#Employee Classes
1 messages ยท Page 2 of 1
They're satisfying to get working properly though
An extra thought I had for the future on the note of interesting abilities for scout and brute:
The scout could have the ability to trigger a loud signal beacon in his suit that draws the attention of all nearby monsters and makes him their target
Not bad not bad yeah
Oh that's kinda fucking sick, justifies the little antenna on his helmet design too
Love that ability, and since by default he's faster than other classes/the normal employee he'd be able to loop the fuck out of some monsters
Pretty well thought out honestly
Aight. Both classes are implemented as per the prototype specs. Time for a menu
fuck yeahhh
also I was thinking (I should really make a new GDD) that maybe we make a ship furniture piece (later in development) that allows you to change classes in the ship (orbit) without going to the company, just as a commodity
A piece of furniture that lets you do that is a good idea
just so it doesn't get annoying to switch your class mid quota later on
I figured out asset packages and spawning in a UI. Now for a basic menu
I feel so accomplished now
I'm thinking that for the prototype, I'll have a simple (and probably not aesthetically pleasing) menu available by pressing ESC. It should make testing easiest
yeah that sounds good
Voila. Fully-functional
For testing, I'll make it so host can access the menu anywhere and the others, only in orbit
I am so excited for this
HELL YEAH
Writing the scout beacon ability today
I'm thinking I might just give brute a melee attack that's as powerful as a normal shovel, dealing one damage
Indeed. Double damage with melee weapons.
maybe not the knife
Make him throw things and make the things do damage based on weight
This might be more complicated than you might initially expect. See #1242100521767014461
We shall see
I feel like throwing things may be too powerful
And with little risk to himself
It can kill your friends
I think the brute's special ability should be something like a stun hit rather than something that makes him deal more damage
like a move he can do to stun enemies that has a long ass cool down and isn't too abusable
The thing is, if he has a stun hit, then the scout's ability and his ability clash
you mean scout taking aggro?
Yeah
The scouts job is to allow escape
The brute neutralizes a single threat entirely
Oh nah the stun wouldn't be long, it'd just be to allow the brute to take things out more easily in a way that doesn't mess with damage values
think of it like the radar booster stun, like a stun that's 1 second or smth
I do get what you mean though, there's overlap in how they function
What I'm thinking with the melee attack is that he has enough health to "safely" down one enemy each round or die downing two. Then he pairs well with the scout, because the beacon is useless if you're cornered. Pairing with a researcher would mean he can take advantage of the heal to fight more times
I'm considering a stun too though
And then he can beat the crap out of the victim with a shovel
yahh
extra points if the ability can only work when selecting an empty slot
so you have to switch from one slot to the other in order to stun > hit
Also I think you weren't here for this but I remember me and Tilted threw around the idea of the researcher's healing thingy being "non-permanent health", like in games like Left4Dead where you can find pills and they refill your hp, but it beings to slowly go down again
i love employee classes, there should be more educational classes on how to be an employee
Lethal company : learning edition
The idea (at least from the original drawings) was that these are all separate people who started working at the company at different times ( in order of newest to oldest) and learned to do their job in vastly different ways since the only guidelines were to not die and make quota
That makes sense
someone NEEDS to make this a mod bro
That's what I'm actively doing right now lol
oh sorry
I have built the framework for abilities and cooldowns with scout properly equipped to make annoying beeping sounds upon triggering his power. Now for the hard part
Really quick progress I must say, good job so far 
Doing a bit of playtesting with friends to make sure I know how network stuff goes
This is making me excited
One of my top favorite mod ideas here
Even with what I have so far, it altered the way we played and fostered coordination
I'm going to change scout so that his extra weight penalty only applies after he reaches a certain weight. He'll have no weight penalty until he reaches like 30lbs and then it becomes significantly heavier. It'll let him easily carry a few items or equipment without hating himself
Which ones have been prototyped so far? Scout and brute?
Scout and brute
Scout's ability is almost done. Just learning how to use networking stuff
It works! I do need to animate the light that goes off on scout's helmet so it flashes, but that can wait. On to the brute
Woo!!
After playing for a bit, I'm leaning towards making the classes menu available from orbit instead of at the company building
Brute ability (Not implemented yet):
When an empty slot is selected, press the ability button (R by default) to reel back as though holding a shovel (Will eventually have its own animation). Release to attack. Successful hits deal one damage and briefly stun an enemy that is above 50% health.
Brutes also need to count as two players for the purpose of intimidating baboon hawks
Oh smart
Also if we go the route of unlockable perks, giving brutes one "grab-counter" per moon would be cool
Bracken got you? No it didn't
Eyeless dog? Not this time
Tree giant? Nope
Headcrab or whatever it's called? Get it off
yah sounds better honestly
I feel like this would work perfectly with LethalProgression as an addon
maybe having certain LethalProgression stats only be avilable to certain classes, or vice-versa having certain classes only be available to pick once you reach a certain level in certain stats
i'm gonna be honest i havent read the entire conversation so i would love for someone to recap where the idea is so far so i could effectively give ideas
also from what i have read i would say every class should have 2 variants, one for inside the ship and one for in the facility, maybe a third specifically for outside the facility and outside the ship but i feel like that is too much
and a fifth class that is moreso a jack of all trades would be useful, whilst not a popular idea i feel like it would be decent
Here's the simplest TLDR I can muster:
The mod will add four unique classes to the game designed to enhance teamwork and strategy-building along with adding new ways to play. My design philosophy will be based on pairs. Each class should be able to uniquely pair with each other class to fill in weaknesses.
Classes will be selected from a menu while in orbit and are as follows:
Scout: Fast, but fragile and not great at carrying a lot of items. His ability sets off a distraction beacon for the monsters and gets them to follow him.
Brute: Tough but slow. Increased damage/health and an unarmed melee attack. Reduced move speed, but capable of easily carrying heavy loads.
Researcher: Not entirely sure yet. He will be a healer with extra-sensory upgrades to help him seek out threats and treasure. Perhaps he'll be able to harvest dead monsters for cash?
Mechanic: A clunky and loud utility class. Carries a dim headlamp along with the power to interact with doors/turrets/mines from within the facility. Potentially bullet-resistant and/or capable of accessing the ship terminal remotely.
