Help Refine New Game Mode IDea
Ok, my son and I were talking about how the "edge" could be taken off the toxicity in this game and we ended up coming up with a game mode that we thought could do just that. First, let me explain some of the core issues we thought of:
- Many Survivors and Killers think escaping is winning and some (not all) get frustrated when they feel they "lost" unfairly. Yes, escaping is fun, but if you pip, and you helped save your team, you technically win.
- Many killers think 4k is winning. Again, it is more about the pip than the number killed. I usually consider pip'ing and getting more bp than the survivors a win. Then again, I often let the last one go as well.
- Balance is way off between the higher levels and lower levels.
- People play this game too seriously.
- There are so many loopholes for toxic play, it creates a lot of frustration on both sides
So, what game mode would be fun, but perhaps lessen the tentions in there a bit?
Old school horror survival - The type where only one person "escapes".
New game mode - The Strong Survive...or the Lucky
- Nothing needs to change as far as how the game is played. Gens, totems, etc. The difference is, the doors don't get opened by the players.
- Players get rewarded for altruistic deeds at 50% bonus during the match. Save each other, take a hit for each other, etc.
- Once the final gen is done, it is every man for himself - unless you are that one altrustic guy who dies for the others in the movie, in which case there is bp rewards given.
- The gates won't open until only one survivor is left. Then gates and hatch opens.
- The players compete to survive, if any are left by the end of the gens.
This changes the dynamic of the game where the players become each other's enemies. It also changes the entire nature of SWF. Friends suddenly get to joke around trying to set each other up to die, the killer becomes a tool of their doom and survival. This could make for a much lighter mood by the end. If every killer knows they are getting 3 kills in every match, that changes their dynamic as well. Therefore, certain tweeks to their bp rewards are made to encourage the "survival of the fittest" play.
1. Camping is not allowed (If you are guaranteed 3 kills, why camp?!) Not sure I'd make it bannable, but I'd give a serious punishment to bp for doing so. (With exceptions if the chase is going on at the hook, etc. To the point that a killer can literally lose the majority of their bp for camping.
2. All killer's special abilities are suspended until end game. Any hooks they get during this time period reward 50% bp, as long as it is not a consecutive hook of the same player, which gets zero bp (tunneling).
3. When gens are finished, killer's ability is unlocked and they move at 120% base speed. They become killing machines. This benefit ends when the second to last player dies. This part is key, because even though the 4th survivor may be on the run, the 2nd to last survivor can hose them over by lasting on the hook as long as they can. Either the last survivor tries to rescue, meaning they will die instantly next time, or they try to evade the "super killer" long enough for the hooked survivor to die and the gates/hatch to open.
4. Once the gates/hatch opens, the killer returns to normal parameters, plus any buffs they may have. The killer gets double bp if they knock down the last survivor from a wounded state (NOED negates) and without blood warden active.
5. Each survivor the killer sacrifices successfully after the gens are done rewards extra blood points, and gives a 1% boost to base speed while cutting the effects of stun by 50%.
The super killer concept may be too much, but perhaps some tweeks can fix it. I think this could be a really fun mode to play in as it removes the "sweaty" tension that normally exists and can make for some pretty hillarious scenarios where an SWF is trying to screw each other over.
Solo survivors - They are at a dissadvantage from the start. So a few buff ides?
1. If a solo survivor is in a game with an SWF, they get a 5% boost to movement speed for each SWF member once the gens are done.
2. Solo players get a boost to bp for all actions during the game. Maybe it is only a 10% boost?
3. Safe rescue, healing, coop actions with a solo survivor by a member of an SWF gives a slight boost to bp as well.
4. How else do we protect the solo survivor from being ganged up on?
One final rule - Once the gens are done, working with the killer is not bannable. If a survivor can be the one person to convince the killer to work with them, then that is the survival of the smartest/most cunning - unless the killer betrays them. (It also ensures the survivor teabagging all game is likely not going to get the killer's help.)
Give your thoughts. Help me adjust it. I think it could be a blast. I know I would love to sell out my swf. I know I talk a lot about bp award increases, but it is because of how much bp seems to drive people more than rank does. If anyone has other idea, by all means, throw them out there.
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