Add Generators with Broken Parts that need to be Scavenged

Increasing the time it takes to repair a generator impacts all generators, increasing the effectiveness of a 3-Gen, increasing the effectiveness of all Regression Perks, and brings nothing new to the experience.

Introduce a new mechanic that separates itself from Generator regression, and that can be bypassed in the case of a 3-Gen.

I'd suggest making it so that a subset of Generators start the Trial with "Broken Parts".

Concept

A Generator with "Broken Parts", requires 60s spent repairing the "Broken Parts" of the Generator. This progress cannot be regressed or Kicked (the generator will be shown as regressing until it loses the status of having "Broken Parts").

This can be bypassed by using "Spare Parts" on a generator with "Broken Parts".

"Spare Parts", is a new Item that is always found in Chests (Alongside any Item that is found), and can be picked up like any other Item, with the 3D model of a Toolbox. (Including Chests added via Coins Offerings)

The number of Generators with "Broken Parts" cannot exceed the number of Chests in a Trial, but it will not be more than 3. (Cut Coin will mean there is only 1 "Broken Parts" Generator)

While carrying "Spare Parts", the Survivor can use the Item button while near a Generator with "Broken Parts" to "Replace Parts", which takes 5s.

The Generators with "Broken Parts" will be prioritized being the farthest away from the Killer.

Generators with "Broken Parts" can still be blocked by the Entity.

Some additional Tweaks

Brand New Part will also have the functionality of acting as "Spare Parts", but will not apply additional progress if used to "Replace Parts".

Corrupt Intervention will also only Appear on Generators with Broken Parts.

"Spare Parts" would act like Firecrackers or Flash Bangs in that they would not have any charges to be lost from Franklins Demise.

Reasoning

It offsets the time of multi-gen completion at the start of the match while not increasing the time it takes for the Generator objective significantly, if the secondary objective is resolved.

It cannot be influenced by regression Perks, and in the event of a being active in a 3-Gen, the time spent away from the 3-Gen searching for the part is time that is wasted by the Killer guarding it, and the interaction time is short.

Survivor gameplay is pretty straightforward: Find a gen, repair it. Might help to add a bit of complexity to it while still allowing players to power through it if they're unable to find a Chest.

This gives Chests a greater significance in the game. This introduces more value for information items and Perks that include Chests.

Problems

Communication of where and who has the "Spare Parts" would likely throw a wrench into things with SoloQ or beginning Players.

TLDR

Up to 3 Generators spawn in the Trial with "Broken Parts". Survivors can spend 60s "Replacing Parts" before any Repair progress can be made, or they can find "Spare Parts" in the Chests that spawn in the Trial that complete the Action in 5s. This should stagger generator progress in the early game to not be quite all-at-once.

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