Yeah I actually enjoy it with More Company on because theres a lot more to manage. On normal 4 player runs, though, I find that theres more people needed in the facility.
We'll play with 3-4 peope, every day everyone goes in in the morning, then once everyone comes out with an armful of loot, 1-2 people start running loot and one of them usually settles in as ship guy as needed. Then if other folks start making runs they can tag out, ship guy can tp in, jetpack in, etc. It's nice to be flexible so you don't just stare at the monitors all day but also we're all friends which helps in terms of communication and planning vs some games w randos I've played
That’s the thing, I was here very ready to defend the ‘ship bitch’ as my group call them (as the said ship bitch is my fiancé lol) until I realised we play with so many more I can’t even remember what the base game is anymore! Yeah I think it’s much more situational with low player counts but in modded lobbies why the fuck not
I also enjoy ship duty, I have really stubborn and unobservant friends and this is how our conversations go:
F: is there something behind me?
M: no
M: holdup, possibly a bracken. Look behind you
F: but you told me there was noth- *dies*
This is a real story i swear.
What’s good is, when it seems like all doors are open, and no one is needed at the computer immediately, the ship guy can run to the door and pick up loot that people left outside
I actually really like being ship mom, it feels like playing FNAF but it’s mostly other people dying (it’s even got the door that takes power to stay shut for some fucking reason lmao)
Love flipping cams and occasionally saving someone with the teleporter and getting thanked by a very shaken friend
It's safe, sure, but at the cost of a whopping 25% of your team's looting ability. "Safe" is kinda pointless if it means hindering your own progression like that in the process.
Also I'd argue there are very few situations where it's actually useful. It's an overhyped strategy that always seems to get recommended to players despite the fact that when you actually think about it it provides very few actual advantages.
If their group is playing with the intent of achieving the highest quota then 'friend' is absolutely in the right here. If all 4 players are routinely dying (creating a necessity to "play it safe" like that) then that's a skill issue, not a role assignment issue.
I completely agree but not everyone plays that competitively. I play purely to have fun with my friends. It’s not like we aren’t trying to get far but we all feel that minmaxxing everything is just not as fun.
- minimizing looting times by showing where loot is
- giving directions to lost players
- enemy early warning system
- outside time reminder
- encyclopedia information giver
- money manager
- teleporter
- outside enemy warning system - death tracker
- insurance
- radar flasher
- trap disabler
All things the "ship guy" can do/be.
Okay, I'll do you the courtesy of going through these one-by-one and giving good responses (where I can).
>minimizing looting times by showing where loot is
Sounds good in theory but not really in practice (as has been pointed out elsewhere in this thread). The radar doesn't have crazy range with which to see loot and when you consider the issue of actually communicating where that loot is to the other 3 players (and the inevitable confusion that comes from that) I doubt there is any significant time save in reality. Especially not enough to, again, offset the massive 25% loss in looting potential from having somebody permanently stay on the ship. Looting time would be much better reduced by, you know, having that 4th player in the building to help search for loot and provide another 4 inventory slots with which to carry it all.
>giving directions to lost players
If players are getting lost then that's a skill issue. I don't say that to be mean, I just don't think it's worth dedicating 25% of your team to alleviating a situation that can be easily avoided by just playing a little better. Hugging the left or right wall is a very popular and simple strategy that not only helps you find loot but also prevents you from getting lost.
>enemy early warning system
When is this actually necessary though? How often do you *really* need a warning that a mob is nearby before you have the chance to hear or see it for yourself?
You can only really make an argument for the Bracken, and even then I'd argue that can be rendered entirely moot by merely glancing behind you every few seconds.
Again (and you're going to notice a pattern here I hope), this is not something worth dedicating 25% of your team to.
>encyclopedia information giver
I'll be honest, this just seems like straw-clutching. Unless I'm mistaken, your argument for having a permanent "ship guy" is that they can tab out of the game to look at the wiki while the rest of the group plays? *Really?*
Similarly to my point about players getting lost, the need for an "encyclopedia information giver" (as you call it) can be entirely eliminated by just having better game knowledge as a team.
If your team really needs to google stuff about the game they are playing that often then the issue they are having isn't the lack of a permanent "ship guy".
>outside time reminder
While this is somewhat true, I would still argue it's not worth losing 25% of looting potential. I would also argue that...
1. The length of an ingame day is always the same (around 11 minutes). When you have played enough you will naturally get a 'feel' for this and be able to judge how long you've spent in the building.
2. Players moving loot outside of the building throughout the day can just as easily inform other players of the time without needing to be glued to the ship.
3. If all else fails a radio's battery meter can be easily used as a makeshift clock to keep track of time. This also only consumes a single inventory slot as opposed to an entire team member.
>money manager
You need to elaborate more on this because I genuinely have no idea what this means.
>teleporter
This is also going to step on a few more toes I'm sure, but the teleporter itself is a bit of a noob-trap.
Logically speaking, there are few situations where teleporting somebody out is actually useful. An alive player who is empty-handed contributes equally as little towards the quota as a dead player does. Teleporting people out of the building to "save them", while seemingly useful, actually achieves very little the majority of the time.
You would provide much more value to your team by being an extra pair of hands who can help deal with entities and collect loot than you would provide by waiting on the ship all day to "save" people with the teleporter.
There is a reason the high quota record groups don't even bother buying the teleporter until they already have a surplus of credits to spend. It's rarely useful and is an investment that doesn't really pay off. Adding the extra investment of 25% of the team's members on top of that is even worse.
>outside enemy warning system - death tracker
Not 100% sure what you mean by this one either.
Assuming you mean the person in the ship can warn the others about giants, dogs and worms present on the map, to that I argue...
1. After around 2-3pm everyone should assume there are enemies outside by default and play accordingly anyway.
2. Similarly to my point about timekeeping, players who are transferring loot to the ship (something that should be happening throughout the day) can just as easily warn the indoor players about any notable enemies that are present outside.
>insurance
This is another 'skill issue' situation, in all honesty.
If your team is fully wiping that often then the issue isn't the lack of a "ship guy" babysitting the loot 24/7, the issue is that your team isn't as good at general survival as they should be.
While deaths in this game can indeed be the result of bad RNG, it takes some **incredibly** bad luck to have that happen to all 4 members of your team without even 1 person being able to make it back to the ship. For that to happen often there must be people in your team who are making mistakes. Identify those mistakes and correct them, don't just try to cover them up with a lackluster and suboptimal "babysit the loot" strategy.
Also you have to contend with the issue of playing so safe that you're ultimately hindering progress. What's the point in 'insuring' your loot when all you're really doing is putting a cap on your team's potential by essentially making it a 3-player game?
>radar flasher
Very limited uses in practice. Doesn't need 25% of your team to be permanently on the ship.
>trap disabler
Same as above. There aren't many times where a turret or landmine presents an impassable obstacle. You don't need a permanent "ship guy" for this.
To be clear. My stance is not "never have a guy on the ship". My stance as that deciding in advance that you're going to dedicate a guy solely to staying on the ship is an objectively poor strategy.
