http://dbd.game/killswitch
My concept for fixing the "Gen Rush" problem.
Introduce "Damaged Generators." This is different from the killer's ability to kick and damage generators. Basically, 3 generators will spawn in like normal generators, but they will spawn as far away from each other as they possibly can.
These "Damaged Generators" will be like normal generators, only worse for the survivors. (In the sense that they will take longer to repair.)
This allows for variety in games, rather than the same old, boring gameplay of repairing the same 5 gens each game. This also keeps survivors on their toes, so they don't accidentally create a classic "3 gen."
This forces survivors to pay attention to what they are doing, rather than playing mindlessly!
Here is my idea for what this looks like in terms of game logic.
1: Killers can kick the "Damaged Generators" an unlimited number of times. (This causes survivors to prioritize these generators early so they don't get metaphorically force-choked by the big bad evil killer person!)
2: The time to complete these generators is double (Maybe 2.5X) that of a normal generator. Killer kicks also do double damage to these generators. (Because that just makes sense when hitting damaged generators.) The same goes for survivors missing skill checks, the regression that it causes is double that of normal regression caused by missing a skill check. (This encourages survivors to work as a team, rather than trying to finish them alone.)
3: "Damaged Generators" do not work with any perks, be it killer perks or survivor perks. (With maybe the exception of perks that give Aura reading, showing you specific generators for one reason or another, like Déjà Vu.)
4: These generators will spawn as far away from each other as possible. (For the most part, this would prevent killers from relying on these gens to win games.)
5: (Optional) If at all possible (because 10 years' worth of coding might make this impossible to implement, I don't know), at 3 gens remaining, any/all remaining "Damaged Generators" will switch to the repaired state, becoming blocked by the entity, switching places with an already repaired, normal generator(s), while randomly repaired normal generator(s) would lose all progress and be unblocked by the entity. (This would completely prevent killers from abusing the long repair times and infinite kicking they are allowed during the rest of the match.)
HOWEVER, if the survivors dug their own grave by never repairing a single "Damaged Generator," then they need to lie in said grave, because, should only "Damaged Generators" remain on the map, they will not switch repair states with repaired generators. This is offset by the gens spawning as far away from each other as possible. (Not withstanding killer powers, like "The Animatronic's" ability to teleport via his doors. This could be offset somewhat by having his doors not spawn on the "Damaged Generators.")
Here's my second concept. (Basically a bit different in execution.)
1: A single, random generator will be "Broken" and completely inoperable. You would need to go to the basement and retrieve a unique repair item from a chest to fix it. (I'm thinking, like, a gear, or oil, maybe gas, idk.) Only after inserting it into the generator will you be able to start repairing it like a normal generator.
(Yeah, I know, basically just a mini fetch quest to make the gen take a little longer before you're able to fix it properly. I know, this was just a dumb thing I only thought of now as I'm editing this. Lol.)
Anyway, this is just a wild idea I came up with in like… 30 seconds, and I wanted to share it. Please give some feedback on this.
If anyone came up with something similar to this before, sorry, I don't visit the forums very often, so I'm sorry if I'm repeating something someone already said.
Comments
-
I really like this idea that there will be damaged generators that repair very slowly and cause malfunctions.
And so repairing them with a toolbox will make it be as fast as repairing normal one without a toolbox and so on.
The rushing is insane honestly i had to go back to my double iri legion with full slowdown build
1 -
I’ve always wanted each gen for you to go search for a missing part (Which randomly spawn’s in different areas every time in each map, Which can’t be predicted) Then once installed you’re then able to start repair.
As for your idea not bad, My suggestion combine both the parts/damaged gen idea. Then we have a winner.
-1 -
Not a good idea as those 2 damaged would be easy to ignore. Best way to make base game changes is to increase every single gen by perma 4 charges each time killer hooks a survivor.
-3 -
I feel like making them take longer to repair could be a bit overkill, but I DO like the idea of it encouraging getting the other gens done to prevent a 3 gen situation.
Maybe with further tuning, you could be onto something.0