I think that's the gist of it
Progress:
Functional prototype with a very basic menu for class selection. No unique visuals for each class yet. (will likely be a different helmet or helmet decoration. e.g. an antenna for scout)
Scout: Fully implemented mechanic-wise.
Brute: Stat changes are implemented. Ability is in development.
Researcher/Mechanic: Still in the design phase.
(I'm the active dev on this project)
I feel like what would be cool is having certain things that can only be accessed by certain classes
example treasure rooms with big heavy doors that only hte brute can open
or computers that only the researcher can access to unlock certain rooms
maybe vents that only the scout can crawl through
and i dunno, some mechanism or something that the scout with his tools can repair
these would serve different functions and promote even more teamwork across all classes.
also i really love the idea of having the researcher harvest corpses for either credits like you've stated or maybe a new currency like datapoints which could be used for upgrades similar to #1178407269994594435 or something? Or maybe datapoints along with currency would be used to buy new items like a stronger/better flashlight or diving gear to better traverse flooded moons (lets face it flooded is the hardest weather currently)
i see, well im happy that you're doing such an amazing job
it is like almost 12 am so my ideas arent the best
but if you want i could theorycraf tthis idea in more detail for either tomorrow or some days after that
also in general i could probably give more ideas if you give me a specific area to focus on (e.g 1 specific class or something like that)
You're welcome to share any ideas you want. I can't guarantee that I'll use them, but I'll definitely consider anything
alright
i will get crafitng the first ide atomorrow based on the TL:DR you gave me, along with some of my own ideas
Brute's kick is fully implemented minus the animation
I'm debating whether I want it to have slight knockback or the stun
can you do a reduced stun?
oh y gdo
i got an idea
the class selection is like in madness project nexus
with the origin selection in arena
i have to send the message as a file due to discord limitations, i dont want to be banneed for spamming afterall
once i get back from my spoken englsih final imma get working on the unique "workstations" idea i had for most classes
again in my eyes brute and scout are neglected because i cant find ideas for them mostly but be sure that the mechanic and researcher will have competent features.
Hey, if you need help with the UI I'd be up to both design and implement it
All i can provide is ideas sadly
But if tjere is any way i can help besides that im always here to help
Would be neat if the UI was something more physical rather than just a normal screen or smth
like a pipboy sort of thing maybe?
There's also the furniture piece I suggested a while back
maybe it could be a little multiple choice on a clipboard
Also I get that your idea of Scout's different but it's p much the opposite of the original lmao- like the og's supposed to be the dude that carries stuff since they have an extra slot
Omg a clipboard is PERFECT
Trueee
imagine a dark room interview thing
Like a resume or a survey on a clipboard
YEAH
"Please list your job-relevant skills below" for the perk selection
yeah
That's so fucking choice
your just talking to a speaker or something in a dark room alone or something
like the office cutscene maybe
but that might get annoying
for each startup
And, if it's an item that spawns at the beginning of the quota and you go to like, "submit" to confirm your class loadout for the next quota, oh it'd be perfect
imagine just starting out as a blank, boring dude, finishing the clipboard and poofing into a big beefy tank
Also I think it would be more fun of instead of giving unlimited remote terminal access the Mechanic (which you should probably rename to maintenance cuz the name don't fit mucj) you could give it the wrench in the concept art so that they can disable and tinker with traps and security doors and such but only when they're close. Might be boring to JUST have a portable terminal
that goes hard lmao
smart
if you are going with the clip board, might i suggest a small fine print
listing all the possible ways you can die on the job and how its not the company's fault if you die or something
just sounds like a funny detail
If it's legible then the print isn't fine enough
I like the distress beacon thing for scout honestly but I feel like it shouldn't be his main ability overall- like it feels like a side thing and doesn't really reflect either the original concept or the ones we discussed - but this is early stuff so I don't care all that much I just like just noticed all this
question though would this be like a new clipboard or would it override the vanilla one?
idk
I guess it doesn't matter?
it could be added to the existing clipboard perhaps
I think they'd have a designated spawn location on the wall of the ship
but it might be confusing
Like you grab one off the wall
for compats sake and future proofing I assume it'd be best to make a new one
Yehhhh
yeah that sounds good
there could also be a clock card thing
the things you use to clock in and clock out
and it records the time you worked
but clipboard sounds more fun
The punch card idea is fun but yeah it doesn't have the same ludo-narrative touch of filling out a clipboard
punch card can be for changing characters maybe
like after the clipboards are filled?
but it sounds kinda unneccesary
I figured it would just be like
A mail slot you stick your clipboard in to confirm
And then the ship can't land at a moon until all players have submitted their position applications
To prevent people from holding on to clipboards past orbit and cheesing things
maybe you can start on gordion to not mess with the ship
so theres no compat issues
cuz some mods mess with the ship already
so you can give the clipboards to the tentacle monster
Maybe the speaker can also use a custom message when you give your clipboard
like
'welcome to the company'
or
'remember: be a great great asset'
something like that
If those are possible yeah
The ship can pull in once all clipboards are turned in to possible prevent more cheesing
who knows what someone can do
but i dont see how it COULD have a cheese
Just the idea of changing classes mid-day being against the spirit of the mod
That's the big idea
maybe you have to go to gordion again to swap classes
which you'd have to lose a day to do / do it at the end of a run
just incase you hate your class
Playtesting determined that was just kind of a slog
So whatever happens, you change class in the ship
alright
maybe using the regular clipboard you can change classes in orbit
or just dont allow changing classes / do another way
that depends on if people choose to start with their classes or earn them
personally I think the system's better as a thing you earn rather than smth you're given from the git go since they're all mostly outright better than a normal employee
maybe if you reach a quota in the quadrouple digits you can buy the corkboard for one person
yah I say either force the player to buy a clipboard item called like "Employee Survey" or something for the item idea, for the furniture idea you just buy a changing station, and then if you choose to start off with a class you just give either of them to the player at the start
what if the survey was in the terminal
Also viable
problem with that is it forces one person to change one at a time
Mm yeah not as snappy
if you just want more people to change classes you just buy another employee survey
or have more people stand in the changing station
also the terminal's fucky I think
maybe the survey can be styled after Fallout's S.P.E.C.I.A.L stats
its still the classes
I mean it's gonna be LC-themed however it plays out
yeah ik
but taking the aesthetic maybe and porting it into the lethal company theme might be fun
or not
im just giving random ideas and adding on to the conversation because i honestly have nothing else to do rn
yah same
Do you maybe wanna open up a doc over the weekend to make a detailed summary and rundown of the perks idea we discussed?
