Generator Rework Suggestion
Hi Everybody,
I have a suggestion that could (most likely) improve gameplay!
So, as we all know, generators can often be boring to work on. Sitting in one place for 80 seconds with occasional skill checks isn't the worst thing but it can definitely be improved.
This rework will also hopefully improve map's usage and slow down gen rush.
Anyways, this is a long one, so buckle up.
Here's my idea:
Generators' progress bars are divided into 4 sections, 0-25, 25-50, 50-75, 75-100. Each section requires a part be found and installed.
The idea of this rework is to force survivors to wander and find missing parts to finish generators. This will hopefully counter genrushing, immersed survivors, and lack of interest in objectives.
The Parts:
- 5 different types of parts, 30 total hidden around the map (6 of each part).
- Survivors may, by default, only carry 1 part at a time.
- Parts take the form of a small mechanical piece, about half the size of a toolbox.
- When looking directly at a part, the part will become highlighted and give the option to be picked up if within range.
- Each part takes roughly 10 seconds to install. Within those 10 seconds, the survivor will receive 4 skill checks. If a skill check is failed, progress is reverted by 2.5 seconds.
- Great Skillchecks grant 150 bloodpoints in objectives for all survivors alive.
- Depending on how many generators are left, skill checks become slightly more difficult.
- Depending on what section of the generator (0-25, 25-50, etc.) you are working on, skill checks become slightly more difficult.
- i.e. 5 generators left, first section of generator progress will be very easy. 1 generator left, final section of generator progress will be very difficult.
The Generators:
- Can allow up to 4 survivors to work together, each extra survivor reducing the time to finish a section by 2.5 seconds each
- Before survivor can work on a generator, they are shown the specific kind of part they must install. (Part 1, 2, 3, 4, or 5.)
- i.e. 2 survivors working together would lower the time to finish to 7.5 seconds, 4 survivors would be 2.5 seconds for one section.
- Then, this divides the skill checks evenly depending on the amount of time to finish the section. (Skillchecks triggered every 2.5 seconds, 1/4 of 10 seconds)
- i.e. 4 survivors = 1 skillcheck each, 2 survivors = 3 skill checks each, 3 survivors = 2 skillchecks each.
- Working together will slightly decrease skillcheck difficulty.
- Finishing one section of the generator rewards the survivors who completed it 500 bloodpoints in objectives.
- Finishing a generator rewards all survivors 150 bloodpoints in survival.
- Leaving a generator mid-repair will set it's progress to the last quarter finished. (Leave a gen when at 78%, reverts to 75% instantly.)
- Killers can kick any gens below 100% completion. Doing this will regress the generator by one quarter (Kick a gen at 75% completion, instantly goes to 50%).
- Any generator that has been kicked no longer requires a part to be found for the quarter that was kicked.
Perks/Items Affected and Suggested Changes:
Since this rework is so drastic and near completely changes gameplay as a survivor, there obviously will be changes to items and perks.
Items:
Toolboxes are now used to carry an additional part(s) and decrease gen time/difficulty. When a second part is used, 1 charge is removed from the toolbox. Second parts may be collected as long as the survivor still has the toolbox. Toolboxes may be used without a second part at no charge cost. However, when performing cooperative actions, toolboxes can only affect skillcheck difficulty and will have no effect on section repair time.
Hooks can be sabotaged with toolboxes with no effect on charges. 24 seconds to fully sabotage a hook.
Franklin's Demise cannot affect toolbox's charge. Losing a toolbox takes the additional part with it but can be regained by picking it up again.
- Worn-out Tools: Allows for carrying 1 additional part. Slightly decreases skillcheck difficulty. 4 charges.
- Toolbox: Allows for carrying 1 additional part. Slightly decreases skillcheck difficulty. 7 charges.
- Mechanic's Toolbox: Allows for carrying 1 additional part. Moderately decreases time to finish a section (-1.5 seconds). 5 charges.
- Commodious Toolbox: Allows for carrying 1 additional part. Considerably decreases skillcheck difficulty. 8 charges.
- Engineer's Toolbox: Allows for carrying 2 additional parts. 6 charges.
- Alex's Toolbox: Moderately increases sabotage speed (15%). Tremendously decreases generator skillcheck difficulty.
- Map: 60 seconds of use. Reveals up to 3 parts and 2 generators.
- Rainbow Map: 45 seconds of use. Reveals up to 6 parts and totems within 16 meters.