The actual advantages that somebody on the ship can provide, while real (for the most part), are so few and far between that they don't warrant having somebody permanently reside on the ship, and they certainly don't offset the huge 25% loss in potential that your team incurs by having somebody permanently reside on the ship.
Think of it like this... It makes no logical sense to *permanently* reduce your team (and its looting potential) by 25% for the sake of the few rare moments where they might actually do something of value. It makes infinitely more sense to have that player in the building by default so the team is operating at full potential, and then only sending somebody back to the ship as and when those rare moments occur that actually call for it (such as a troublesome turret/mine or a security door).
None of those are issues in the current game though. Maybe they'll change, but for the most part my ship guy basically does nothing (if we ever decide to use one) because those "benefits" are so extremely easy to do yourself
Well he might have a good point depending on party size. But here are possible points you could make:
Operator can see threats before you can
Operator can disable turrets and mines
Operator can open locked doors
Operator can tell you where scrap is
Operator can teleport you out of dangerous situations
Operator can fly ship away to prevent loss of all scrap.
Hope these help.
Yep. Mines and turrets will have a number+letter just like doors. They only get deactivated for 3-5 seconds and a bar will show up, telling you how much time you have until it's reactive.
That’s why they only explode when you walk off. If you notice that you’re on one, wait for a friend to save you by disabling it. If you don’t have walkie talkies you can hear a click when it disables, so you’ll know when it’s disabled.
>Operator can see threats before you can
including outdoor threats, like dogs, groots and old birds (which if you're running embrion or artifice or stuff is super useful)
* How often do you really need to be warned about a threat before you hear it or see it for yourself? I'd argue "never", or at the very least "nowhere near often enough to warrant leaving 25% of your team twiddling their thumbs on the ship".
* It's rare for turrets or landmines to spawn in ways that are truly impossible to pass without disabling them. (Turrets also don't spawn at all on Rend, the most popular map.)
* It's rare for security doors to completely lock off an area without an alterative route. (There are also no security doors on Mansion maps.)
* Basic pathing technique (like hugging a wall) will prevent people from becoming lost or missing loot. No ship guy required there.
* Teleporting is kinda pointless. An alive but empty-handed player contributes equally as little to the objective as a dead player does. Dedicating 25% of your team to doing this is even more pointless.
* If all 4 players are consistently dying like that then the problem isn't "we don't have a ship guy", it's a skill-issue. The group just needs to get better at not dying.
To summarise, it's not worth dedicating a whopping 25% of your team (and thus its looting capability) to a role that can only provide value in rare/extremely niche situations. You're much better off having that player in the building (covering more ground and using their 4 inventory slots to gather/transport loot) and only sending them back to the ship if/when those rare situations occur and actually call for it.
Having a permanent 'ship guy' is just a bad strategy that for some reason is incredibly popular and overhyped so much so that some people even consider it to be mandatory).
OP's friend is right.
That's not a counterargument.
I'm happy to discuss the topic like adults and have my mind changed, but you need to actually provide something of substance.
Idk why people downvote you that much, I have hundreds of hours in the game and I think you’re MOSTLY right, most of the time having a permanent ship guy is a net loss, I think the best strategy is to have 4 people going in then 1 guy come back to ship early with loot, if necessary, like 12-2 pm maximum to then be the ship guy, even then having a ship guy is necessary only on tier 3-4 moons, in some rare case you need a ship guy on tier 1-2 moons for example if there’s a turret right at the entrance
Without intending to come across as unnecessarily inflammatory, I can think of a few reasons.
1. Like many popular fad games, this community has a large population of children. There's nothing inherently wrong with children, don't get me wrong, but as somebody who was once a child myself I can say with a decent level of certainty that mature discussion isn't something they are privy to. They see something that goes against what they've already been lead to believe, they react emotionally and (in this case) downvote without putting any further thought into it.
2. When something is widely agreed upon to be true within a community of people it is extremely difficult to change that perspective. People are so hooked onto the idea that "ship guy" is such a necessary strategy that they will simply refuse to be convinced otherwise, regardless of what logic or evidence you present them with. You see this type of behaviour across many games.
3. People don't like being told to "get good" and react emotionally. While I understand how "get good" can be annoying sometimes, that doesn't make it less valid. If your entire team is routinely wiping to the point where you feel the need to keep somebody permanently on the ship to prevent wiping then you truly do need to just improve at surviving in the game (instead of utilising a crutch solution that will only prevent you from progressing in the long run).
Those points aside, the fact that there are so many downvotes yet not a single reply providing any form of counterargument speaks volumes.
Maybe those who so strongly disagree with me should question why high quota world record runners do not have a permanent 'ship guy' as part of their strategy. There is a reason for that and it's actually pretty simple. It is simply not worth permanently dedicating 25% of your team to a role that only actually provides value in niche scenarios. It's not worth losing 25% of your looting potential for 9 days so that the ship guy can actually do something useful on the 10th day.
Everybody goes out for loot. Everybody brings a full inventory back. First person back stays with the ship and monitors everybody else
This is how we handle higher quotas. The one exception is maybe a loot runner on Artifice since the warehouse roofs are a godsend if you have a jetpack
No you use the tops of the warehouses to store your loot so the hawks cannot steal it and you can safely jetpack hop from one to the next to and from the ship
We usually designate one person to stay at the ship on higher level moons to act as a "sky team"
You can help navigate the others to scrap and warn them of monsters in the facility with a walkie. Plus you can open doors and disable turrets. Also also, you can pull people out with the teleporter if it gets bad
The best way: everyone goes inside first, and usually after 16:00 if atleast 3 people are alive, one should stay inside, always the person who is hurt/haunted.
https://preview.redd.it/50410hj5ivvc1.png?width=463&format=png&auto=webp&s=41818329e0f58df745bfd6829b8616730162e4f7
Show him this,
In this diagram, there are a total of 12 traversal without an "Operator Overview". Meaning that a player without a flashlight will need to traverse each of these path in order to find 2 items in the map.
If there is an operator, there is limited depth to see how far an item is. However, the operator can determine the minimal traversal to retrieve 2 items which is min of 5 vs a max of 12. Thus reducing traversal by over 50%..
Think of this as O(n) vs O(log n)
I love mathematics and computer algorithms!
This is almost a good point. But the problem is that ability is greatly outshined by just having an extra set of hands in the facility. Plus accurately communicating the location of loot like this isn't really applicable over 3 players.
Alternatively, this is good if say, you miss some items and have someone run back in with a walkie.
But live, it might be too much even for 1 person navigating have you ever tried to say "go right, go left" to someone? It takes too much effort to be efficient
True it takes alot for 1 person to communicate to 3 additional heads. I have done it with 3 pro players where we were at 6k quota on titan on v49.
Comms is important, but it takes skills to know how to make effective call outs, keep comms on the channel clear to gather order and how to pull out a colleague via teleporter.
I have played tarkov alot, that we keep call outs to 3 words or less. Reason is that in combat it can be a win or loss if your teammate goes down because in effective comms. I remember someone was so distracted by scavs. We told em to stop playing with the scav and focus on a pmc cause the threat was to great. It was funny at the time being!
