Moonrise lanterns as permanent secondary objective

NuclearBurrito
NuclearBurrito Member Posts: 6,807
edited June 2020 in Feedback and Suggestions

During the moonrise event various lanterns would spawn.

Survivors could collect the lantern and try to escape with it. If the Survivor was hooked they would lose the lantern and would have to collect it again with the lantern being returned to wherever it was found. Meanwhile after hooking a Survivor the Killer would have an opportunity to destroy lanterns for a brief period of time, permanently removing them from a trial. Lanterns that a Survivor had on them could not be destroyed, you'd only be able to destroy lanterns in the environment.

While Survivors had a lantern it was visible making it slightly harder for them to blend in to the environment and signalling that they have a lantern to the Killer.

During the event the lanterns had no real impact on the gameplay itself, however I propose that the following be done to implement the lantern mechanic as a proper gameplay mechanic independently of the event and it's rewards:

  • Trying to repair a gen has a base time of 100 seconds up from 80 (hold up let me finish)
  • While holding a lantern your repair speed is increased by 25%. Thus with a lantern in your possession it will take a Survivor 80 seconds to complete a gen solo. This means while you have a lantern there is no gameplay difference compared to now and I'm only wording it like this so that the Survivor will see the lantern altered repair speed as a reward, rather than seeing the default speed as a punshment. It's just a game feel trick.
  • After hooking a Survivor the Killer will be able to destroy exactly 1 lantern. There is no timer, the next time they see a lantern after a hook they may destroy that lantern. All uncollected lanterns will be red until the Killer destroys one like in the event.
  • 8 lanterns always spawn at the start of the trial to ensure enough for everyone. The Killer destroying lanterns make it take longer for the Survivors to find them, but unless he is REALLY snowballing the Survivors will almost always have enough lanterns for each Survivor to have one.

Here is why this would improve the game:

  1. At the very start of the game it becomes harder to immediately gen rush the Killer since you'd want to find a lantern first
  2. After the start of the game, gen rush is like normal unless the Killer starts to get momentum
  3. A Survivor that has just been hooked immediately becomes a less appealing target, since they won't have a lantern. This makes tunneling a less optimal strategy
  4. Having the lanterns gives an additional method of altering gen speed balance for specific scenarios by altering one of the pieces of this suggestion

That last one is important so let me elaborate. The numbers I have right now mean that once Survivors have a lantern there is no difference in gen speeds compared to right now. However, we can alter numbers to make gen times even shorter than now without causing gen rush problems.

For example, lets say we make collecting lanterns take a 5 second channel up from instantly taking it. But, we also make the repair speed increase go up to 33.3333...%. Now gens take 75 second to complete with a lantern. This would only be a time save compared to now if you complete more than a single gen by yourself without ever being hooked. However if the Killer hooks everyone then the Survivors have to spend more time compared to now, since they need to take the time to grab a lantern too.

This would make camping easier to counter since you could complete gens faster if you are uninterrupted. But a non-tunneling non-camping Killer would do better than before, since Survivors need to spend a small but significant amount of time regaining their lantern after being hooked.

The lantern destroying mechanic also discourages camping, since having a large enough quantity of hooks means you destroy a lot of the lanterns making each hook more and more valuable.

The number of lanterns can be increased or decreased to tweak the impact of this snowball effect.

However there is one benefit to this suggestion over other secondary objective ideas:

Lanterns and all of the mechanics listed already exist

The moonrise event happened. The mechanics worked. Implementing this wouldn't be too hard for BHVR since they've already created the groundwork. Spawn locations, animations, breaking mechanics for the Killer, models ect have already been coded and tested by the community, making this a relatively low effort implementation.

None of the existing core mechanics are massively reworked and everything is just numbers changes from things that already exist.

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