Slight changes for generator
1.Generators must be opened so that repair can begin.
All generators begin the trial closed. They must be opened which should take about 10 to 15 seconds. The action would make more sound than repairing a generator (something like +4 meters to the distance that it can be heard).
Lazy implementation : All piston are down/inside the generator while it is closed. Once opened, all the pistons are up.
2.Exit gates can only be opened while they are connected to the grid.
There are two switches.
During the trial, the survivors can turn the switches on and the killer can turn them off.
Once the generators are completed and as long as there is at least one switch turned on the exit gates can be opened.
One switch is always located inside the basement while the other is located at the secondary basement location.
The Game and Shelter Woods will have to specify the second location for the switch.
Lazy implementation : Use the exit gates asset for the switch.
Comments
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- Translation: Boost gen repairing time to about 90 to 95 seconds but it makes more sound for 10 to 15 seconds
- and this would be more time consuming for the killer than survivors
1 -
@Milo said:
1. Translation: Boost gen repairing time to about 90 to 95 seconds but it makes more sound for 10 to 15 secondsI was thinking the total time spent on a generator would be stay the same.
The idea was that you would want to open generators that you pass by so that the killer would be distracted when he came by but I guess you can already do that by repairing a generator for a few % except that it would give a minimum "progression" that could not be regressed.
The increased in distance heard is not really important. I just thought it would help give an incentive to open them during the "mid" game as if you have to open them when there
Maybe have it so each side of a generator have to be opened individually.
@Milo said:
2. and this would be more time consuming for the killer than survivorsThe killer would not really have to bother with them. I mean do you kick every generator that you come across.
Actually, that does seem like a flaw. Maybe if the killer can not interact directly with the mechanic it might be better.
What if
There are two switches, one is located inside the basement while the other is at the secondary basement location
Until a switch has been activated, generators can not reach 100% (maybe 90% is the limit).
Once a switch is activated, the next generator to reach 100% is completed (might want to regress the other generators to 90%).
Each time a generator is completed, one switch is turned off.
Post edited by Yrutan on0