Moonrise lanterns as permanent secondary objective
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:
- 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
- After the start of the game, gen rush is like normal unless the Killer starts to get momentum
- 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
- 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.
Comments
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Im not completely on board with the lanterns (not really fitting with the dbd theme), they were designed specifically for that event.
But another secondary objective (totems, chests) would be amazing.
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This general idea isn't bad. I wouldn't go with lanterns but also don't know what to replace them with.
However, I feel this could become very unfun late game for survivors, especially if 2 survivors are left and most or all lanterns are broke.
It makes it a bit more rough to finish a gen while the other one is keeping them busy in this scenario.
Anything to compensate for that?
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It doesn't HAVE to be lanterns. Any mechanically equivalent analogue would do the trick.
I only used lanterns in the OP because it's what the event uses.
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Your entire post implies using the lanterns, which is what I disagree with. The general idea is definitely interesting.
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If we make the speed WITH the lantern greater than 25% increased as I discussed as being an option to help with camping then the alternative scenario of 2v1 while the Survivors DO have a lantern would be easier than it is now rather than harder.
If the issue is that the no lantern scenario is too problematic then we can increase the number of lanterns to decrease the odds of it being an issue significantly. Especially since less Survivors in play means less lanterns need to be in play for all of them to have one.
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Your entire post implies using the lanterns, which is what I disagree with. The general idea is definitely interesting.
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No, but I hope they bring back moonrise, that was fun.
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Don't get hung up over it. The general idea was the important part.
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It would be amazing if they added this. Your idea helps to stop tunneling, camping, and gen rushing, while also adding something new and keeping the game "fresh".
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Yup. And so long as you use the simple repair speed formula of: (1*lantern modifier)*other repair speed stuff
There is no further changes needed to things like perks.
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Wait no. This nerfs gen regression, since that mechanic works in terms of absolute numbers instead of as a %
It wouldn't be too hard to fix and might even be a good thing since it makes 3gens harder to keep, but still.
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I love this idea! Maybe instead of it always being lanterns it can be something correlating to a specific time of the year (such as flower for spring or a gift box around December) or something involving what the current rift would be (if it would’ve been done right now it could’ve been like little versions of the doll the Huntress has).
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