Scaling Repair Speeds
Here's an idea to put in the "fixing gens" box of ideas.
When survivors start repairing a generator their repair speeds are slower but the more they stay on the generator the faster it becomes, making them take around 80 seconds if they just stay on it the whole time but much longer if they have to let go and come back to it later. This rewards killers pressuring survivors off generators and doesn't have the problem of making survivors have to hold M1 for too long without doing anything else.
Maybe you start at 50% speed and it linearly goes up to 150%, for an average of the current repair speed if you don't let go. This speed increase may linger around for a few seconds after you let go and then start to fade, so changing your in-game settings etc isn't punishing.
Comments
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Would make for a nice hex perk. Decreases base repair speed by 4/6/8%. For every 10 seconds on a generator, repair speed increases by 2%. There could be a maximum on the increase, but after 40 seconds it would already be so close it would hardly make a difference. You could argue it would begin countering like thano a bit, but if you aren't pressuring enough to get them off the gen then once again, that shouldn't matter.
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I'm not sure this is necessary, but it's an interesting idea and I think it could work with tweaked percentages. The main concerns I have are with three-gen situations when it's pretty much not possible to stay on gens for a while.
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I like this a lot as a perk - good thinking!
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Gen repair speeds are always a contentious issue. The reason why the killer meta requires a ton of gen defence is because it's too fast, from the killer's PoV against even partially experienced players.
This would at least provide some base reward to survivors for doing gens in a certain way (all at once) thus requiring a certain level of 'skill' in knowing when to detach from a gen. (if that counts as 'skill?) It could also be reset if you fail a skill check, thus giving you more reward for (very basic) skill.
While also rewarding the killer for effectively pressuring gens. Less of that gen will have been completed if you interrupt the repair. Yet if you don't interrupt repair, the gen still gets completed in the same amount of time.
So I think OP's suggestion being made the default is a good idea. Maybe 50>100>150% is a little too extreme though. Maybe something more like 80>100>120% speed would be better balanced. Let's say you start at 80% efficiency, after 20 seconds on a gen that increases to 100% efficiency, and after 60 seconds on a gen it increases to 120% efficiency. That's a minor nerf during the first quarter of the gen, and a minor buff during the last quarter. This would mean it would take approx. 50 seconds to get a gen halfway instead of 40 seconds, but it would still be completed in 80 seconds.
As a perk like JasmineDragon suggests, I it would be too weak to be a Hex, it would act like Ruin, but without the killer being able to claw back any extra regression. Yet with it being a permanent effect and with no way to cancel it, it would have to be a Hex, so I don't think it's that good of a perk.
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