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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]

Maybe hermit crabs could be spawned intentionally? Say, a sewer crab has a 10%(or maybe 25) chance of fleeing when at 50% HP or lower. When the crab finds its way next to a barrel, it takes a turn before turning into a full health hermit crab.

This change would let the player decide whether to permit the transformation, provided they have the means to take down the fleeing crab, and gain a risk-reward scenario. With the abundance of barrels, if you're taking on a crab next to some, the fight could escalate quickly.

Each spawn rate in this way probably needs to reduce the flee rate by half to limit farming.

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[-] [email protected] 2 points 1 week ago* (last edited 1 week ago)

I generally would welcome a hermit crab most of the time since dispatching one isn't too difficult and has a good chance of netting you an armour, which could be quite helpful.

But definitely, the scenario could also be the straw that breaks the camel's back in certain situations. I think a low(maybe 10% would be better) rate of this occurring and halving subsequently may make it manageable. I've killed 9 in total so far and they aren't that bad.

this post was submitted on 23 May 2025
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