Early game, gen rush and objectives, a problem to fix
Lets all be honest on the topic, the early game, the objectives and overal flow of the game its both messed up and unfun.
From the survivors perspective its all about spawn, find a generator, spend 90 seconds in front of it looking around like a paranoid while doing a skill check every now and then, finish then rinse and repeat.
On the killers side its "try" (keyword try) to find a survivor, chase, hope its a short one or risk to get gen rushed in the first 3 minutes of game with one hook (if lucky) then have to use underhanded tactics to even the playfield risking yourself to be called a tuneler, face camper, horrible killer or a lot of worse things.
Now how can this be prevented, make the game more fun for both sides? i tink i have a few ideas:
1.- At the start of the game ALL generators are turned off for a set amount of time 30 seconds seem about a decent amount. This will make it so survivors will spread around, find a generator and hide for a little bit, this also will make it so the killer has a bit of a "prep" time if you will, to move around, perhaps find someone and start a chase etc, this will depend a lot of the killer but will make it an even start for everyone, of course, as survivors cant work on the start, hooks should be unavailable from the get to the same amount, this will make it so if a killer gets lucky it wont get an unfair headstart (IE, in the best case scenario lets say first suvivor its dowed about in 20 seconds (hard to belive but could happen), that will leave the killer with 10 more to get its first hook, at the same time at this moment all the rest of survivors should have already found a generator to work with, so still altought survivors can be workin on the same generator, or 3 at the same time, the killer also has a hook, so its still somewhat fair for all parts.
2.- Generators and monotony on them seems to be a big problem, staying on one just doing technically nothing but doing something its kind of "meh". Altought i understand the point as to give survivors something to do in order to escape it seems underwelming, it doesnt invite interaction with the killer wich should be the most important point of the game, survivors VS the killer, all in a crazy dance to acomplish something. Because of this i feel the generators as they work should be changed to invite more interaction.
By making it so instead of being X amount of minutes in front of a generator doing skill checks...how would survivors feel if they had to repair it by bringing items to it? to have to move around the map, finding say, bottles of gas, circuits, oil cans etc etc, quite literally repairing but having to move around to bring them to the generator. Yea, a bit like among us on how you bring certain items or friday the 13 game to repair a car etc but still this invites a lot more of move and interact...and why would it invite interaction? simple, certain items will have direct efects on the survivors wich will make them behave in diferent ways:
Gas can: a heavy gas can that has enought fuel to start a generator, not really easy to carry but needed. The gas can slows down the survivors a little bit when carried around. Survivors CANT use any other item while carrying it.
Generator chains: Heavy chains meent to help the generator to start up, rusty and heavy, they constantly rattle creating an anoying sound. While carrying them survivors make a constant rattling sound wich can alert the killer to their position.
This are just to examples, but other items can be gears, cicuits and the like, stuff that when brought back to the generator need just a couple of skill checks to be used. In escence this items could take roughtly the same amount of time a generator it needs to be repaired with the courent system from start to finish, but the constant interactions will prevent gen rushing.
On the other hand, to prevent a problem of "resources" camping, the killer wont be allowed to se said items, they all will spawn in diferent locations on the map. The killer "might" take notice of certain places the survivors find this items and try to prevent them from finding them, but without knowllege of what item, how many, and how many have the survivors been used it will be a wild guess, it might pay off to trap a survivor, or it might just become a lose of time.
After the generators are repaired they take an X amount of time to activate (lets say for the sake of the argument 5 minutes) the doors opening to escape, in the meantime new objectives are available OR survivors are encouraged to do.
New resources become available to speed up the generators process of opening the gates (perhaps generator aditives that take time away from the remaining one)
Totem hunting for extra points
Glyps apearing at random areas
Maybe even lore or runes that also apear randomnly on the map, if you gater X amount of get something
Heck, maybe one time use traps for both sides (taking ideas from movies)
This little objectives could still add more to the interaction for both sides, one perhaps protecting them while the others hunts them down.
Dunno how well recieved this would be, but i feel at the very least it could work on something interesting and more interactive for both sides