Making the game true to the name: Dead by DAYLIGHT.
This is an idea I've been thinking about recently to switch up the game whilst keeping true to the experience- it could possibly be a new mode rather than a replacement. It is inspired somewhat by the way Friday the 13th worked, which I played before I moved over to DBD. Whilst I enjoy DBD I do think F13 had some more variety to it that could be an inspiration moving forward e.g. more objectives for survivors (not in this proposition but I've mentioned it before) and now the premise of a timed match. This also kinda pays hommage to the original hide and seek inspiration of the game and to the 'Final Survivor' vibe of older horror movies. It's always surprised me that the name of the game really doesn't have any sort of impact on it, so I've tried to remedy this.
In essence the major difference is that each match now has a dedicated time frame in which it must be completed. For example, each match has a duration of 25 minutes maximum. When every match starts, the map is set at nighttime and as the match progresses, the night passes and slowly transitions into daylight versions of the maps.
Phase 1: Match start to 23.30
During this time, the game would play out as normal, with changes:
- Survivors have to complete generators to open doors. However, there are three sets of doors, rather than the current two. Survivors must complete a number of gens within a set proximity to a certain door - but they power only that door. This means killers may be prone to defending one area if they think survivors are making too much progress in that area. But, It also means the likelihood of three gens is reduced and survivors have opportunities to work in another area, potentially unhindered by the killer for a short time. This also means, however, that survivors will inevitably need to complete more than 5 gens* if they need to power doors in another area if one zone looks like it is becoming impossible to do. Zones and doors are identifiable by colour; Green Zone, Red Zone, Blue Zone. Some gens, but not all would be classed as dual zone and contribute to opening two sets of doors. These would be coloured yellow.
- Because there are three sets of doors and due to the next phase of the game. The hatch is not an option anymore.
- Powering the gates does not bring about the EGC. More than one set of doors can be powered at any one time. If the survivors choose to continue working in a different area to facilitate more escape routes.
- The gates themselves are now located at the end of the 'escape corridor' (where the cut-scene of you escaping kicks in; not at the front of it where they are currently. The door switch does not move.
- Gates can no longer be 99'd. Once the switch has been powered the doors will open. They will remain open until the power in the switch reduces to 80% at which point they will close again and the switch will need to be topped up. This is designed to eliminate as much as possible any end game toxicity where survivors wait in the area for the killer to arrive to teabag etc. If you stay there too long, you're opening the doors again.
- Once the game reaches 23.30m duration. The match enters phase 2 regardless of whether doors have been powered or not.
*I'm undecided on whether gens should be done in 60 seconds due to having to do more of them.
Phase 2 - 90 seconds to Daylight.
In the race to Survive until Daylight (survivors) or ensure everyone is Dead by Daylight (Killers) all remaining survivors and the killer will see a countdown of 1 minute until the sun rises and Daylight nearly arrives. For the first 5 seconds of this countdown, everyone is frozen in place, made aware Daylight is approaching and all auras are revealed for that duration. After this, everyone can move again and plan accordingly. This is the EGC.
During this time:
Killers
- If the killer hasn't managed to kill all the survivors by the time the countdown to daylight arrives they get a haste status effect (I''m undecided on the %)
- The killer will be permitted to put three survivors into the dying state with one hit if 4 survivors are remaining in the trial. Two into the dying state with one hit if 3 survivors remain etc. By contrast, the final survivor standing will take 2 hits to be put into the dying state as normal. This can be buffed by the use of dead hard, borrowed time etc. as usual.
- Killers may choose to hook or mori downed survivors to ensure a kill and risk losing other survivors, or risk leaving them downed until the EGC finishes by which time a fellow survivor could have gotten them back up.
Survivors:
- The main goal will be to avoid the killer who is in a heightened rage state until the end of the EGC, try to prime yourself for which door will open (indicated only buy intermittent flashing of the gate switch) and get ready to try to make one last attempt to escape.
- Survivors may wish to continue repairing gens during this time if they think it is viable to get a second set of doors open, baring in mind they may be put into the dying state by the killer.
- You may wish to try and heal your team mates during this time, or save them from the hook - but beware you may be put into the dying state.
At the end of the EGC, when daylight arrives ONE set of doors will permanently open, but survivors will not be made aware which set of door. The survivors left in the trial will then have 30 seconds to escape where the above killer conditions are still in play (things like NOED apply as currently). If by the end of the 30 seconds a survivor has not escaped, the doors close and they are sacrificed to the entity and they're Dead by Daylight.
....
I really wanted to make the end game a more desperate side for both parties to up the tension.
I'm sure there is lots to pick apart here and I'm really interested to hear opinions.