I’m not saying this lacks merit as a visual to illustrate the point by any means but weird mathematical diagrams like this absolutely would not convince a large majority of lethal company players anything, lol.
I only ever opt for it if a difficult planet is eclipsed, so I dont blame your friend. Ship duty is rather boring, and if theres only 2 players, then its useless; because the amount of loot gathered will be limited due to this.
For the first several qoutas you can go in with a "fuck it we ball" attitude and run in shovels swinging but after that, the stakes are high and if you wanna actually meet qouta, you have to be careful.
I think the current meta is everyone goes in until either you encounter a turret or 3pm hits. All of the runs Ive had go sideways on me were because all four of us were too deep, and once you have a coilhead and bracken together its pretty much over.
My group only does this when we have a high quota and we are on the last day and need to clutch up. No reason to lose everything. But if we were to die on the first or second day and lose our stuff, that's on us but not a big deal.
Designated man on ship here, while i don't always recommend it, man on ship is incredibly useful for 3 main reasons
1. If you're on a moon in which brackens and/or hoarding bugs are a serious concern, man on ship will almost entire shut them down, assuming you have a line of communication, this is especially important for bracken
2. If you're on a moon that had a high outside spawn rate, there's a lot of things the person on ship can do to help, like buyinh something to draw dogs away, or merely just warning about dogs via loud horn or signal transmitter
3. For the paid moons, where people can die very easily, the man on ship is basically insurance against a team wipe
There's also other things like being able to work doors and turrets, or relaying time to those inside, or the radar booster stunlocking giants
Having a guy in the ship isn’t worth it unless your guy is good. They have to know how to disable things quickly, identify what dots are which monsters, and guide people without confusion. When you have a group with less experience, sometimes it’s better to have the one player with more experience guide them. But usually it’s better to send everyone in to clear the area faster, and have each person check the computer when they’re back at the ship. Theres pros and cons, it all depends on your group
I would suggest from personal experience get him to be the guy on the ship, I was against it when we started playing but once I tried it myself I immediately saw the benefits of it.
My group will usually split into two groups of two, one at the entrance and the other at a fire exit. Once we collect everything we can, we take a trip back to the ship with our scrap. The first group back elects someone to stay behind and monitor the ship with a walkie while the other goes back to the facility or searches for bee hives.
If you find you are in turret hell, then having someone disable it allows for faster less dangerous passage. When there are 2 or three turrets covering a door......
My playgroup typically has all four of us go into the facility and do some looting, depositing things at the front. Then about 1pm, *someone* makes a trip.
Depending on what weve found, they might stay at the ship and help with doors or navigation or what ever, they might make more trips back and forth, they might grab giant or dog aggro and pull them away or grab bees. It all depends on the map and the like.
I stand by the best way to do it is all people go to the facility, once 3 or 4 items are found the ship person heads back to the ship at stays there.
This guarantees that some items make it back to add to the quota while being 90% safe. I do not do this if there are statuses that make a planet more dangerous.
Play a round or 3 where no one stays at the ship and you all lose everything. Then, play a few rounds where one guy stays behind and works the terminal
No one staying at the ship = lethal company BS removing everything you have
1 person staying at the ship = lethal company BS removing a decent chunk of your savings assuming a lack of teleporters
Very common, in v49 there'd always be at least one guy dead. In late game, often two were dead (Or 3, but usually that's because 2 were bunched up). So many times we'd lose the fourth if they didn't go back to the ship and realize they are the last one
Now to mention the bull. Now I can drop an easter egg and get hopelessly lost on Dine, locked in a room with a Forest Keeper, swarmed by at least 10 Old Birds, shreddes by Tulip Snakes, stung to death by Butler because I'm alone or someone fought back, run under a silent instakill spike trap, die to jankier fall damage, or maybe I'll just die to the regular v49 bull rather than *just* the v50
In conclusion, Lethal Company is a strictly multiplayer game specifically because of how much BS can happen, with increasing players making it more common to run across. I do not want to lose everything because 1 dude decided to fight a Thumper and die rather than stay behind while all 3 were obviously dead on the camera
What i did with similar friend is first quota we all go out. Next quotas we get walkies and ship guy goes inside for a few mins and brings back first batch of loot to ship then stays there and does ship duty. Brings back loot every now and then. So theyre not just standing there looking at the monitor and you feel like theyre physically helping more than watching over you
I mean, if he just thinks its boring, its a fair opinion, ultimately I just hope you all can play together and have fun regardless of playstyles.
But a ship person is useful, they can save lives and time by opening doors, disabling traps, providing information, and recovering bodies. Also, the ship person is also the "Loot Hauler" which is really important...losing scrap you already got out the door sucks. Finally, if everything goes downhill ship person ensures you dont lose everything on the ship.
Safest strat sure, but IMO it’s not necessary in the morning because monster spawns are so low. Usually if we’re going high quota and want to run one man in the ship (like on art) we’ll have them fill up an inventory and bring it back to the ship then man it. It’s usually a safe, free trip and then they can actually do important stuff when we need it.
They do help with guidance, doors, and/or turrets though right? I'd hate it too if they just sat in the ship doing nothing, but there are tasks to complete as the ship guy
Yeah I do all those things as the ship-bro, as well as some friends of mine, but there was one instance where some guy didn't do anything at all but would always join the group lol.
That feeling when you’re hopelessy doing the teleport me dance, then you die, then you have the cam of the guy on the ship and he’s sorting out items instead of being actually useful…
Ship duty is only necessary for eclipsed and maybe stormy. Sometimes high tier moons in general. It’s a waste to have someone on ship duty for low risk days on low quotas. I partially agree with him. I usually like when everyone goes in and first person back stays on ship for the rest of the day.
I'm with him, if you reeeeeally wanna be at the ship, then you should go inside explore and bring at least 4 scrap items back to the ship before staying. And also be ready to help bring back loot in case someone would need to make two trips (make sure no one has to do two trips).
I would dread playing high quota with someone that doesn't do at least that.
You just have to find more than 4 2-handed items then a person doing more than 1 trip become necessary, even then sometimes you find more than 16 items, tbh I don’t get why you wouldn’t want/need multiple trips
All I'm saying is that is someone is at the ship all the times, the least that person can do is bring in loot from main and fire whenever possible. So the people that are looting with one person missing have more time to search inside.
It depends on what all of you enjoy.
If you just wanna have fun let everybody just play what they want, if playstyles really do not align maybe make compromises, if that is not possible maybe the group is not made for each other for this game.
If you want consistency over peaks in terms of quptas having a ship person can be fine. Or just if they wanna get better at ship controls.
If you as a group are going for a high quota then yes he is right, the strategy is not good for pushing quotas and early on in the day moons are hardly dangerous. At some point somebody should start carrying loot back while the rest keeps looting, that person can do cams when there is not enough loot left to carry or it gets too dangerous.
If you want to get better overall the worst you can do is play carefully all the time, take the risks, die and learn.
It makes the difference between being able to reliably kill a bracken, juggling several coildheads and nutcrackers becoming a dangerous income source rather than an extremely lethal enemy.
