Improved game mode.
Let's talk about "ger rush". No, not about what beginners constantly complain about, catching a player for 2-3 minutes. Now I'm talking about a very specific problem. It's no secret that the game is asymmetric and there is no need to talk about such a concept as "balance". And yet. There are 3 types of players in the game: beginners, intermediate and "professionals" (if you can call them that). Now we are talking about "PROFESSIONAL" players, in particular about one, in my opinion, unfair nuance in the game. We will not deny that there are 4 survivors and 1 killer in the game, and nothing prevents players from immediately throwing all their strength into repairing generators immediately after appearing on the map. Parallel repair of generators (3-4 at the same time), which can become a big problem for an ordinary killer and force him to change his favorite killer to a stronger one in order to have at least some chances of winning. I suggest that we "slow down" the aforementioned players a little.-How? Introducing a new game mechanics.
The fuse system.
I must say right away that the introduction of such a "crutch" is a signal to revise the skills of murderers. There will be an additional game element on the territory with which you can interact - "electric shields with fuses".
What is the principle of operation?-There are 7 generators on the map, for example, let's take 1 generator, which will be equal to 100% of the "energy volume". 500% of the "energy volume" is required to supply power to the gate. Thus, every 1/1. 5/2 minutes, 100% of the energy volume will be available for repair, that is, every 1/1.5/2 minutes, 100% of the total "energy volume" available for repair is released. Thus, if, for example, 2/3/4 minutes have passed since the beginning of the game, the survivors can restore 200% of the necessary "energy volume" to escape. The "amount of energy" IS COMMON TO ALL GENERATORS in the territory. When the limit of the "amount of energy" is exceeded, the fuses fail, starting from 1-3 in random places, and they need to be replaced. To do this, you will need "electric shields", 5 pieces per territory, their auras are visible to the survivors, but not visible to the killer, the action takes 20 seconds after giving a visual notification to the killer about the completion of the work, visually broken shields are not displayed for the killer, and when they are "broken", the broken fuse changes its position. After 5/7, 5/10 minutes from the start of the game, the limit completely disappears, the survivors can repair the generators anywhere and to any extent without interference. If the fuses break, the survivor will be "electrocuted" when interacting with the generator. It will be possible to resume the repair only after replacing the fuses.
The system is aimed at weakening strong players, while having a minimal impact on the "lower strata". This is a prototype, it will be possible to name all the subtleties of this system ONLY after testing, if the idea, of course, is considered and accepted by the developers.
Callouts:
-regardless of how much progress has decreased in the repair of generators, repairs CANNOT be resumed as long as there are blown fuses on the territory.
- the skills of murderers will still work, but, as I have already said, when implementing such a "crutch", it is necessary to reconsider the action of skills.
- depending on the capabilities of the killer, the optimal time will be chosen from 5 minutes for the most capable to 10 minutes for the most incapable... I know how it sounds, but it's unrealistic to make all the killers the same in terms of capabilities.
-no, I play for both sides and I understand perfectly well how hard it is for both murderers and survivors.
- the survivors will be "electrocuted", which will not be displayed by the killer in any way, but will be clearly audible at close contact (16 meters).
-when " keping "and " tunneling", the restriction timer will be accelerated by 2 times, if the player does not take advantage of the opportunity provided to him, then let him play in the old way.
-up to 3 fuses can break simultaneously in one electrical panel, but there will be 3 of them on each panel.
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