Ik you're usually busy so dw if you can't :]
I'll probably get my friend in on it and stuff
the one who threw out the idea
If you wanna run the doc yeah I can set some time aside
yass
tbh i always worry other people are going to act weirdly around me if i add too much / add bad ideas bc thats how i feel my friends react even though they prob are chill with it
idfk why
but its kinda fun giving ideas to you
nah you good homie
you've got neat ideas
Too many ideas is only a bad thing without the right mindset to filter through em
Anyone got opinions on this?
Fighting demons to not just say some insane out of pocket shit in response to a genuine thank you
That's a mood
GIVE IN TO THE URGES
FREE THE BEAST
I was just going to say Mail yourself to Korea
I don't even know what that means or why I thought it
Mail yourself to pakistan
I'll read these later, but thanks for compiling it all into one msg heheh
bro i just had a random ass idea im prob gonna add to mod ideas
Bet
Imma get working on some other ideas in the meantime
Discord mobile ๐ซ
What?
Look at your message on mobile
Oh-
Well that's an issue i cant solve without spamming tje chat with like 2/3 max length messages
for that you'd need to edit the interiors
and modded interiors would need compat
so its weird
still cool idea
Imagine making gremlin noises as scout from within the vents with your friends unable to track where they are coming from
Yeah that's an issue i thought of
But editing existing interiors cant be that awful tho idk much since I've only ever made custom moons
OH MY GOD WAIT
MAKING ANY VENT WALKABLE TO DO THAT WOULD BE FUNNY
yeah but it'd have to be existing ones so idrk
i have another idea for a random scrap / shop item im going to add as a seperate thing ot the mod ideas
and its just gonna be a machine that repeats whatever you talk into it over and over
bringing all the monsters to whatever area you bring it to
until it runs out of battery
Hmm interesting
like one of those weird recorder toys you see videos of people messing with at target or something
Also i heardd you all want more physical interactables
I have an idea for all classes to have a workstation of sorts. Or at least i have one for the mechanic and scientist
Yeah that is a really cool idea, especially for dogs
oh fr? which ones?
the scout vents
could be nice
physical stuff is great cuz i ties everything together
maybe you could make the DIY flashbang as scientist
I havent released any so you wouldn't know them.
I only ever really messed around with the terrain creation tools but i never developed them further cus i suck at shaping terrain
sacrifice 3 scrap for flashbang
but the only thing holding us back from making everything physical is the ship being the size of a peanut
or maybe a pipe bomb or something too
make the physical shit the size of a peanut
make it tabletop or something maybe
I was thinking something more advanced
Leave physical crafting of makeshift items to the mechanic
The scientist would make gas mixtures the players can use.
yah but it's still gonna cause clutter
that sounds like a funny fucking clip waiting to happen
gassing your friends for no reason
Just make something called a transdimensiomal doorway which you can place in the ship and it expands the ship without making it any bigger on the outside
it doesnt help that im german
imagine a TSP gas
I mean it's a noble idea but I think people have already talked about possible ship size upgrades n shit snd it's never actually come to fruition so idk
But yeah imma send the full doc with the exact ideas later
bc TSP is expensive for what it is
maybe it could be better than tsp or something like lasting longer
I mean idk either
Worst comes to worst we just have to deal with the limited space and lesve the annoyance to the players
nah that's antiplayer as hell
Imma send a doc later but long story short
Chemical jugs
Make 4 new colours
Increase spawn rateson moons
Have each jug correspond to a gas
Each gas has up and down side
Mix them together to makeconcotiom
Use empty stun grenades to pack them into grenades or just have players interact to put it into their tanks
esp since you'd be adding something that (ususlly) only a single crew member will take advantage of
It is but what else can we do?
Unless we make a general workstation that works for allclasses
idk what we'd need a workstation for even, what's the idea?
Possible mixes
Bile - Leads monsters away [Doesnt work with Nut cracker, Coil head]
Pepper - Long Stun for creatures with eyes. Cant be killed during this stun
Each class can do different things with it
The engineer can make cheaper but worse and more dangerous items (singhle barrel dhotgun with chance of exploding, jetpack that is more dangerous, zap gun that can misfire and zap you, etc...)
The scientist/researcher see the message above
Idk for scout or brute yet though
scout and brute are more made for going IN
so i dont think they'd need it
plus this is a weird idea
Yeah bit these should also be benefitial to theplayers if ingested
Making an up-downside system would be the hardest part and the one i wanna do when i get home
How come?
Its complex but i like ot especially since it once again gives incentive to not just sell all the scrap immediately
Instead ome uses the scrap for items
yah only half the classes would have uses for this
I like it but at the point where you'd actually wanna use this you can p much just buy the stuff before hand anyway
Yeah that's my main issue with the idea and why idk how to implement it
but I think researchers should def be able to make something themselves
at the very least craft their own healing thing or whatever
but idk we' might be scope creeping really hard here
maybe there can be teamwork between research and mech
Maybe instead we could have the engineer make BETTER versions of items using the item,blueprints found in the facility and s rap then
As for researcher the chemistry mixing idea is cool and i will elaborate on it further once i get home
Scope creep is my second name
OHH I LIKE THAT
mechanic can make a Defibulator
but only researcher can make the right things to fuel it
or something
Yeah
just an example
Or like maybe only researcher can make phosphorus but only engineer can refuel grenades with it
imagine if brute needed to go kill a spore lizard or something like that to make certain mixes
would suck tho cuz i love spore lizard
Btw ignore me constantly seitching what the class names are
I LOVE IT
I hate these vile creatures
They bite me any time i try to do anything
what if some classes have a monster priority
like smaller creatures will target researcher more
big creatures target scout more
something like that
Maybe
makes sense for scout
to be targetted in general
then again
the main image states monster agro range is up for him anyway
so
here is the workstation for the scientist theorycrafted to 80%
its still missing some chemicals, the system is a bit complicated and i feel lik it would be too complex for this mod
but again throw thigns at the wall and see if they stick
Didn't manage to read everything yet, but the clipboard for selection sounds amazing
I appreciate it, but I think I'll manage the UI
alr
My scout is the opposite in that area ๐ . Dilemma is, he's the only class worth playing if he just a speedy pack mule. I think he's better as the class that distracts or retrieves a few items at a time.