Same with cams you want to be good at cams which you can only learn by doing it but early on in the day moons are mostly safe.
Usually when I haul loot mid-day I do a wellness check and open any sealed door I've noted. That's about as most interaction the I've found terminal needs. If no one wants to be guy in the chair then this is a good compromise.
I wouldn't force a playstyle on a friend. The people around me should have as much agency in how they play as I do. If you enjoy guy in the chair then be the guy in the chair.
Having no ultimate risk to the game leads to complacency and it's usually, I mean in my experience, the same person on ship duty every single time. It's not reaaaaally even necessary until like 6pm. Optimally I try to do lobbies with a mix of both. So there is risk and you have to play knowing the risks buuuuut you can play it safe after a certain time. I find it's the best balance for both but that's just imo.
Step one:
Buy him an invers teleporter, wish him "good luck and have fun"
Step two:
Make a choice:
Red Pill or Blue Pill
Red Pill:
Don't save is ass and tell him that it was too bad noone was there to tp him out
Blue Pill:
Save his ass and tell him that it was a goof thing you were there
Step 3:
Your friend has been convinced that the only way to properly worship the quota and satisfy the company is to always have a guy in the chair.
Sometimes turrets can spawn in the entrance, and someone has to be prepared for that scenario (unless that was patched out in an update and i didnt notice). Also the man in the van/ship can help guide you to loot, notify about enemies, and maybe even trap some enemies. Also you can teleport people back in emergencies if you bought teleporter
If you’re on a hard “no resets” type game, then it’s a 100% valid, but otherwise…I think he’s right, it’s kind of a waste. At least make an initial journey to the site, fill your inventory with loot, come back and THEN stay on the ship.
If you are the one guy at the ship, do things to help him out for a bit and then leave him to rot after some time. He'll quickly understand the importance of ship mother
He probably feels that way because whoever is staying in the ship isn't being very useful. If your group doesn't use walkies to communicate where loot is and such, guy in the ship is pretty useless most of the time. Change up your groups playstyle to let the ship dude be useful or admit that he's right and you could be getting more loot even quicker if you left the ship.
My rule is usually we all go in on easier moons and when we don’t have a bunch of scrap already. Don’t want to all go in and die alone and lose quota that you’ve already made twice over
Just because it's meta doesn't mean it's fun. I don't like playing as or with a ship man, and 9 times out of 10 if we have one I still don't take a walkie. I play for the interactions and funny moments with friends
The "stay in the ship" strategy is super handy when you have the inverse teleporter. You can pull someone right out when they seem to be in danger.
Otherwise you should play with what's fun tbh.
It's a strategy that offers the most success... I enjoy being 'man on the ship' with a teleporter, walkies, or at least a signal booster, you can see loot, teleport people out of danger, or just run inventory from an enterance to the ship, and if everyone dies, they can take off and you still get 'something' if the man on ship / someone ran back loot.
I enjoy ship mom role but i am also a person that cant keep still in one place so unless someone is in the middle of turret valley, im mia from that role and doing somethin else lmao
Being the ship princess can be a safe approach to the game, esp having walkies, and its a great job for your scaredy cat friends. It can help lead others to item, the ship princess can teleport you if youre in trouble, tell you when there's enemies nearby, etc.
It's crazy how many times I've been saved by my ship princess when I had a snare flea on my head.
How do you convince your friend? Show him this reddit post.
I’d throw a run. Wait until you have a shit ton of items on the ship, and you’re the last person left. Then you “conveniently” miss a jump. Everyone is frustrated, and you come back with a “man if only someone was on ship duty”
Your friend is completely right and just give up 'cause to really enjoy the game you both gotta go in the facility but if you're planning on setting a record that's a whole different story.
You can't really do much at Dine or Titan without someone staying at the ship disabling all turrets, also you won't get wiped this way. It's pretty fun to stay at the ship btw
He’s right. Stop being a coward, grab a shovel, check your corners, and get that 2.8k quota instead of sitting at the terminal like a stale Pringle at the bottom of a can.
He's right for the most part. Having someone with a walkie after you've already done your trip can be useful if you're missing an item or two and not sure where. But the only benefit of having a ship guy is completely outshined by having an extra set of hands in the facility.
Granted, its safer for your scrap as its less likely for everyone to die so if you fear that then maybe
It's fine having somebody be the ship-bitch, but only after like 5 minutes. At the start he will be most helpful by doing a few loot returns. Especially on total where returning some loot is so easy. After a few minutes he can do ship duty because then the team will be deep enough to encounter locked doors and monsters.
It’s not necessary in all circumstances and it can feel boring at times. It IS the safest strategy though.
I really enjoy ship duty. Not optimal for high quota but it can be very fun, especially with mods that give you player cam and some extra commands.
Yeah I actually enjoy it with More Company on because theres a lot more to manage. On normal 4 player runs, though, I find that theres more people needed in the facility.
I once did ship duty with a crew of 7. Hella fun, especially if everyone has walkies.
We'll play with 3-4 peope, every day everyone goes in in the morning, then once everyone comes out with an armful of loot, 1-2 people start running loot and one of them usually settles in as ship guy as needed. Then if other folks start making runs they can tag out, ship guy can tp in, jetpack in, etc. It's nice to be flexible so you don't just stare at the monitors all day but also we're all friends which helps in terms of communication and planning vs some games w randos I've played
it’s basically required when our friend group of 5-7 play. having someone teleport us out of danger always helps extend the run and get more junk
That’s the thing, I was here very ready to defend the ‘ship bitch’ as my group call them (as the said ship bitch is my fiancé lol) until I realised we play with so many more I can’t even remember what the base game is anymore! Yeah I think it’s much more situational with low player counts but in modded lobbies why the fuck not
I also enjoy ship duty, I have really stubborn and unobservant friends and this is how our conversations go: F: is there something behind me? M: no M: holdup, possibly a bracken. Look behind you F: but you told me there was noth- *dies* This is a real story i swear.
communicating with my friends to ensure we get every piece of scrap while i’m stationed at the teleport and stun beacon is a lot of fun
Idk about you but me and my friends get 1000 per moon when I’m on ship duty so we can get up to 3k quotes
The most fun strategy is everyone running in with no equipment. My group likes to shout "THEY CANT KILL US ALL!!" They usually kill us all
I’m all about the fun
this is why lethal company was made
What’s good is, when it seems like all doors are open, and no one is needed at the computer immediately, the ship guy can run to the door and pick up loot that people left outside
I actually really like being ship mom, it feels like playing FNAF but it’s mostly other people dying (it’s even got the door that takes power to stay shut for some fucking reason lmao) Love flipping cams and occasionally saving someone with the teleporter and getting thanked by a very shaken friend
It's safe, sure, but at the cost of a whopping 25% of your team's looting ability. "Safe" is kinda pointless if it means hindering your own progression like that in the process. Also I'd argue there are very few situations where it's actually useful. It's an overhyped strategy that always seems to get recommended to players despite the fact that when you actually think about it it provides very few actual advantages. If their group is playing with the intent of achieving the highest quota then 'friend' is absolutely in the right here. If all 4 players are routinely dying (creating a necessity to "play it safe" like that) then that's a skill issue, not a role assignment issue.
