Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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slumerville Dec 20, 2021 @ 9:24pm
Disappearing bodies
It seems that some bodies that have implants disappear (grangers) and some don't (armory elevator dude) if you loot their items without taking the implants. Can we keep the bodies around? Won't someone think of the poor solo murderhobos trying to level up a skillmonkey's biotech?
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AndreGAS Dec 20, 2021 @ 9:59pm 
Just don't loot all from the bodies so they are always accesible.
Elhoim  [developer] Dec 21, 2021 @ 5:54am 
Originally posted by slumerville:
It seems that some bodies that have implants disappear (grangers) and some don't (armory elevator dude) if you loot their items without taking the implants. Can we keep the bodies around? Won't someone think of the poor solo murderhobos trying to level up a skillmonkey's biotech?

No, we can't in towns. First, it doesn't make sense that bodies are kept around in populated areas (they are taken to the biorecycler), and second, the arena for example would be filled with them (plus create issues in other areas, especially when we create civilians walking around).

Design-wise, it's similar to one time opportunities to use skills in other quests. If you can't get them, remove them anyway, get some LP and next time you'll have another chance. If anything, they are a bit too common now.
Last edited by Elhoim; Dec 21, 2021 @ 5:54am
Patroklos Dec 21, 2021 @ 10:12am 
Originally posted by Elhoim:
Originally posted by slumerville:
It seems that some bodies that have implants disappear (grangers) and some don't (armory elevator dude) if you loot their items without taking the implants. Can we keep the bodies around? Won't someone think of the poor solo murderhobos trying to level up a skillmonkey's biotech?

No, we can't in towns. First, it doesn't make sense that bodies are kept around in populated areas (they are taken to the biorecycler), and second, the arena for example would be filled with them (plus create issues in other areas, especially when we create civilians walking around).

Design-wise, it's similar to one time opportunities to use skills in other quests. If you can't get them, remove them anyway, get some LP and next time you'll have another chance. If anything, they are a bit too common now.
My concern here is that the inability to harvest implants is tied to having looted a body, not having wandered away. Either they should disappear whether looted or not, or they should stick around, looted or not. And nobody is tossing a body with useful implants into a recycler. They're selling it to an implant harvester like Sarah in the medbay. If you fail to harvest an implant, it should end up in a shop, not a recycler.

In my case, sometimes muscle memory of loot all and close moves so fast, I miss an implant, and I can't go back and get it if I realize that too late. Also relevant here, a loot all bodies in the area feature would be nice, but the current harvest mechanic doesn't seem compatible with such a feature.

I certainly agree that if I kill someone, then leave the area, their corpse shouldn't still be there, but that's true whether I left loot, an implant, or both behind. I think it would be perfectly reasonable for implants to remain harvestable even if the body is already looted. Otherwise, the above workaround becomes the standard, and leaving a random pair of boots on bodies you can't yet harvest so they don't disappear makes things less immersive.
Last edited by Patroklos; Dec 21, 2021 @ 10:14am
LDiCesare Dec 22, 2021 @ 1:03am 
Maybe the loot all button should also loot the implants?
Since it may damage it if your skill is low, you would get prompted so you don't miss it and you may come back later (typically if you killed someone in a remote dangerous area where it makes sense that the corpse would remain).
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Date Posted: Dec 20, 2021 @ 9:24pm
Posts: 4