Generators too fast?
I've noticed many people complain about the speed at which a game can be finished due to generator repair speed. I'm red rank on both killer and survivor and have played this game for years and I've seen and played many games where generators are finished within 4minutes of game start and I find that the game can sometimes feel heavily one-sided, especially at high ranks or with a SWF group.
I wondered if anyone had made a suggestion on how this could be alleviated without breaking the flow of the game or increasing game time by too much and have a theory of my own.
What about fuel tanks or jerry cans? The generators are obviously gas powered as evidenced by the exhausts and pistons, could "gen rushing" be alleviated by placing a fueling aspect to the game?
Perhaps Full/Half filled jerry cans could be placed around the map, one full can or two half cans will completely enable a generator to be repaired for the rest of the game.
It could take a few seconds to pour the gas in, no skill checks, takes up an item space in hand so if a player is holding an item they would have to drop it to pick a can up. If a survivor is interrupted during fueling, the jerry can would still be either half full or completely full and the generator would go back to its previous fuel state before the action was started. Could even make jerry cans items in the blood web to bring in to games.
I feel this would help with games ending too quickly with no real chance for a killer to chase and hook survivors and it would add a missing sense of urgency to the survivor while not making it feel unfair or heavily unbalanced. It would also force survivors who spawn, either alone or together, right next to gens to have to brave the map looking for cans before being able to repair. Increasing the chance of survivor/killer interaction.
Not sure if this would be too difficult to implement at this stage, if it would be game breaking or if this might already have been suggested but it was just a thought I had and thought it would be nice to put it out there. Thanks for reading!
Comments
Seems awfully similar to fueling a boat or car in Friday the 13th. Not saying something new wouldn't be interesting but does this mechanic have even more interaction with perks and powers that need to be taken into consideration... especially if we're going as far to make it into a carry item (so just randomly strewn about one at that) and making things like Franklin's Demise now the "Meta" perk.
I think with Franklin's Demise, one of its main points is losing an item but could be edited to not destroy a can. I.e.
"The lost Item will be consumed by The Entity after 150/120/90 seconds if it is not picked up, excluding the "Jerry Cans" item.
Reveals Items on the ground within a range of 32 metres with a white Aura.
The Aura will slowly fade to red until the Item is consumed by The Entity."
And Built to Last would have to exclude them as well but still allow you to keep the item on escape. This assuming they were implemented as an item on the blood web.
The cans could be locked in as a rare item only and could include add-ons that set whether the can is full(rare) or perhaps add a "up to 10% repair progress" on that gen(ultra rare add-on), etc, with its basic status as a Half full can.
My original intention behind the thought was to have them as in-map objectives rather than bloodweb items but I felt the need to present the extra thought in the post.
If we assume these cans WON'T be added as BW carry-ables, I think that having say, 5 full cans(one for each needed gen) and 10-14 half cans strewn about the map would be more than enough to make FD not have a huge impact but a noticable one as is it's purpose, especially for items like toolboxes, and could just reset the dropped can back to it's original position on the map with its timed effect. This would also make sure that there are enough cans to enable every gen on the map is repairable.
And as for any other perks that may have an impact, the cans could simply be taken by the entity on use in the style of how the entity burns into existence during 2nd stage hook, burning away the can so that the map won't be possibly littered with empty cans.
Maybe plunderer's instinct could show the auras of cans as well as chests.
Or just make every jerry can have an aura within so many meters of it.