I'm taking the concept art as a very rough general outline
The artist himself said some of the abilities weren't very thought out I believe
The artist isn't learning hard into the game design aspect yeah so we're not taking their words as gospel, just guidelines
hmm alright
I don't know if I already said this, but the scout beacon lasts five seconds and grants infinite sprinting while it's going off. It has more utility than just drawing aggro
Everything will likely go through several iterations before it's done
though what balanced scout for me a bit was the lesser health pool but i get what you mean
ah then that sounds pretty good ye
still achieves the general idea pretty well cuz you can use it for other stuff and not only to draw aggro
yah mos def, but that sounds good actually
Just be careful using it as a speed boost, because you might end up playing follow-the-leader with a thumper
HAHA yeah
I was thinking a good use would be to leap off the titan catwalk but then you immediately aggro everything on you
very high risk high reward in that aspect
It'll allow you to easily outrun forest giants and/or draw foes away from the ship too
Btw, I 100% am going to require assistance with animation and modeling for this project
Going in, I knew nothing about Unity modding (with a very low-level understanding of Unity/C#), and I've been learning as I go. I am definitely not qualified for those two parts
Opinion on this?
I know ny other idea was somewhat liked, aside from the factvit needs to modify the base game dungeon tiles
oh yeah of course
me and tilted can probably take care of that (well I would only do general designing but ykno)
No worries ๐
I could probably help somehow
Just dunno how yet
The researcher workstation seems a bit complex/out of character for the mod
It would fit as it's own thing, but not a part of a class
Expect him to have monster harvesting though
well i thought honestly that it would make sense to have the workstation be complex
i mean it is a researcher, a man of science
but i understand
Don't feel bad if your ideas get rejected. That's how brainstorming works
Yeah i know that much, that is how brainstorming works indeed.
its moreso jsut me being me here and wanting every idea i have to be added which is unreasonable and stupid of me.
Are you making an API so more classes can be added from external mods?
Indeed
The way I'm scripting it right now is very modular
Keep in mind that I don't know what the heck I'm doing, so I may need to rewrite a bunch of stuff for that later if it doesn't work how I think it will
It will be there eventually either way, because it's functionality that I would love to have personally
this is probably something that would be implemented further along development
but would you be down to add configs to disable classes altogether?
I'll add the config options later, but yeah. I want it to be highly configurable
awesomee
My biggest pet peeve is when mods don't have enough options
me tooo ongg
glad to hear you're allowing for a large amount of customization n stuff
i agree
Balancing the kick by giving it knife range plus a little bit. Too powerful atm
I think it just being an unarmed melee attack with stun may not work well, but idk
Should it have a small (3-5 second ish) cooldown and a longer stun (like 1 second instead of half)?
Where missing doesn't reset the cooldown
Or it could just cost stamina
im glad i could add an actual cool idea to this mod
most of my ideas are shut down immediately or ignored
I'm gonna make it so brute can afford three kicks before needing to wait a moment for more stamina. That way, there's a bit more challenge to killing the bigger monsters.
could brute possibly kick down locked doors with 3 of those kicks maybe?
that sounds fun
I actually like that a lot. Perhaps if a perks system happens though
It would make keys too obsolete if he has it from the get go
It's time for researcher...
How are you planning the monster fragments for this?
One moment. I'll type up what I've got in my head for researcher. I honestly am incredibly unsure of how I want researcher to play
if you want to keep it lethal-like gameplay you should maybe try and make him feel like a paramedic perhaps?
idk
doorkicking definitely sounds like a perk slot idea
Researcher:
A support class capable of healing, enhanced perception, and harvesting resources from dead monsters.
Pros:
- Scanner has increased range and sees through walls, revealing scrap and enemies
- Quieter footsteps
Cons:
- Increased fall damage
Abilities:
-
Medpack
Once per planet, heal a teammate back to full health. -
Harvest
Crouching over an enemy changes the ability prompt to say "Harvest". Using this ability will acquire a certain amount of "monster extract" that will accumulate in a tank shown on the HUD. Returning to the ship will rapidly drain the tank, converting its contents to company credit.
I think it needs another con. I don't want it to be stamina because that will be annoying as heck
Possible researcher perk: defibrillator: Use a medpack and some monster extract to revive a team mate if they died recently [2 hours ingame maximum]
He pairs well with scout because he can carry things normally and can use the enhanced scanner to tell the scout what lies ahead and where to go.
Pairs well with brute because brute fells monsters to harvest and needs healing from the researcher to regenerate between fights.
convert the extract to an item rather than directly to credits
it'd be too powerful to have instant credits per moon, additionally it could fuck with people having to lose a bunch of money because their teammates died after harvesting a bunch of corpses
That's just the "sell bodies" mod though
Honestly it might be better to not have it do damage and just be two seconds of stun with a decent amount of cool down, idk
10 seconds with a 1-2 second cool down sounds good
realistically if it was 5 seconds you'd just loop an enemy for a very small amount of time and re-stun
yesss defo defo
sounds fun asf
I feel like that healings a bit broken ngl
kinda invalidates a lot of potential danger by just having a single researcher around, and it'd be even worse if you have more than one
Are the footsteps being quieter just a less general aggro thing or just a thing for eyeless dogs/hearing sensitive enemies?
How about making the monster extract the thing you have to get to refill your healing?
