Ricky621
Ricky621
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- Ricky621
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I think with Franklin's Demise, one of its main points is losing an item but could be edited to not destroy a can. I.e.
"The lost Item will be consumed by The Entity after 150/120/90 seconds if it is not picked up, excluding the "Jerry Cans" item.
Reveals Items on the ground within a range of 32 metres with a white Aura.
The Aura will slowly fade to red until the Item is consumed by The Entity."
And Built to Last would have to exclude them as well but still allow you to keep the item on escape. This assuming they were implemented as an item on the blood web.
The cans could be locked in as a rare item only and could include add-ons that set whether the can is full(rare) or perhaps add a "up to 10% repair progress" on that gen(ultra rare add-on), etc, with its basic status as a Half full can.
My original intention behind the thought was to have them as in-map objectives rather than bloodweb items but I felt the need to present the extra thought in the post.
If we assume these cans WON'T be added as BW carry-ables, I think that having say, 5 full cans(one for each needed gen) and 10-14 half cans strewn about the map would be more than enough to make FD not have a huge impact but a noticable one as is it's purpose, especially for items like toolboxes, and could just reset the dropped can back to it's original position on the map with its timed effect. This would also make sure that there are enough cans to enable every gen on the map is repairable.
And as for any other perks that may have an impact, the cans could simply be taken by the entity on use in the style of how the entity burns into existence during 2nd stage hook, burning away the can so that the map won't be possibly littered with empty cans.
Maybe plunderer's instinct could show the auras of cans as well as chests.
Or just make every jerry can have an aura within so many meters of it.