Add-ons:
- U.R. Brand-new Part: Functions as any part. Prevent's the entity from spawning 1 part. Can be used by using any toolbox without any parts on hand. Removes the add-on once a section is completed with it.
- U.R. Brand-new Wrench: Tremendously increases Great Skillcheck success zone. Succeeding Great Skillchecks reveals all survivor's auras to you for 5 seconds.
- V.R. Duct Tape: Moderately decreases time to finish a section (-1.5 seconds).
- V.R. Torn Manual: Considerably increases Great Skillcheck success zone. Slightly increases time to finish a section (+.5 seconds).
- V.R. Mechanic's Gloves: Increases charges by 3.
- V.R. Microfiber Towel: Considerably decreases generator repair sounds.
- Rare Hacksaw: Slightly increases toolbox's sabotage speed.
- Rare New Instructions: Moderately decreases generator repair sounds. Increases charges by 1.
- Rare Zip-ties: Moderately decreases skillcheck difficulty.
- Rare Oily Wrench: Moderately increases skillcheck difficulty. Considerably decreases time to finish a section (-2 seconds).
- Uncommon Rusty Saw: Slightly increases toolbox's sabotage speed. Moderately increases sabotage skillcheck difficulty.
- Uncommon Torn Instructions: Slightly decreases generator repair sounds. Increases charges by 1.
- Uncommon Stretch Cord: Moderately decreases skillcheck difficulty.
- Uncommon Rusty Wrench: Considerably increases skillcheck difficulty. Moderately decreases time to finish a section (-1.5 seconds).
- Common Scraps: Increases charges by 1.
- Common Clean Rag: Slightly decreases generator repair sounds.
- Common Spring Clamp: Slightly decreases skillcheck difficulty.
- Common Protective Gloves: Considerably increases skillcheck difficulty. Slightly decreases time to finish a section (-0.5 seconds).
Perks:
New Perks:
- Rare Lucky Guess: When within 4/6/8 meters of a part, the perk activates. While active, your aura is revealed to others and you see 1 random generator.
- Very Rare Part Picker: When you are shown the part required to start work on a generator, that generator becomes highlighted in white for 60/80/100 seconds. You receive a random noise notification within 20 meters of the part required to begin that section on the generator.
- Very Rare Born Mechanic: Parts within 12 meters are revealed to you until you pick one up. Has a cooldown of 60/50/40 seconds.
Reworked Perks:
- Prove Thyself: Gain 50/75/100% more bloodpoints from great skillchecks. When a great skillcheck is succeeded, you gain a 5% haste status for 20 seconds if you are not already affected by any haste status effects.
- Better Together: Reveals the part required to start a generator to all survivors within 24/28/32 meters of the part. Generator not revealed by this perk.
- Pop Goes The Weasel: Kicking a generator forces an additional 7.5 seconds of repairing the section kicked. Activate for 40/50/60 seconds after hooking a survivor.
- Overcharge: Kicking a generator creates a tremendously difficult skillcheck for the next survivor to repair it. Failing this skillcheck adds 3/3.5/4 additional seconds to repairing the section kicked.
- Tinkerer: When a survivor begins repairing the final section of a generator, you gain the Undetectable status effect for 10/12/14 seconds.
- Hex: Ruin: While working on a generator, any survivor's progress is slowed by 10/12.5/15%. Failed skillchecks reveal survivor's auras for 10 seconds and expose them for 18/20/22 seconds.
- Surveillance: After kicking a generator, the generator is highlighted in white. When a survivor begins to repair the generator, the generator turns yellow for 4 seconds and the survivor is exposed for 20/22/24 seconds.
- Surge: After hitting a survivor into the dying state, the nearest generator regresses 1 section. This section now gains 2/2.5/3 seconds of time required to repair.
Conclusion
This ends my suggested rework of generators. A quick summary to anybody who may not want to read all that above:
In this rework, generators will require survivors to go find parts around the map to continue progression on generators. In turn, generators will become less time consuming to complete and also will be more interactive during that short period of time. This will hopefully reduce genrush, make generators more interactive, and force survivors to be less immersed.
For survivors benefits:
- Less time spent on generators
- More interaction with environment
- More interesting gameplay when repairing
- More use for toolboxes
For killers benefits:
- Less genrushing
- More survivor movement in environment
- Kicking generators does more damage.
Let me know what you think! Improvements, errors, or anything you do or do not like!
Cheers,
PassarinoT
Comments