Skull merchant rework idea
As I said I did SM rework before some time and I'll post it here. Give it some read. Stay tuned.
Skull merchant starts with 4 drones each is different type and can be recalled at all time.
Drone type 1: Can be deployed to freely move around map at increased speed, tracking large area within line of sight. Once it should crash into wall it instead change direction and keep scanning. The destination place can be preset while deploying to send it into desired area first. If the survivor is scanned they receive claw trap and are revealed on the radar. After 30s they can remove claw trap by completing mini-game but suffer getting injured or deepwounded. Cannot enter dying state.
Drone type 2: Serves as breaking tool. Can damage gens, walls and pallets within 12m from you, 3s after being deployed it crashes into the object destroying it, it can further sent to marked object around map to destroy it. Stays motionless when not damaging and can be hacked by survivor, causing it to go on 30s cooldown. If the hack is failed the drone will explode causes damage within 5m and return to SM.
Drone type 3: Drone can be deployed and rapidly move away within 24m and line of sight, attached into zipline that can be used by you at any time. Ziplines can be used by survivors too, but trigger killer instinct if they use them. Drone can be hacked and goes on 30s cooldown.
Drone type 4: Drone can be deployed and immidiately grants SM undetectable untill it gets hacked. After 10s it gets revealed to survivors in yellow aura and can be hacked. After it gets hacked, the undetectable lingers for 10s and then goes on 40s cooldown.
Radar: Survivors are revealed on the radar when they get scanned by drone type 1 and receive claw trap, when they take damage from failing drone type 2 or when they use zipline on drone type 3.
Add ons (everything reworked):
Adi Valente Issue 1 - increase movespeed of drone 1 from 6m/s to 6.2m/s
High current upgrade - increase timer before claw trap can be removed by 5s
High-power floodlight - survivors stay revealed on the radar for extra 5s
Ultrasonic speaker - increase movespeed when using zipline from 7m/s to 7.5m/s
Adaptive lighting - increase range of scanning of drone type 1 from 20m to 22m
Low-power mode - increase damaging gens, walls and pallets by 10 % for each claw trap attached
Shotgun speakers - increase the movespeed of drone type 3 when sent to create zipline from 12m/s to 14m/s
Stereo remote mic - decrease cooldown after drone is hacked by 5s
Supercharge - increase damage area of drone type 2 when the hack is failed by 1m
Brown noise generator - when drone type 2 damages generator it causes extra 1.5 % damage lost
Loose screw - increase the minigame difficulty when removing clawtrap by one extra point
Powdered glass - When survivor with claw trap repairs generator, the generator will be revealed in yellow
Vital targeting processor - increase time before drone type 4 is revealed to survivors and increase lingering undetectable by 3s
Advanced movement prediction - survivors with claw trap destroy pallet they vault or block window they vault and claw trap is removed automatically
Geografical readout - Grants one extra drone type 3
Prototype rotor - grants one extra drone type 1
Randomised strobes - if the survivor is revealed on radar, their aura also become revealed
Expired batteries - All survivors start the trial with the claw traps, decrease first time claw traps can't be removed by 10s, for each hacked drone, get a stack up to 5, for each stack the claw trap will be unremovable for extra 5s up to 55s
Iridescent unpublished manuscript - the drone type 2 will block generator it damaged for 10s, drone type 1 will have movespeed increased by 20 %, drone type 3 will create extra 5m longer ziplines, drone type 4 will be revealed only when repairing a generator. Increase cooldowns of each drone by 20s
Finish :)
Main ideas and reasons behind this rework idea.
- Claw traps would be easier to spread throughout the game with reliable info granted on radar.
- Drone types would make SM more interactive, less pasive in chase and increase the variability of her kit.