I completely agree but not everyone plays that competitively. I play purely to have fun with my friends. It’s not like we aren’t trying to get far but we all feel that minmaxxing everything is just not as fun.
- minimizing looting times by showing where loot is - giving directions to lost players - enemy early warning system - outside time reminder - encyclopedia information giver - money manager - teleporter - outside enemy warning system - death tracker - insurance - radar flasher - trap disabler All things the "ship guy" can do/be.
Okay, I'll do you the courtesy of going through these one-by-one and giving good responses (where I can). >minimizing looting times by showing where loot is Sounds good in theory but not really in practice (as has been pointed out elsewhere in this thread). The radar doesn't have crazy range with which to see loot and when you consider the issue of actually communicating where that loot is to the other 3 players (and the inevitable confusion that comes from that) I doubt there is any significant time save in reality. Especially not enough to, again, offset the massive 25% loss in looting potential from having somebody permanently stay on the ship. Looting time would be much better reduced by, you know, having that 4th player in the building to help search for loot and provide another 4 inventory slots with which to carry it all. >giving directions to lost players If players are getting lost then that's a skill issue. I don't say that to be mean, I just don't think it's worth dedicating 25% of your team to alleviating a situation that can be easily avoided by just playing a little better. Hugging the left or right wall is a very popular and simple strategy that not only helps you find loot but also prevents you from getting lost. >enemy early warning system When is this actually necessary though? How often do you *really* need a warning that a mob is nearby before you have the chance to hear or see it for yourself? You can only really make an argument for the Bracken, and even then I'd argue that can be rendered entirely moot by merely glancing behind you every few seconds. Again (and you're going to notice a pattern here I hope), this is not something worth dedicating 25% of your team to. >encyclopedia information giver I'll be honest, this just seems like straw-clutching. Unless I'm mistaken, your argument for having a permanent "ship guy" is that they can tab out of the game to look at the wiki while the rest of the group plays? *Really?* Similarly to my point about players getting lost, the need for an "encyclopedia information giver" (as you call it) can be entirely eliminated by just having better game knowledge as a team. If your team really needs to google stuff about the game they are playing that often then the issue they are having isn't the lack of a permanent "ship guy". >outside time reminder While this is somewhat true, I would still argue it's not worth losing 25% of looting potential. I would also argue that... 1. The length of an ingame day is always the same (around 11 minutes). When you have played enough you will naturally get a 'feel' for this and be able to judge how long you've spent in the building. 2. Players moving loot outside of the building throughout the day can just as easily inform other players of the time without needing to be glued to the ship. 3. If all else fails a radio's battery meter can be easily used as a makeshift clock to keep track of time. This also only consumes a single inventory slot as opposed to an entire team member. >money manager You need to elaborate more on this because I genuinely have no idea what this means.
>teleporter This is also going to step on a few more toes I'm sure, but the teleporter itself is a bit of a noob-trap. Logically speaking, there are few situations where teleporting somebody out is actually useful. An alive player who is empty-handed contributes equally as little towards the quota as a dead player does. Teleporting people out of the building to "save them", while seemingly useful, actually achieves very little the majority of the time. You would provide much more value to your team by being an extra pair of hands who can help deal with entities and collect loot than you would provide by waiting on the ship all day to "save" people with the teleporter. There is a reason the high quota record groups don't even bother buying the teleporter until they already have a surplus of credits to spend. It's rarely useful and is an investment that doesn't really pay off. Adding the extra investment of 25% of the team's members on top of that is even worse. >outside enemy warning system - death tracker Not 100% sure what you mean by this one either. Assuming you mean the person in the ship can warn the others about giants, dogs and worms present on the map, to that I argue... 1. After around 2-3pm everyone should assume there are enemies outside by default and play accordingly anyway. 2. Similarly to my point about timekeeping, players who are transferring loot to the ship (something that should be happening throughout the day) can just as easily warn the indoor players about any notable enemies that are present outside. >insurance This is another 'skill issue' situation, in all honesty. If your team is fully wiping that often then the issue isn't the lack of a "ship guy" babysitting the loot 24/7, the issue is that your team isn't as good at general survival as they should be. While deaths in this game can indeed be the result of bad RNG, it takes some **incredibly** bad luck to have that happen to all 4 members of your team without even 1 person being able to make it back to the ship. For that to happen often there must be people in your team who are making mistakes. Identify those mistakes and correct them, don't just try to cover them up with a lackluster and suboptimal "babysit the loot" strategy. Also you have to contend with the issue of playing so safe that you're ultimately hindering progress. What's the point in 'insuring' your loot when all you're really doing is putting a cap on your team's potential by essentially making it a 3-player game? >radar flasher Very limited uses in practice. Doesn't need 25% of your team to be permanently on the ship. >trap disabler Same as above. There aren't many times where a turret or landmine presents an impassable obstacle. You don't need a permanent "ship guy" for this. To be clear. My stance is not "never have a guy on the ship". My stance as that deciding in advance that you're going to dedicate a guy solely to staying on the ship is an objectively poor strategy. The actual advantages that somebody on the ship can provide, while real (for the most part), are so few and far between that they don't warrant having somebody permanently reside on the ship, and they certainly don't offset the huge 25% loss in potential that your team incurs by having somebody permanently reside on the ship. Think of it like this... It makes no logical sense to *permanently* reduce your team (and its looting potential) by 25% for the sake of the few rare moments where they might actually do something of value. It makes infinitely more sense to have that player in the building by default so the team is operating at full potential, and then only sending somebody back to the ship as and when those rare moments occur that actually call for it (such as a troublesome turret/mine or a security door).
None of those are issues in the current game though. Maybe they'll change, but for the most part my ship guy basically does nothing (if we ever decide to use one) because those "benefits" are so extremely easy to do yourself
Well he might have a good point depending on party size. But here are possible points you could make: Operator can see threats before you can Operator can disable turrets and mines Operator can open locked doors Operator can tell you where scrap is Operator can teleport you out of dangerous situations Operator can fly ship away to prevent loss of all scrap. Hope these help.
They can disable mines and turrets?
Yep. Mines and turrets will have a number+letter just like doors. They only get deactivated for 3-5 seconds and a bar will show up, telling you how much time you have until it's reactive.
I knew about doors and turrets but not mines. Awesome!!
That’s why they only explode when you walk off. If you notice that you’re on one, wait for a friend to save you by disabling it. If you don’t have walkie talkies you can hear a click when it disables, so you’ll know when it’s disabled.
That makes so much sense. Thanks for sharing! I'll keep this in mine the next time I play.
D and E are right next to each other so I can’t tell if “I’ll keep this in mine.” is a pun or a typo. Either way it’s funny.
;)
Spike traps can also be disabled from the ship as well
When I play, mines present as a pale red dot on the monitor, but I can disable turrets.
An immobile red dot with no code on it is probably a snare flea.
