Changing match conditions, objectives and rewards after DC
I have encountered more and more survivors who DC because they get frustrated quickly (getting downed or hooked, they dislike the specific killer, there are still 5 generators left after x minutes, the killer camps or tunnels, their team mates are uncooperative or make mistakes... etc.). I also noticed that DC can sometimes lead to a chain reaction (1 survivor DC'd and others follow because the chance of winning gets smaller and smaller and players feel that remaining in that match is a waste of time).
That is why I suggest a system that changes the match conditions, objectives and rewards dynamically depending on the number of survivors left in the match. The purpose is to encourage players to remain in the match and counter the feeling that continuing on is a waste of time. This system should stay in place until the DC penalty and/or the MMR return).
Some ideas that came into my mind (not fleshed out, only thoughts):
- Reduce the amount of required generators by 1 for each survivor that DC'd (e.g. when 5 generators still have to be repaired and 1 survivor disconnects, the remaining 3 survivors only have to repair 4 generators instead and so on; when only 1 generator is left to be repaired, no changes are made). Another way could be to reduce the repair time by a set amount of seconds per 1 DC survivor.
- Or the number of hook phases could be raised. Instead of 2 hook phases in total, a third could be added. Problem here is that the killer could just slug the survivors to deny the third hooking phase. But because this can be countered with perks affecting the dying state (e.g. Unbreakable), I think this is still a possible solution.
- Or instead of changing the match itself, the remaining players (killer of course included!) are rewarded with more BP at the end of the match (let's say a fixed amount for each survivor that DC'd).
What do you guys think and do you have other ideas?