Tunneling, unsafe hooking and hook farming
Lately i have seen a few many topics about survivors having quite a problem with survivors unhooking them in a very unsafe mater and ultimately geting farmed, wich in turn most of the time, end making them killer by the killer players, lets face it, most killers wont pass the chance to down an injured survivor instead of starting a new chase.
For the most part most people are demanding some form of Endurance status after a hook of any kind, but personally i feel this could get a bit abused on certain situations, instead i came with an idea i would like to share.
Courently, atacking ANY survivor awards killers with 300 BPs, while a hook awards 200BPs.
With this new system, IF the killer atacks and chases the unhooker (aka the player saving a hooked survivor) it will instead award the killer 600BPs on landing a hit, and 400BPs on a hook. This would entice killers to start a new chase for a chance of double the regular BPs.
The system would also work even without an unhooking. If the killer leaves the area and finds a new survivor he will still be awarded the extra BPs from an atack and hook, meaning looking for new targets its rewarded.
When all 4 survivors have been atacked and hooked once, the BP gain its reseted, meaning the killer will need to atack and hook ANY of the survivors before he can start gaining the bonus again.
This system i belive would be a nice positive way to entice killers to look for new targets, but at the same time it wouldnt be as opresive as to "force" them to go for someone else and punish them in some way. Theres times where simply a killer cant give itself the leissure to go for a new target, but if theres the chance it should be rewarded for doing so.
Comments?
Comments
-
I'm not sure this would work simply because killers typically max out brutality over the course of a game anyway, unless it was a very bad game or they were playing with a lot of instadowns. And Sacrifice will be maxed if all survivors die, so tunneling is still more attractive on the bloodpoints front because making the game easier to win means you're more likely to get a perfect game at the end. More bloodpoints is a decent incentive, don't get me wrong, but it would have to award bonus bloodpoints outside of any category to be effective. And you might need to increase the amount a bit to make it attractive, and condition it so that they can't attack the unhooker for bonus points and then get right back on the unhooked player.
I don't think it'd be as effective at changing behavior as forcing them would be, but at the same time, hard preventing tunneling punishes killers who don't abuse the mechanic but end up needing it in a specific situation, so I can't support it unless it's implemented very smartly (which I haven't seen yet.)
0 -
This is the best idea I saw about his topic ever. It gives the killer a reason to stop tunneling but didn't punish him when it's just the smart move to end this survivor right now cause it's only one Gen left and you need to start cleaning the board. Plus points cause it can't be abused like these build in endurance ideas or that ridiculous idea I saw where you can't die till a second surv is hooked
0