Run the Ship as a Command Post
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The publisher describes two ways to work: you can guide your crewmates from your ship using the radar to call out traps and the terminal to access remotely locked doors, or you can all go in together.
The radar is an extra crew member
Calling out traps from the ship gives the crew information nobody inside can see. Because the threats in Lethal Company are described as preying on the vulnerable and the lonesome, a player on the radar is directly answering the failure mode the game is built around.
The terminal opens what the crew cannot
Remotely locked doors are opened from the ship’s terminal, which means some scrap is gated behind a role rather than a skill. That is worth remembering when a haul looks impossible from inside the building.
Going in together is also valid
The store offers the alternative plainly: all of you go in. That trades the command view for speed and carrying capacity, and it suits moons where the walk back is the dangerous part rather than the search.
Decide the roles before landing
Since the crew’s protection is described as possibly your only hope, the assignment of who watches and who carries is the mission plan. Deciding it in orbit is cheaper than discovering it in the dark.
The economics above all this are in meeting the quota. Before the light goes, work through tools and the trip home.
