Hatch rework idea - 2 Hatches?!
I want to preface this by asking people to read all 7 rules of the hatch below before commenting. I literally put "2 hatches" in the title to get you interested in this idea (and yes that's click bait). I want the idea to be fair to all players, killer included. Thank you.
- First hatch spawns when the number of gens completed is equal to the number of survivors alive plus 1.
- If more than 1 survivor is alive when the hatch has spawned, only a key (Skeleton/Dull) can open the hatch. Furthermore, opening the hatch with a key must be channeled now for 1 second (this is to make #6 fair).
- If only 1 survivor is alive when the hatch is spawned, that survivor will be able to pick the hatch lock. This is an "all or nothing" action, like totem cleansing, and takes 15 seconds (exact time can be debated). NOTE THAT THE HATCH WOULD NO LONGER OPEN ON IT'S OWN (with an exception see #5).
- If a generator THAT IS NOT THE LAST is completed after the first hatch has spawned, a second hatch will spawn some where else on the map. This hatch follows the same rules as the first hatch. Doing additional generators does NOT spawn additional hatches (I can't stress this enough).
- If only the first hatch has spawned and the final generator is completed and there is only 1 survivor remaining in the trial, the hatch will open for 60 seconds before closing on it's own. Note that second hatch will not spawn in this case.
- The "grab from hatch" animation will be removed, but the killer can grab someone out of the hatch pick/open animation.
- A more quiet version of the hatch open sound effect will now be applied to a closed hatch.
So let's take a look at what I like to call "the usual" scenario: 2 gens done, 1 survivor left. With the old hatch mechanics in this scenario the game revolves entirely around the hatch. If the killer finds the hatch they almost have to stay close because it's an instant escape, and thus this is the only way to really prevent the escape. With my suggested new hatch mechanic, it no longer is an instant escape. This allows the killer to leave the hatch to search other areas, even if they have to come back frequently to check on it there is some slack in their options to roam around and find the last survivor. The survivor, with the old hatch, has to choose to either just run up to the hatch and force a standoff (which no one wants, and survivors only do because it's mostly in their favor), or (as I tend to do) go do a gen if the killer is camping the hatch. Problem is, doing a gen only rewards the surv if the killer takes the bait and leaves the hatch. If they don't you are forced to do another gen, and another, until the gates are powered, which is just tedious (and increasingly difficult if you are against a competent killer). But with this new hatch, if doing another gen spawns a second hatch, which increases my chances to escape by making it more difficult for the killer to protect the exit, then I'm rewarded for taking the extra time to do a gen, and a killer that camps the closed hatch is punished. It forces the cat/mouse game that developers have sought for endgame.
I want people to understand, that the hatch can only be opened by the last survivor without a key and the second hatch only spawns if there is one survivor left. If, for example, there were 2 survivors and 3 generators completed, doing the 4th WILL NOT spawn the second hatch. In fact, if survivors do a 4th and then one dies it would still not spawn, not until a generator is done AFTER the third survivor dies (and in this scenario, second hatch won't spawn because that gen will be the last gen anyway). Second hatch will only spawn if there is 1 survivor left AND the first hatch has spawned AND (after both previous conditions are met) the survivor completes a generator THAT IS NOT THE 5TH GEN. This means there are only a few, very specific, conditions when second hatch comes into play, and they all come down to the last survivor anyway. If they complete the 5th gen, the hatch will simply open and the gates get powered, which results in a situation that is basically the same as before, only the survivor is free to jump into the hatch without risk of being grabbed. Furthermore, the 60 second timer is to prevent a survivor from just standing on the hatch and holding the game hostage. I know killers will not necessarily like this particular situation, but it's the only way to prevent standoffs, and realistically any survivor that can get to this point should have increased chances to escape considering the difficulty of it.
I think this would make hatch a lot more fair for killers since they aren't forced to camp it they can actually move around and look for the last guy. And it's more fair for survivors because doing more gens after the hatch has spawned actually benefits me, even if it's not the last gen to power the gates. It also means that standoffs simply won't happen anymore, because either the hatch is closed and the killer can hit you or whatever else or the survivor escapes. There is no sort of inbetween state.
So thoughts? I'm pretty sure the first few comments will be toxic somehow. I'm prepared to just ignore my own thread if people don't want to take this seriously and discuss it like reasonable adults.
Comments
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Try fitting all that into a load screen tool tip for new players...
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I see your concern, but there is a tutorial now. This would literally be like 1 extra step. Also how about "Only the last survivor remaining in the trial can pick the hatch lock. Otherwise you need a key". That's the main part of this.
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There could be 2 hatches that spawn. One leads to freedom and back to the campfire. The other leads to a sacrificial chamber for the Entity. Both of them should look the same for maximum lulz. Maybe have a neat animation popup for the Killer and Survivor if they choose the wrong one. Should be map dependent since the sacrificial chamber on Coldwind Farm shouldn't be the same as the one at Crotus Prenn.
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@Mringasa said:
There could be 2 hatches that spawn. One leads to freedom and back to the campfire. The other leads to a sacrificial chamber for the Entity. Both of them should look the same for maximum lulz. Maybe have a neat animation popup for the Killer and Survivor if they choose the wrong one. Should be map dependent since the sacrificial chamber on Coldwind Farm shouldn't be the same as the one at Crotus Prenn.now that is awesome - "I found the hatch fk you Micheal muwhahaha" ….."oh wait...oh no...oh no..no ...nooooooooooooooooooooooooooooooooooooooooooo"
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