Killing monsters being incentiviced to get money's already what a different mod does and stacking these would kinda throw balance out the window I think
plus I think it could help healing not be broken
Healing wouldn't be refilled once you go into orbit rather once you're able to get a monster extract, this exctract gets synthsized inside the suit and turned into an adrenaline/stimulant shot that gives your allies full health that trickles down over time, losing 1 hp per 2 seconds and stopping at 20hp
there'd be more decision making involved in terms of when you want to heal your enemies (because hp trickles down over time) and if it's worth it to stock up on stimulant shots because of the danger it poses
naturally enemies with lower hp would offer very little monster extract compared to say, a forest keeper you were able to kill with lightning
but that's up to balancing
Monty with the idea dump
it's what I do โผ๏ธ
but yeah I think this would be a little more interesting since it would tie the researcher's mechanics together a little bit more too
The healing wouldn't be instantaneous. You wouldn't have time to do it in a dangerous situation
But I like that idea
The stim
Yah I figured
it's mostly inspired by the pills and adrenaline shots from L4D2 cuz I really like how they work lmao
The only potential problem I see is that it lets you heal per monster, meaning brute gets infinite kills if there's a researcher, but that's probably not a big deal, especially since your brute would have to be incredibly skilled to pull that off
I'll do it that way first and if it's broken, it can be tweaked or replaced with a different system
ye, but if it's hard to pull off they probably deserve it
sounds good yea!
I feel that researcher should start with a stim though
Or his ability requires a kill first
Could probably be balanced by having the stims take s bit to get synthesized or smth
like you would have to wait a minute or 30s post-harvesting to get a brand new stim
Oh yeah def
1 stim by default and then you gotta refill it n stuff
I wouldn't wanna lock the main ability out the gate behind something you maybe wouldn't be able to pull off in solo play
Yes
He needs another drawback. The extra fall damage is very minimal.
Currently, he'd just be a super-employee
general aggro or hearing-based aggro?
Amen
the Mechanic is the stealth class right?
maybe from 100 to 80?
That's what I was thinking
He's loud
ok is the brute also loud?
No
Brute has no alteration to his volume
Mechanic/engineer will be clunking around
ok but the Scout does have the ability to be loud, to run as a distraction
so
that makes the Brute the stealthiest class
which is so weird lmao
I feel like making the researcher quieter than normal makes sense, instead of louder
Only if scout pushes the wrong buttons
Imagine everyone hiding from a spider and the scout accidentally sets off his beacon
well so like
every class should have their own way to resolve threats by default
the scout runs
the brute fights
the Engineer has gimmicks
Researcher sees them ahead of time by scanning through walls
so the researcher would be the sneakboi
yeah like uhh
night vision goggles guy from
that stealth game
the one that's really well known that also isn't metal gear
I can't recall the name atm
So, researcher will get 20% less health and more fall damage. Is that enough do you think?
He doesn't really have a super potent ability (by itself), so I think it's fine
I figured he would be worse at running
like less stamina
Scout: +Speed +Stamina
Brute: Neutral
Researcher: -Stamina
Engineer: -Speed
not really, researcher has less aggro/less sound aggro which makes him the stealthiest
ya I'm pretty sure he's the quiet one, I understood maintenance/scout to be the loud ones
def I think, esp since he's got nothing more than like, a better scanner and a healing item essentially
which a better scanner's not that insane of an ability, and the stim needs to be reloaded thru forcing confrontation, something researcher ain't the best at seeing as his health pool's lower
also more fall damage makes it harder for researchers to run away in places like titan and other very vertical maps
(I don't think researchers bad by any means though he's def a good inside dude)
what they were proposing was giving researcher more aggro
oooh
nah yeah i'd rather him have less aggro
stealthy weak dude and in your face paper doll sounds like good class contrast so adding aggro to researcher ain't the best choice imo
like I said before I think reduced stamina is a more interesting debuff
though I don't think jade ever like
actually said what type of aggro researcher has less of
cuz he said the footsteps are quieter
and I assume it's just hearing-based aggro
meh, less stamina usually makes something rlly frustrating
like being slower by default's fine but when your speed burst is less than everyone elses you feel exceptionally slower
clearly you don't want to live the Out Of Breath Nerd fantasy
I already live it irl ๐ฅ
my cardio is ASS
also @hallow jackal sorry if it's late for you, how were you able to get the scout's ability to force aggro on the player?
the dudes
You misunderstood lol. When I said he's loud, I meant engineer
Like, code-wise?
I cycled through the list of EnemyAi in RoundManager and checked if the scout was their target/they were set to move towards him. If not, then I set them that way
Along with checking if they're within range
I'm not on the correct device rn or I'd show you a code snippet
Beautiful
yah yah
got a buddy trying to do an enemy that makes all others aggro on the player if certain conditions are met
I like how he only looks slightly different while still being distinguished
another one joins the frey
he got em BIG toobs
almost feels too different with the other more subtle changes
clean version
you talking about brute?
yeah I had a hard time making him look similar to the ogs
especially cuz of the visor shape
oh?
eh, a little I suppose
I think he fits in really well still cuz the helmet's the same apart from the tube and the slightly larger ear muffs
He's just the only one with a big break to the color ratio
the differences in researcher's suit apart from the coat are like, the belt the head and the tube
yah I get what you mean
Yeah those are all fine
still feel like it would be best to keep it though cuz it's the most iconic thing from his og design
maybe making the coat shorter would be better?
smth like this?
i have no more space for maintenance guy :'v
fuck that we optimizing canvas space in this bitch ๐ฅ
yeah
I ain't gonna lie this maintenance guy beating my ass bruh
the helmet shape is so complicated
I also wanna make him a bit bulkier so I might just redo this one
I mean he's basically just got flashlights welded to his head
i know but the shape's still really hard
Now imagine being the one who's gotta model the dang thang!
