiful. I have high hopes for its future of the game either way though Also also. I’d gladly pay 5$ for this mod if each has their own unique ai. I’ll have to try it out tonight
Have a great life MatPat. Hope your family and friends are doing well after the retirement. You did an amazing job for the past 13 years and hope you'll achieve greater things afterwards.
I think that the long lost crewmate is a lore entity, to show how they leave behind body's if it hits 12:00 PM or they die, and gets a fungus growing out of them after being left for a long time. I think this was similar to a fungus that controls ants. I'm pretty sure a cool idea for when you scan it is to not say the entity's name, but it just says, "Kill it." Also the bestiary thing on the terminal should say "Sigurd Danger Level 0%, the body of past employees when they get left behind. The mushrooms are not dangerous. Just controlling the host. The company just tells us, Kill them."
I could see the last one being a whole other moon modifier, like DRG's Lithophage Outbreak. It could replace most monsters with more sluggish, albeit very aggressive variants of existing monsters, and the tile set could show additional wear, on top of the power always being off. If you can find the power core, it will instead be a fungal host worth 2x the value of a normal apparatus.
Hi, I'm just gonna list a few tips from what i saw in your gameplay: 1: at 25:15, that hand in the wall was offering you a free smoke, the you coulda lit that cigarette you grabbed with the light in its hand. Very friendly hand :D 2: Underhand throws are always better in most VR games I've played, in into the radius you can get the decoys to fly very far and accurate just by throwing underhand instead of straight forward. Applies to all items in general, be it grenades, knives, throwing random junk off in the distance, throw to your heart's content! 3: the little spider dudes, the spawns have one glaring weakness if you can get the timing right: If you can hold your knife between you and it, the little scrungly will fly into the knife and die immediately. 4: I honestly wouldn't recommend using suppressors in Bolotky or Pervomay, they're pretty expensive to repair and usually the enemies aren't that bad to deal with in those areas (typically two or three enemies at most per fight) unless it's a special mission (you'll know when you see it.) Pobeda you can get away with no suppressor, but the rest, yeah you'll want one of those cans on your gun. 5: the little OCD part of me just died when I saw the backpack :< I'd say to get into a good rhythm with your looting! I usually sort my inventory based on what the object is, (ex, put loot items in the top left corner, stims in the lower right, ammo on the left, etc etc) What I'll do with my mission camera or other mission items is leave it in my drop pouch, so it doesn't get lost into the backpack dimension like how you were struggling to grab knives. I will admit, your safehouse is so much more sorted than mine though- 6: this game rewards your exploration, some of the stashes can earn you high level items even if they're still locked behind a higher security level. I'm gonna keep watching, I'm loving this seriesss (≧▽≦) And a last note: if you'd like a tiny boost, I could give you the location of a mid game rifle. It spawns completely broken, so you'll still have to pay for repairs but it'd probably be a big step up from your pistol. Will not spoil unless you ask. Until then, enjoy the radius explorer!