#Anti Co-op Monster
29 messages · Page 1 of 1 (latest)
Absolutely! I would add:
- It should always be clear when it's following you.
- It should only follow you temporarily (say 1-2 minutes at a time), then leave.
I agree. I have no other details, I just feel like it would force a new kind of reactionn instead of just "run away danger" It would aslso get in the way of people trying to leave the facility if someone is already at the door
so it would have to be one at a time. It would also be funny to see someone next to one next to the door and then be condemned by your teammate entering the door
lmao
Yeah that sounds great. I totally agree about the idea of forcing a new kind of reaction. I might actually start trying to make this one...
2 minutes is a long time
And there needs to be a way to lose it
Perhaps it will back away when approached, so you can try to give yourself more time when you start running by pushing it back
Also needs the lore fleshed out
Why is it friendly with one player but not two
Does it designated human 1 as an owner, in a pet relationship?
Is it a clever predator trying to seem like a pet, to get extra food in the form of the players entire crew?
I just figured I leave the creative freedom of lore to anyone who picks it up. This is a very baseline idea that I think would add to the team experience of the game
Oh no this gonna be a very bad combo with insanity remastered I would love this
I haven’t actually looked into that until now, but you’re right! That would pair well!
This sounds fire tbh
rrigghtt?
Bonus points if it also forces you to be/attacks if you aren't quiet: no asking for everyone else to leave so you can leave, you're its friend hostage now and you're not gonna get outta here :3
Maybe it also winds up its attack if you're near the main exit but gives you just enough time to get outta there
I think that would work as a great overhaul to the possesed/masked enemies.
i think it would give these enemies more depth, and also create situation where some other people dont recognize that one of them isnt a player, leading to random havoc
actually thats a great idea
i think it would be more fun if that guy only follows you, regardless of how many people are there, but will react to sound, similar to a dog.
if you wander around the hallways and you suddenly hear a mate screeming a the room next to you, it could trigger your little stalker friend to attack you
what makes it more interesting than just proximity to other players: if someone is greeting you, when they see you, he might accidentally trigger the monster. but if you manage to both keep silent, you are perfectly fine to survive the encounter
i think this mechanic is more nuanced and interesting
to balance things out, you are able to run away from it, even if it triggers right next to it. but it aint gonna be easy
I hope someone makes this, this sounds very fun
it should look like a crewmate but obviously busted, and if scanned its log states that it must be jealous of people having friends or sum
feel like that would be too similar to the masked
It should just be a calm li'l dude that's not necessarily absolutely adorable but isn't horrific either (kinda like the Hoarder bug I guess), smiling mildly creepily until you decide you are gonna leave it and then it goes sicko mode
lmao "goes sicko mode" is unironically a perfect description of what I had Imagined
thats why i was suggesting to just take the mask enemy and change their behaviour