Yikes
Nah it'll turn out fine
I think the main issue's the fact that i'm ASS at 3d space
I imagine they are conforming into the helmet
I mean at the end of the day it's LC so the bar for model quality is low
Good point
yah
Well they need to house circular lenses
ficlomg fimaรฑรฑufkfddf
yeee that's a good way to see it
we both like visualized sort of the same thing
I still think mine's wonky asf but eh
might legit redo it w this pov
now that I somewhat understand the view
Stamima debuff for researcher makes sense ๐
yah I gave up
Researcher could have vials on their belt if we want an alternative to the coat
Different boots look good
thats is what this is supposed to be
or atleast thats what I interpreted it as
somewhat
It was yellow I couldn't tell lol
like this is a buckle defo but I was like "fuck it, stim container"
Ha
Like you could lean into crazy coloured and shaped flasks so they're recognizable at a distance instead
Maybe the scrap flasks would be good for that
don't know about the colored cuz the colors right now are all the same as the default suit
this is so that eventually if we do something like a model swap they're compatible with colored suits
Thatโd be cool
I would not have made them all orange and grey if it weren't for that lmao
yee
right now we don't know if we're gonna add shit on top of the base model ingame or just make them model swaps

animating and modelling different player models?
i'm curious to see how you plan to keep compatibility with other mods that involve the player animator, i.e. emote mods, piggy's variety mod, coderebirth, etc
I guess do the same thing as ModelReplacementAPI
Adding stuff on top like cosmetics would be ideal but don't know enough to comment on viability
If its done by modelreplacementapi then it should be fine
Morecompany has the compatibility for modelreplacmentapi
pretty sure he meant that as in "instead of replacing the model, it's adding cosmetics which would replicate the feeling"
also
ModelReplacementAPI might get rid of cosmetics on the models
cuz it is fairly buggy iirc
Yeah i guess ๐ค
i think brute could be more beefy
minecraft origins for lethal company
My current plans are to differentiate the classes a la something similar to a MoreCompany cosmetic
Should be simple enough to add a few trinkets/helmet modifications
Modeling the "cosmetics" and animating the default player model
Oh it's the handicapped company guy
I actually wanted to make an origins/classes like mod after that but i just gave up 
If the bone scale is editable at runtime, we were thinking about making body types a bit varied
I feel as though even fully replacing just the helmet can't be that hard
i havent done a player replacement so i cant say too much, but it might be bad to touch the player's mesh/bones themselves
I assumed this would just use MR api as a dependency or smth
not what I'm going for since it doesn't make sense for the player's physique to change from an upgrade being applied
I did try to make them bulkier by adding belts and other stuff to push their chest up a little
and also how would they have more health if they looked the same
different stronger armor
and them doing more damag is cuz they have like basically brass knuckles in their gloves
no idea, I just based myself off the concept art lmao
you're onto something here
probably just oxygen or whatever
but heavy drugs
GAINS GAINS GAINS GAINS GAINS GAINS
painkiller?
GAINS GAINS GAINS GAINS GAINS GAINS
bro is huffing extra gas as part of his design and u want me to believe its not steroids
its steroids
they got high cholesterol
yeahh lmao he has big luchador energy
Researcher
A sneaky boi capable of healing and enhanced perception. He turns fallen monsters into something useful.
++ Quieter footsteps
++ Improved scanner range
++ Scanner scans through walls
-- More fall damage
-- Only 80% health
Abilities:
Harvest
Crouching over a monster will allow him to harvest monster extract which can be converted into company credits or used to synthesize stims for his second ability.Monster extract takes up no slots and weighs nothing. It will be displayed in a bar on the HUD.
(I'll add a terminal command for converting extract into credits)
Stim Shot
Researcher is automatically supplied with one stim shot when landing the ship. More can be synthesized mid-game from monster extract.Using a stim on oneself or another player will rapidly refill their health to full, but cause it to slowly trickle down until reaching %30 of full.
Final concept for the first iteration ^^^
Ah I thought harvesting would just be used for the stimulant maming
sounds good
on the fly credits sounds good honestly and might add a neat incentive to engage in dangerous situations which is neato
If perks happen, then he'll be able to obtain that currency instead of credits
ye sounds good
The stims element is exactly what I needed, because some extra credits mid-run doesn't matter late game
yah it rlly doesn't esp since you can still lose credits to forest keepers, masks, earth leviathans, etc
stim shot, how rapid is rapid, is the player able to abuse it's "refill to full"? or is the refill to full a constant number
I'll see of over the weekend I can arrange a big sesh w my buddy and Tilted to prepare a doc for how we'd do perks
Refill is to full. It will need balancing. Either I'll cap researcher to one stim at a time (my current plan is two or three) or make taking damage cancel the refill
I'm thinking like one to three seconds
two at a time max sounds good enough honestly
You're welcome to, but know that's a ways down the road
taking damage to cancel would ensure its not abusable at the very least, or taking the player's max possible health and refilling only that amount
oh definitely lmao
it's just the ideal way we'd like to go about fully implementing classes n stuff
queen ant wen
but in reality perks are just another way of further interacting with the system and a way to justify the unique currentcy that classes use to be purchased
the unique currenty's also just in place to prevent credit griefing and allow more players to be able to obtain classes since they'd be unique to each player, basically a 1-1 to too many emotes' currentsy
Perks allow progression
mhm!
My immediate thought is come up with around 8-10 perks per class (some could be shared. e.g. a faster cooldown) and allow three to be selected at once
it also keeps progr ssion fresh since you can mix it up every run
YESS
that was exactly my idea
ah so equippable perks rather than a skill tree
all my homies fucking Hate skill trees
i think you could get more use out of a skill tree that has occasionally some equippable perks, having a lot of equippable perks forces some to just never be used no matter how unique
skill trees are goated lol
big strong perks though may need to count as two perks when equipped or smth to balance em out
let's agree to disagree
๐
I like skill trees, but it's a bit of complexity for a mod that's seeking to be simple
yeah
Maybe when you buy a perk, it gives you three random options and you choose which to take
i think equippable perks is more complex but we'll see lol
they're also pretty overwhelming as a casual player
how are skill trees overwhelming ๐ญ
I mean it's the equivalent of LGU but with a cap
no? your idea of a skill tree is not what a skill tree is
lgu is nowhere near a skill tree system
yknow, the tree part
We'll see what happens. If equippable perks isn't fun, a skill tree may happen
Not too hard to make
no dummy
i'm saying perks are basically LGU with a cap
:P
you got rid of the screenshot
but
this is a more ideal version of a skill tree lol
god tihs is so ass im sorry
I hate shit like this it's so overwhelming to me as a player
this is worse actually cuz there's a billion more things
you realise it doesnt have to be as full right?
yah but I still don't like em
and again, perks you are thinking of would be definitely harder to code at the minimum
they're too complex
imo perks are more complex, and you're just purely hatin
yeah but definitely a lot more simple
like, think of it like the roa runes system
like this is infinitely easier to grasp than a skill tree imo
skill trees are 100x easier to grasp ๐
what part of a skill tree do you not understand
i'm sorry that I just really don't agree with you lmao
I really don't care to argue about this
you called it shit, ass, overwhelming, horrible, and wanna leave it as that, bias much ๐ญ
yeah?