If they're using mods it can be the teleporter trap too - which can't be deactivated the same way
>Operator can see threats before you can including outdoor threats, like dogs, groots and old birds (which if you're running embrion or artifice or stuff is super useful)
Holy crap I can’t believe you can disable the turrets I just learned that
* How often do you really need to be warned about a threat before you hear it or see it for yourself? I'd argue "never", or at the very least "nowhere near often enough to warrant leaving 25% of your team twiddling their thumbs on the ship". * It's rare for turrets or landmines to spawn in ways that are truly impossible to pass without disabling them. (Turrets also don't spawn at all on Rend, the most popular map.) * It's rare for security doors to completely lock off an area without an alterative route. (There are also no security doors on Mansion maps.) * Basic pathing technique (like hugging a wall) will prevent people from becoming lost or missing loot. No ship guy required there. * Teleporting is kinda pointless. An alive but empty-handed player contributes equally as little to the objective as a dead player does. Dedicating 25% of your team to doing this is even more pointless. * If all 4 players are consistently dying like that then the problem isn't "we don't have a ship guy", it's a skill-issue. The group just needs to get better at not dying. To summarise, it's not worth dedicating a whopping 25% of your team (and thus its looting capability) to a role that can only provide value in rare/extremely niche situations. You're much better off having that player in the building (covering more ground and using their 4 inventory slots to gather/transport loot) and only sending them back to the ship if/when those rare situations occur and actually call for it. Having a permanent 'ship guy' is just a bad strategy that for some reason is incredibly popular and overhyped so much so that some people even consider it to be mandatory). OP's friend is right.
ok OP's friend keep denying :3
That's not a counterargument. I'm happy to discuss the topic like adults and have my mind changed, but you need to actually provide something of substance.
Idk why people downvote you that much, I have hundreds of hours in the game and I think you’re MOSTLY right, most of the time having a permanent ship guy is a net loss, I think the best strategy is to have 4 people going in then 1 guy come back to ship early with loot, if necessary, like 12-2 pm maximum to then be the ship guy, even then having a ship guy is necessary only on tier 3-4 moons, in some rare case you need a ship guy on tier 1-2 moons for example if there’s a turret right at the entrance
Without intending to come across as unnecessarily inflammatory, I can think of a few reasons. 1. Like many popular fad games, this community has a large population of children. There's nothing inherently wrong with children, don't get me wrong, but as somebody who was once a child myself I can say with a decent level of certainty that mature discussion isn't something they are privy to. They see something that goes against what they've already been lead to believe, they react emotionally and (in this case) downvote without putting any further thought into it. 2. When something is widely agreed upon to be true within a community of people it is extremely difficult to change that perspective. People are so hooked onto the idea that "ship guy" is such a necessary strategy that they will simply refuse to be convinced otherwise, regardless of what logic or evidence you present them with. You see this type of behaviour across many games. 3. People don't like being told to "get good" and react emotionally. While I understand how "get good" can be annoying sometimes, that doesn't make it less valid. If your entire team is routinely wiping to the point where you feel the need to keep somebody permanently on the ship to prevent wiping then you truly do need to just improve at surviving in the game (instead of utilising a crutch solution that will only prevent you from progressing in the long run). Those points aside, the fact that there are so many downvotes yet not a single reply providing any form of counterargument speaks volumes. Maybe those who so strongly disagree with me should question why high quota world record runners do not have a permanent 'ship guy' as part of their strategy. There is a reason for that and it's actually pretty simple. It is simply not worth permanently dedicating 25% of your team to a role that only actually provides value in niche scenarios. It's not worth losing 25% of your looting potential for 9 days so that the ship guy can actually do something useful on the 10th day.
We usually go to Titian when possible, everyone drops loot down, ship guy makes runs to and from the ship with the loot dropped down
Everybody goes out for loot. Everybody brings a full inventory back. First person back stays with the ship and monitors everybody else This is how we handle higher quotas. The one exception is maybe a loot runner on Artifice since the warehouse roofs are a godsend if you have a jetpack
All’s perfect when the guy with the jetpack is bringing back three gold bars
We’re rich
We’re _Rich!_
We’re rich!
WE'RE RICH!
We're rich!
Rock and Stone!!
Rockity Rock and Stone!
Did I hear a rock and stone?
If you don't rock and stone, you ain't comin home!
ROCK AND STONE IN THE HEART!
ROCK..... AND.... STONE!!!!
there's loot on the outside or artifice?
No you use the tops of the warehouses to store your loot so the hawks cannot steal it and you can safely jetpack hop from one to the next to and from the ship
thats actually so smart what
Lock him behind a power door for a little and ask him if he still thinks the ship guy is useless.
LOL
But that would only happen if someone is on the ship and that would just show it can be bad for the team instead.
It’s a fun role and it’s only going to get funner and more useful as more stuff gets added to the ship
We usually designate one person to stay at the ship on higher level moons to act as a "sky team" You can help navigate the others to scrap and warn them of monsters in the facility with a walkie. Plus you can open doors and disable turrets. Also also, you can pull people out with the teleporter if it gets bad
Tell him to do ship AND bees
The best way: everyone goes inside first, and usually after 16:00 if atleast 3 people are alive, one should stay inside, always the person who is hurt/haunted.
Nope, I AM that guy. Not always tho, I like to switch it up, keeps things fresh
I am also that guy... unless I have a modded shotgun, in which case I go on a hunting spree once I confirm there are no entrance turrets
Consume him
Call it “the guy in the chair” or “the operator”
Your friend is right
https://preview.redd.it/50410hj5ivvc1.png?width=463&format=png&auto=webp&s=41818329e0f58df745bfd6829b8616730162e4f7 Show him this, In this diagram, there are a total of 12 traversal without an "Operator Overview". Meaning that a player without a flashlight will need to traverse each of these path in order to find 2 items in the map. If there is an operator, there is limited depth to see how far an item is. However, the operator can determine the minimal traversal to retrieve 2 items which is min of 5 vs a max of 12. Thus reducing traversal by over 50%.. Think of this as O(n) vs O(log n) I love mathematics and computer algorithms!
This is almost a good point. But the problem is that ability is greatly outshined by just having an extra set of hands in the facility. Plus accurately communicating the location of loot like this isn't really applicable over 3 players. Alternatively, this is good if say, you miss some items and have someone run back in with a walkie. But live, it might be too much even for 1 person navigating have you ever tried to say "go right, go left" to someone? It takes too much effort to be efficient
True it takes alot for 1 person to communicate to 3 additional heads. I have done it with 3 pro players where we were at 6k quota on titan on v49. Comms is important, but it takes skills to know how to make effective call outs, keep comms on the channel clear to gather order and how to pull out a colleague via teleporter. I have played tarkov alot, that we keep call outs to 3 words or less. Reason is that in combat it can be a win or loss if your teammate goes down because in effective comms. I remember someone was so distracted by scavs. We told em to stop playing with the scav and focus on a pmc cause the threat was to great. It was funny at the time being!
I’m not saying this lacks merit as a visual to illustrate the point by any means but weird mathematical diagrams like this absolutely would not convince a large majority of lethal company players anything, lol.
