New Mechanics for gates and Idea for perks

So, an idea to try to change things up is that from standard repair gens, save, open gates, is from now on, the gates are in disrepair at the start of trials and cannot be opened by survivors until they can gather parts to repair them.

Upon the start of the Trial, as usual, you need to repair the gens; now you also need to collect parts to repair the gate switches to open them. Debating on the need for 3 or 4 parts to completely repair, I'll leave that up to discussion.

To gather the parts needed for repair:

  1. Completed gens - Completing gens grants a part that can be used to repair part of the gate. These are separate from standard items, so they don't take up a slot; however will be dropped once a survivor is sacrificed
  2. Forceful Collection - in case a survivor wants to quickly repair gates to have assurance they'll open when all gens are repaired, they can do an interaction which will break the gen through either a skill check, or some other means to acquire a part. If done skillfully, it can be grabbed without too much loss in progress. However, this can only be done if there is at least 60% ( or however much is reasonable) to initiate the check, in which case, after breaking the gene, it loses significant progression and is unable to be repaired for a short time. This action can only be done once per gen, so it'll be risky.
  3. Scavange - either maybe by chests, like one of the perks which allows looking through chests, or a few scrap piles throughout the map, which can be dug through to find parts.
  4. Jury rigging - This is a last-ditch effort when the hatch is closed, and one or both gates have not been completely repaired. Either through searching the shack or the basement, you can acquire a special part that can be interacted with gates to give enough power to open the gate by a little bit for a very short time, just enough to squeeze through 1-2 survivors. However, due to the unstable nature of this part, you must constantly hit a skill check to endure holding onto the part lest it shocks/burns out of your hand, in which you cannot pick it up for a very short time as well. However, if being chased and interacting with vaults/lockers, the skill check will be temporaily be paused and resume after a 3-6 sec period. This can only be done a few times before the item is broken to prevent abuse of the pause.

Killers can break the jury rigging to prevent another survivor from getting through, and as normal, can simply open the gate if they wish to initiate the endgame collapse. They could potentially add something to add more risk for survivors in acquiring said parts to gates that I'll also leave up to discussion for some ideas.

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Second Idea - Synergized Perks

To add another layer of gameplay between survivors and killers is the implementation of synergy perks like class types in 2v8. This would be for standard 1v4 or not idk.

Equipping perks that are in the same class/types unlocks a fifth perk, which synergizes and adds new actions to the loadouts. Depending on how many of the same type are equipped, add more strength to the synergy. 2 same perks = minimum, 3 same = half, 4 = complete. Even though there's already a bunch of perks, this would only add just an single additional perk to your loadout. This idea I don't have much in terms of how exactly this would play out, in which, like the previous idea, please consider discussing and maybe some ideas on what/how each synergy type perk would work.

I look forward to everyone discussing, and of course, feel free to comment why this may also be a crazy idea, because this is just throwing a pebble into a void out of curiosity. Thank you for your time reading this! ₍ᐢ. .ᐢ₎

Comments

  • Oh no, hopefully nothing like this happens in the future.

    Repairing bloodmoon gens made me want to play something else, luckily I could queue up for a regular game mode - which I did.

    When I am on a gen I can atleast watch something on my second monitor, not pay too much attention to the game.