I don't like em, I'm sorry?
lool
bruh ur so aggressive about it
Skill trees can be small
I'm not concerned about coding difficulty. I do not intend to let it stand in the way of any features
I'll start with a perks system, and if it's clunky, we'll go with a tree
They have different pros and cons
Well the reason you want perks is so that a max level employee doesn't have like 7 different effects all at once
Yes
Like the whole idea was constraining down to making the player choose perks and make a build for how they play
yeh but generally devs go crazy w em and add 2912094120 little circles to fill in and I immediately yawn
(i'm too much of a hater im sorry)
I'm not a fan of huge ones like final fantasy
I don't want +1% melee damage
That's why I like them like in Marvel's Spider-Man where each upgrade is meaningful
Is that what this is
That's from Miles Morales because it's prettier than the main game's
Skill web heehoo
how is the mod going
It's going quite well
oh hi tast
yeah this is how it works btw
I think the idea was you'd use a clipboard with a job application on it and stick that in a mail slot on the ship
That was one of the proposed ideas yeah, though I seem to recall Jade leaning toward per orbit changes after the initial playtests
Thought that'd be more in line of a menu on the clipboard or something, but either way is good 
I'm thinking the menu will just be on a clipboard that pops up
Not an item you have to grab
Oh a separate clipboard, I thought this meant the vanilla one was being reused
I'll prolly just theme the menu that way
Researcher progress:
Completed
- 50% Footstep volume
- 20% Health decrease
- 40% Fall damage up
- 100% Scan range up
- Scanner goes through walls (incredibly powerful)
To Go
- Harvest ability
- Stim
My dumb ass thought these were completion percentages until I saw 20% Health decrease
Is the scan through walls toggleable? Some people use scans to "see" ahead so they might want to toggle that to lessen confusion
same lmao
It just makes the nodes reveal through walls. The animation still passes over the environment
Is that what you mean?
No but thanks for confirming that
can we make it so the researcher can only scan monsters through walls?
Hmm maybe a perk upgrade for items then?
On second thought, ignore my first question. I was imagining a case where you'd scan an item on the other side of a wall and fall into a pit thinking it's right there. But that's on then tbh
I figured that would be more fitting for scout
but yeah could be a perk
For now, he'll see everything through walls. Prone to change later
perk for Brute that lets him see the health of enemies could be cool
so no this?
eh thats ok its fine ๐
a little useless since it's not hard to remember general health values for enemies
Current health though?
Useful to know if a hit registered
Do think it isn't needed overall but it fits
I guess so but on stuff like thumpers you can p easily tell if they do
yeah but if the enemy was damaged by something/someone else it can help inform your approach
Fair enough
would be super useful for nutcrackers
that's true
I want to give mechanic a high level of bullet-proofing for turrets and nutcrackers by default, but it may end up being a good perk idea
As a base ability that sounds too good
I was gonna suggest smth like that yeah
not high level but maybe a lil bit of a higher resistance to em
but as a perk that also sounds good
nice
brute be like
This mod idea looks awesome!
I can't wait
I'm so glad Caliginous had it
In lieu of things being way too powerful, I'm giving brute-stunned enemies a window of invincibility and giving the researcher a slight carry weight debuff
that sounds good
was the cool down for brute's stun move still not enough to make nerf the attack?
Nope
He two-shots most enemies
A brief stun is enough for one to safely kill anything if you pay attention/don't get snuck up on
*With a shovel
im still banking on the custom class-based rooms bein a thing tbh
It's too much work to require one specific player coming to the location to unblock progress
good luck on the mod man
wait does he still have a strength buff?
true true
He does still have a strength buff, but only with shovels and signs
The kick takes like four hits
So when the bracken tries sum on the brute does that match just begin and they start wrestling???
A cuddle match
I proposed the idea of the brute having a perk that gives him one free grab-break
So if a Bracken/Keeper/Snareflea/Eyeless Dog maybe/etc performs a kill on him he goes "nope" and stuns the aggressor
But one use per day
Okay then
My squad of brutes just got devoured by the monster
I tried giving him +20% footstep volume
Apparently that's enough to unleash the tentacles
He was just doing his job ๐ญ
There goes another one
That was the most dangerous Gordion trip ever
oml LMAO
yeah I think a 5% is enough
or like 10%
sound's weird
After playing for a few hours last night with a full team:
-
Scout and Brute were able to successfully fulfill their roles in the team. The beacon saved us several times and Brute's ability to kick snare fleas proved invaluable. (Being able to knock the annoying manticoils off yourself is nice too) Nothing felt too powerful or like it was useless.
-
Researcher should definitely be able to see items through walls for now. Even without stims, you feel incredibly useful playing the role and bring something to the team. Detecting monsters was used only a single time and we already could hear the creature.
tulip snakes I assume instead of manticoils
also great to hear the synergy and balance seems fine
Oh hell yeahh
with seeing items thru walls do you mean scanning or actually seeing them?
that's cool as fuck โผ๏ธโผ๏ธโผ๏ธ
Scanning
The idea being that if researcher is the creature interaction class then their upgraded scan wouldn't work on items
But apparently it's not that strong from initial playtests
PERSONALLY I'd start with a longer scanner range buff first
Just scanning. Rendering them through walls would look janky
It's so unfinished at this point that it's hard to tell how balancing should go atm
yah I figured
rendering through walls is also like, really hard lol
I figured another class could be cool to fit that role (Like one outside of the main 4 added later) but researcher fits that pretty well
It couldn't be that hard. Give the player another camera that only renders the item layer and culls everything else and stack them
Not that I intend to do it
how would u give the player two concurrent cameras though?