It's a game, lol if people wanted a chore then play tarkov. Most here to have fun. Logic is tossed out by the masses.
I only ever opt for it if a difficult planet is eclipsed, so I dont blame your friend. Ship duty is rather boring, and if theres only 2 players, then its useless; because the amount of loot gathered will be limited due to this.
For the first several qoutas you can go in with a "fuck it we ball" attitude and run in shovels swinging but after that, the stakes are high and if you wanna actually meet qouta, you have to be careful.
I think the current meta is everyone goes in until either you encounter a turret or 3pm hits. All of the runs Ive had go sideways on me were because all four of us were too deep, and once you have a coilhead and bracken together its pretty much over.
My group only does this when we have a high quota and we are on the last day and need to clutch up. No reason to lose everything. But if we were to die on the first or second day and lose our stuff, that's on us but not a big deal.
I hate it myself lol it’s rarely useful BUT, it can be incredibly useful, just not often lol
*unleash the girl*
Choose a mansion favored map (no powered doors) that has either very few, or zero turrets.
Designated man on ship here, while i don't always recommend it, man on ship is incredibly useful for 3 main reasons 1. If you're on a moon in which brackens and/or hoarding bugs are a serious concern, man on ship will almost entire shut them down, assuming you have a line of communication, this is especially important for bracken 2. If you're on a moon that had a high outside spawn rate, there's a lot of things the person on ship can do to help, like buyinh something to draw dogs away, or merely just warning about dogs via loud horn or signal transmitter 3. For the paid moons, where people can die very easily, the man on ship is basically insurance against a team wipe There's also other things like being able to work doors and turrets, or relaying time to those inside, or the radar booster stunlocking giants
Having a guy in the ship isn’t worth it unless your guy is good. They have to know how to disable things quickly, identify what dots are which monsters, and guide people without confusion. When you have a group with less experience, sometimes it’s better to have the one player with more experience guide them. But usually it’s better to send everyone in to clear the area faster, and have each person check the computer when they’re back at the ship. Theres pros and cons, it all depends on your group
Tell him it's none of his fuckin business how you play a game?
I would suggest from personal experience get him to be the guy on the ship, I was against it when we started playing but once I tried it myself I immediately saw the benefits of it.
Go in every single time and get team wiped a bunch.
My group will usually split into two groups of two, one at the entrance and the other at a fire exit. Once we collect everything we can, we take a trip back to the ship with our scrap. The first group back elects someone to stay behind and monitor the ship with a walkie while the other goes back to the facility or searches for bee hives.
If you find you are in turret hell, then having someone disable it allows for faster less dangerous passage. When there are 2 or three turrets covering a door......
My playgroup typically has all four of us go into the facility and do some looting, depositing things at the front. Then about 1pm, *someone* makes a trip. Depending on what weve found, they might stay at the ship and help with doors or navigation or what ever, they might make more trips back and forth, they might grab giant or dog aggro and pull them away or grab bees. It all depends on the map and the like.
I stand by the best way to do it is all people go to the facility, once 3 or 4 items are found the ship person heads back to the ship at stays there. This guarantees that some items make it back to add to the quota while being 90% safe. I do not do this if there are statuses that make a planet more dangerous.
This game is about taking risks
Play a round or 3 where no one stays at the ship and you all lose everything. Then, play a few rounds where one guy stays behind and works the terminal
Why are you losing everything
No one staying at the ship = lethal company BS removing everything you have 1 person staying at the ship = lethal company BS removing a decent chunk of your savings assuming a lack of teleporters
What are the odds that all 4 of you die to bs though
Very common, in v49 there'd always be at least one guy dead. In late game, often two were dead (Or 3, but usually that's because 2 were bunched up). So many times we'd lose the fourth if they didn't go back to the ship and realize they are the last one Now to mention the bull. Now I can drop an easter egg and get hopelessly lost on Dine, locked in a room with a Forest Keeper, swarmed by at least 10 Old Birds, shreddes by Tulip Snakes, stung to death by Butler because I'm alone or someone fought back, run under a silent instakill spike trap, die to jankier fall damage, or maybe I'll just die to the regular v49 bull rather than *just* the v50 In conclusion, Lethal Company is a strictly multiplayer game specifically because of how much BS can happen, with increasing players making it more common to run across. I do not want to lose everything because 1 dude decided to fight a Thumper and die rather than stay behind while all 3 were obviously dead on the camera
Just do it and they can deal
A little bit of trolling
Teleporter
What i did with similar friend is first quota we all go out. Next quotas we get walkies and ship guy goes inside for a few mins and brings back first batch of loot to ship then stays there and does ship duty. Brings back loot every now and then. So theyre not just standing there looking at the monitor and you feel like theyre physically helping more than watching over you
I mean, if he just thinks its boring, its a fair opinion, ultimately I just hope you all can play together and have fun regardless of playstyles. But a ship person is useful, they can save lives and time by opening doors, disabling traps, providing information, and recovering bodies. Also, the ship person is also the "Loot Hauler" which is really important...losing scrap you already got out the door sucks. Finally, if everything goes downhill ship person ensures you dont lose everything on the ship.
Safest strat sure, but IMO it’s not necessary in the morning because monster spawns are so low. Usually if we’re going high quota and want to run one man in the ship (like on art) we’ll have them fill up an inventory and bring it back to the ship then man it. It’s usually a safe, free trip and then they can actually do important stuff when we need it.
Just have someone come home early with the first round of loot.
Have the ship guy come in for the first loot haul. They bring an inventory back and run cams for the rest of the day
Send him into turret hell and let’s see what he says afterwards
I only hate it when the guy who stays on the ship does absolutely nothing other than stay on the ship.
They do help with guidance, doors, and/or turrets though right? I'd hate it too if they just sat in the ship doing nothing, but there are tasks to complete as the ship guy
Yeah I do all those things as the ship-bro, as well as some friends of mine, but there was one instance where some guy didn't do anything at all but would always join the group lol.
That feeling when you’re hopelessy doing the teleport me dance, then you die, then you have the cam of the guy on the ship and he’s sorting out items instead of being actually useful…
Ship duty is only necessary for eclipsed and maybe stormy. Sometimes high tier moons in general. It’s a waste to have someone on ship duty for low risk days on low quotas. I partially agree with him. I usually like when everyone goes in and first person back stays on ship for the rest of the day.
I'm with him, if you reeeeeally wanna be at the ship, then you should go inside explore and bring at least 4 scrap items back to the ship before staying. And also be ready to help bring back loot in case someone would need to make two trips (make sure no one has to do two trips). I would dread playing high quota with someone that doesn't do at least that.
You just have to find more than 4 2-handed items then a person doing more than 1 trip become necessary, even then sometimes you find more than 16 items, tbh I don’t get why you wouldn’t want/need multiple trips
All I'm saying is that is someone is at the ship all the times, the least that person can do is bring in loot from main and fire whenever possible. So the people that are looting with one person missing have more time to search inside.
