Changing Hatch to not promote problematic gameplay for both sides
The two problems with hatch:
- It incentivizes survivors to break the rules by hiding and refusing to work on generators.
- It incentivizes killers to engage in gameplay that is boring and uninteractive for the slugged third survivor because not doing so is strategically stupid and gives the fourth a better chance of escape.
So the goals of this rework is to address both. For survivors, they should not be able to potentially escape after hiding and doing nothing. For killers, they should be incentivized to kill the third survivor ASAP.
The reworked hatch:
- When 2 survivors are left, survivors can gain a special item that does not take up the item slot by gaining enough progress*. Both survivors can get this special item.
- The item is non-transferable and cannot be dropped by any means, including Franklin's Demise. If a survivor with the item dies, their version will disappear instead of being dropped.
- Until at least 1 of those 2 survivors gains the special item, the hatch will not spawn, even if one of them dies, leaving only one person left.
- Upon at least 1 survivor gaining the special item, the hatch will spawn closed. The special item is the only way to open it for exclusively that survivor and escape.
- Upon 1 of the survivors opening the hatch and escaping, it will immediately vanish and never reappear under any circumstances.
- Afterwards, Endgame Collapse will start as normal.
* Doing generators gives +1 point/seconds spent repairing. Being chased gives +1 points/seconds spent in chase. Unhooking someone else gives +20 points. Healing someone else a full health state will give +20 points. Cleansing/booning Hexes gives +20 points. Requires 90 points to gain the special item. All numbers subject to change.
What does this achieve?
Survivors can no longer hide and wait for a potential hatch escape. Without gaining the special item, the hatch will be literally unusable to them. And the only way to gain said special item is by getting a certain required amount of progress from generators/chase/heals/etc. In return, a one-man escape at two survivors left is possible without completing all generators.
Killers will now be incentivized to kill the third off as fast as possible to prevent the fourth from having enough time to gain the special item.
Comments
The only thing that would accomplish is the moment one of them gain the special item, it would look for the hatch and the other will wait patiently in front of the gate to open it. What is already happening (the rare thing now is for the last survivor to look for the hatch), but now you are not only denying the killer to close that way of escape but allowing two survivors instead of one to just be free, for free, as to gain that possibility they only need to just "play the game". So this will not only have the same problems for the killer as with the hatch right now, would possibly negate a 3k.
In fact, depending on when they can start to gain points for that "special item" it can be practically impossible to obtain or so easy it would only encourage people to hide. If they can gain the special item from the start of the game, the moment they obtain it there is no reason to continue "playing", as it would be better to hide and wait for two other survivors to just die. If you can only get points with two survivors left, with most gens done and the two of them being at 1-2 hooks probably, it would be impossible to gain the 90 points by the time the killer get to them.
It's not a good idea for either of both sides, at least how you explained it.
So one survivor gets a free escape every game? 3ks are now the win condition?
Nah.
.....3k are the win condition already....?
That being said, it reads a little like there are two survivors left and whoever is found first should try to buy enough time for the other to escape. The concept sounds neat to me. - In theory, at least.
Chances are that if a survivor is found quickly it's impossible to get the charges meaning that it would be a potentially indefinite game of hide and seek between the last surv and killer.
If the killer finds the closed hatch firat, what exactly prevents him from camping hatch? If it's not a last-gen kinda situation all he has to do is wait until the surv gives their location away. (And even if there were several gens left... I don't imagine one surv doing several gens while the killer stands on hatch is more exiting gameplay than slugging for 4k)
What happens to the survivor who charged their thing in chase and say happens to run over hatch in chase - can they still open it like they can jump into hatch or can they get grabbed/downed like at the exit gates?
Both survivors play hardcore stealth and rotate gens, slowly but surely collecting their charges - we all know how near impossible it is for a killer to find survs like that. During normal games the gen popping is sometimes the only clue you get. It's annoying af. - Killers would need something basekit during that stage to compensate for the lack of gen popping. - Maybe a loud noise notification/heartbeat for every x% progress?