It's possible with Unity
I've done it for first person shooters so the weapon model doesn't look like it's clipping when you get too close to a wall
but yeah it's easier than what i was thinking about, which is only making one item render through walls rather than all
hmmm
your camera idea probably does work, i've tried custom passes and custom shaders and had no luck
the solution was just making a UI thing
didnt look that great
i still preferred finding a solution that actually worked but couldnt really find any
This describes using multiple cameras:
https://forum.unity.com/threads/2-cameras-running-the-same-time.44911/
Hello,
i`m programming a jump and rund 3d game with Camera Relative Control.
I want to have a second camera running the same time...may be if it...
Not for this specific application, but the general principles can be applied that way
btw i had the same idea for mod
but i am proud that somebody makes it real
i have a file with concepts ( i mean stats for classes if you want
)
It's been too long for me to remember everything I did. I may have used post-processing to turn the black where things didn't render to be transparent
And then stacked them
I can't wait for the final version
OH. I think I remember what I did. I had the main camera render normally and the second camera wrote to an image buffer with the same resolution as the screen. Applied post-processing to the buffer and applied it using a UI element
ah, not sure if i can really apply post processing as a mod is the only problem
and if i can, its way above me
speedrunner only having 50 health + super fall damage would ironically make the assurance speedrun route undoable :/
xd
you can still slide down the hill but yeah you lose a bunch of time
I made a bar
Needs to be skinnier though. Maybe a darker/more muted shade?
And it needs numbers
What should the symbol next to it be?
I'm thinking a skull and crossbones or a beaker
what's this bar for?
nah I think the problem might be the general color
I'm thinking a yellow or red could work?
heads up tho since you're including a UI element you might have to check for compats w other mods that add UI elements
like #1224086057000108125, #1209584281228152872, #1209275419505860719 and others that I can't recall rn
Thank you. I'll look
how is the mod going
p good
yummy monster extract ๐
I'm not going to commit to compatibility (except when it comes to the UIs), but as is, it'll automatically be incompatible with things like BetterStamina and NilsHUD
After it's done, I might have to go through adding some compatibility
Much better
Being incompatible with other mods that affect scavenger stats is expected
Not an issue in my book ๐คทโโ๏ธ
Also i dont think the compatibility for those would work either really
Since classes meant to have disadvantages
Not just advantages
Yeh
Those were just examples, it could get really bad depending on how patches are done lol
For now its fine, but its good that compatibility is planned
I made the positioning of UI elements adjustable via config for my mod so this is an option if all else fails + user preference
It's not anything I'll deal with right now. Just potentially on my radar
maybe a lighter, cyan color would work but I like it
maybe try copying the color of the chat messages?
dis one
nah but this is like a UI thing, it's more so an incompat in terms of UI elements blocking eachother
neato!
I was considering that
yeh I think it would fit the vanilla UI elements rlly well
Okay
For the researcher's controls
Researcher has three actions:
- Harvest
- Synthesize Stim
- Use Stim
You harvest by crouching over a monster and pressing the ability key
Using the stim would be activated by pressing the ability key when a teammate is in range. If there's no teammate, you stim yourself
And then synthesizing would require a second keybind which I don't really want
I've been considering whether the researcher should be able to stim themselves
Hold key for synthesizing
Press for use
To prevent misclicks, double press for use as a prevention
Bind the double use to a bool config option
synthesizing would be done in the background after you harvest samples from my og concept
don't know if dats possible
I think they should be yeah
I want them to be used for the credits (or datapoints in the future) too though
This could work
I may just nix the credits thing and have them happen in the background the more I think about it though
hrmm
so i'm struggling yet again to figure out the maintenance guy's helmet
and I figured, well I can just redesign it a little bit
and uh
I have 0 idea if this is good at all LMAO
they both feel like they're missing something
Hm
Try
A
Uhhhh
Try a faceplate themed more after a heat shield you'd wear for like
Welding
Welding mask
Could be
but it doesn't really have a maintenance vibe rlly
Welders don't have a maintenance vibe?
not the vibe of the og one I guess
but I'll consider it
This one's in mid development btw lol
Jade
You can try keeping the fins and just make the front of the face have a more heat shieldy vibe
DaJadeNinja
you can always work together but you'd have to ask him
I'm fairly sure (now that I look at it closely) that those fins are supposed to resemble those little bumps on technician/construction helmets
I'll see what I can do but It might look goofy asf
Add the new skibidi toilet move set
I tried combining both helmet designs
The 5head
ok I fixed the ear thingies (still looks weird but whatev
Flip em vertically
gobby
ok for now I'm keeping it this way till I find a way to make the other design look good from the front lmao
would it be too weird for the researcher to have 2 lenses instead of the monolens?
like
โช โช
also idk if I ever explained em but the bigger ear muffs on researcher are enhanced scanners
I figured that was the case yeah
Company Fortress Two moment
Where're the headlamps on maintenance?
That's me ๐โโ๏ธ
DM's please 
I'll strongly consider that
Ominous
you can see above I tried to do headlamps and I said that I'd simply settle on this look until you actually write down the abilities so that I can have a proper idea of what to include on the design
but headlamps will be there
Ah, okay
ye it's just that I really struggled getting them to look good
so i'll try and like, see what I can do once you have the abilities written out
how's progress on this btw?
If it were perfect-monty he'd have been able to draw it perfectly
Been a bit busy the past few days. Researcher can harvest dead monsters to fill up the bar. Working on synthesizing stims rn
@river lynx its like your original plan
tf2 classes in lethal
i'm putting cement into your next meal
nice!! :]
Updated bar with stim counter and arrow to show how much is needed before synthesizing
And synthesizing is now possible. When you have enough, a prompt shows up telling you to hold the key.
TO-DO:
- Allow for stims to be used on players
- Assign different amounts of monster extract depending on the monster
I may need to shift the bar downwards a little
maybe yeah
also I like these
do they indicate how many stims you have?
the bar kinda looks like these w em which is oddly fitting
I think the overall color should be a little more desaturated
again like the chat's text
or uuuh the item slots
item slots is a really good source to pull from yeah