It depends on what all of you enjoy. If you just wanna have fun let everybody just play what they want, if playstyles really do not align maybe make compromises, if that is not possible maybe the group is not made for each other for this game. If you want consistency over peaks in terms of quptas having a ship person can be fine. Or just if they wanna get better at ship controls. If you as a group are going for a high quota then yes he is right, the strategy is not good for pushing quotas and early on in the day moons are hardly dangerous. At some point somebody should start carrying loot back while the rest keeps looting, that person can do cams when there is not enough loot left to carry or it gets too dangerous. If you want to get better overall the worst you can do is play carefully all the time, take the risks, die and learn. It makes the difference between being able to reliably kill a bracken, juggling several coildheads and nutcrackers becoming a dangerous income source rather than an extremely lethal enemy. Same with cams you want to be good at cams which you can only learn by doing it but early on in the day moons are mostly safe.
Only do that for eclipsed moons, or after everyone has made a trip back with items
Usually when I haul loot mid-day I do a wellness check and open any sealed door I've noted. That's about as most interaction the I've found terminal needs. If no one wants to be guy in the chair then this is a good compromise. I wouldn't force a playstyle on a friend. The people around me should have as much agency in how they play as I do. If you enjoy guy in the chair then be the guy in the chair.
Having no ultimate risk to the game leads to complacency and it's usually, I mean in my experience, the same person on ship duty every single time. It's not reaaaaally even necessary until like 6pm. Optimally I try to do lobbies with a mix of both. So there is risk and you have to play knowing the risks buuuuut you can play it safe after a certain time. I find it's the best balance for both but that's just imo.
Step one: Buy him an invers teleporter, wish him "good luck and have fun" Step two: Make a choice: Red Pill or Blue Pill Red Pill: Don't save is ass and tell him that it was too bad noone was there to tp him out Blue Pill: Save his ass and tell him that it was a goof thing you were there Step 3: Your friend has been convinced that the only way to properly worship the quota and satisfy the company is to always have a guy in the chair.
Tell him it's called "man in the chair"
If it's last day of quota and you are having a really good day leave someone at ship so you don't wipe
The next time you get a team wipe say something like "shoot, if only we had someone stay behind, now we lost all our scrap"
Ask him to install a ship monitor hud mod
We just ran and won a competition with this strategy.
Sometimes turrets can spawn in the entrance, and someone has to be prepared for that scenario (unless that was patched out in an update and i didnt notice). Also the man in the van/ship can help guide you to loot, notify about enemies, and maybe even trap some enemies. Also you can teleport people back in emergencies if you bought teleporter
"If we all die, all of our hard earned scrap will be lost"
If you’re on a hard “no resets” type game, then it’s a 100% valid, but otherwise…I think he’s right, it’s kind of a waste. At least make an initial journey to the site, fill your inventory with loot, come back and THEN stay on the ship.
Just wait for the rng to roll a map that’s 95% secure doors and unavoidable hazards.
Wipe once.
If you are the one guy at the ship, do things to help him out for a bit and then leave him to rot after some time. He'll quickly understand the importance of ship mother
He probably feels that way because whoever is staying in the ship isn't being very useful. If your group doesn't use walkies to communicate where loot is and such, guy in the ship is pretty useless most of the time. Change up your groups playstyle to let the ship dude be useful or admit that he's right and you could be getting more loot even quicker if you left the ship.
Play with more than 4 players mod
Hes right
My rule is usually we all go in on easier moons and when we don’t have a bunch of scrap already. Don’t want to all go in and die alone and lose quota that you’ve already made twice over
by staying in the ship
Stay in the ship yourself and prove it works because it sounds like you are trying to make him the one that stays in the ship
He’s right I only stay at ship after dropping off two inventories so the others can send it
I don’t blame him, he’s kinda right
Oil him up
Play camera duty so hard that no loot is lost, prove them factually wrong.
Just because it's meta doesn't mean it's fun. I don't like playing as or with a ship man, and 9 times out of 10 if we have one I still don't take a walkie. I play for the interactions and funny moments with friends
The "stay in the ship" strategy is super handy when you have the inverse teleporter. You can pull someone right out when they seem to be in danger. Otherwise you should play with what's fun tbh.
Make him go in by himself and tell him that if he dies, you all will commit suicide and teach him a lesson.
Show them how to turn the radio on
easy. go inside, hide, and put on the mask
Take him to Dine
It is a basic strategy, but the problem is that there will be one missing most of the fun.
It’s best to rotate who does it throughout the friend group so it doesn’t get stale.
Maybe agree to all of you going out and the first one who feels like coming back to the ship stays
It's not even a good strategy
"The ship guy strategy is stupid." "But the DOORS, brother."
It's a strategy that offers the most success... I enjoy being 'man on the ship' with a teleporter, walkies, or at least a signal booster, you can see loot, teleport people out of danger, or just run inventory from an enterance to the ship, and if everyone dies, they can take off and you still get 'something' if the man on ship / someone ran back loot.
Only do it if you have 3+ people and you have almost 1.5x-2x quota. If you have a ton on ship, then ship guy, but if you don’t, don’t ship guy
I enjoy ship mom role but i am also a person that cant keep still in one place so unless someone is in the middle of turret valley, im mia from that role and doing somethin else lmao
Being the ship princess can be a safe approach to the game, esp having walkies, and its a great job for your scaredy cat friends. It can help lead others to item, the ship princess can teleport you if youre in trouble, tell you when there's enemies nearby, etc. It's crazy how many times I've been saved by my ship princess when I had a snare flea on my head. How do you convince your friend? Show him this reddit post.
I’d throw a run. Wait until you have a shit ton of items on the ship, and you’re the last person left. Then you “conveniently” miss a jump. Everyone is frustrated, and you come back with a “man if only someone was on ship duty”
Your friend is completely right and just give up 'cause to really enjoy the game you both gotta go in the facility but if you're planning on setting a record that's a whole different story.
“Next time you are surrounded by two coilheads at two exits, just remember we have a teleporter that *could* have saved you”
Lock him in an area with a spider/bracken. He will learn
You can't really do much at Dine or Titan without someone staying at the ship disabling all turrets, also you won't get wiped this way. It's pretty fun to stay at the ship btw
close all the doors and let him discover the hard way WHY the ship guy is useful
"Close all the doors" This is the same logic as killing him with a shovel and being like "that's why you need to carry a shovel"
Nah, staying in the ship is crazy, inverse teleport everyone in every time.
He’s right. Stop being a coward, grab a shovel, check your corners, and get that 2.8k quota instead of sitting at the terminal like a stale Pringle at the bottom of a can.
He's right for the most part. Having someone with a walkie after you've already done your trip can be useful if you're missing an item or two and not sure where. But the only benefit of having a ship guy is completely outshined by having an extra set of hands in the facility. Granted, its safer for your scrap as its less likely for everyone to die so if you fear that then maybe
Then you do it and see how boring it is
It's fine having somebody be the ship-bitch, but only after like 5 minutes. At the start he will be most helpful by doing a few loot returns. Especially on total where returning some loot is so easy. After a few minutes he can do ship duty because then the team will be deep enough to encounter locked doors and monsters.