Disconnect Idea
So, disconnects are a problem. Again.
Great.
Part of what was hated about disconnects, though, was the ability of survivors to disconnect and the hatch would immediately open for the other. There's an easy fix to this.
When a survivor disconnects, the Entity should take them with the same animation as the end of EGC. At the end of the animation, the hatch opens as normal. It counts as a full sacrifice and awards points as such, also maximizing the amount of hooks counted against that survivor for emblem purposes. On the survivor side, to make up for the difficulty difference, it should have an effect on the generators. Perhaps a temporary speed boost, or maybe it finishes the generator that's closest to being done. And keep the points for Abandoned that Survivors get, under Altruism.
What do you guys think of this?
Comments
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lmao, temp speed boost or auto completes a gen, you want the killer to disconnect next? and just imagine how swf taking turns with who disconnects would abuse the hell out of that on the last gen or two just to try and troll the killer. already seen a few people doing it for the hatch.
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It could be conditional. My concern is giving something to one side and not the other. Concerns to address are game flow, pipping, and points.
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Simple fix for abuse by SWF: Survivors who are a part of the same SWF group as the disconnected survivor don't get the gen repair speed buff
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I honestly don't care about pipping on either, but especially on killer since I see swf with high ranks already enough without making it more likely to happen. bloodpoints are what I'm after, but also not being screwed with. So it would be more flow and points with me, probably there are enough others who feel the same about pips. I never cared much for rank in games beyond it leading to balanced enough games where it felt head to head or a fair chance to win or lose. The killer loses a lot of potential points though when they dc early since they can't interact with them. That and it feels less fun when it's really early since it ends alot faster and often happens when you got a good match going making it not last as long. I also tend to let a guy go on those if they're last left, not sure how that affects my points but if it becomes a steamroll after that I figure it's decent to let the last dude open the gate or something. Sometimes I'll close the hatch for points, but, thent hey get the gate and a wiggle and the gate if downed to temporarily maintain control.
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