Detailed Survivor Objective Idea for Devs consideration
Awhile back I was musing about a new objective for Survivors to follow that might help with some of the balance issues this game has. Obviously the answer to some issues can't be just something simple like "increase Gen times". I've seen some people suggest something like a breaker, and that was an idea that I played with.
After some time, this is what I came up with. This is obviously not intended as a "solve all" solution, but something that could be added to help with certain problems, or at least an inspiration for such ideas in the future. This is a considerably long and detailed post, so bear with me, and thanks in advance if you read all the way through
Problem: Survivor Objectives are currently too simple. This has caused games to progress too fast, thus creating the so-called “Gen Rush” problem.
Goal: Create new secondary missions to add some complexity to Survivor Objectives, while also keeping in line with the original design of the game. Make sure these new Objectives cannot be controlled too much by the Killer (camping to completely deny Survivor Escape).
New Props: Black Box, Breaker Box.
New Location: Breaker Room
New Item: “Breaker Part” (WIP name)
New Actions: Install Breaker Part (Survivor), Damage Breaker (Killer), Repair Breaker (Survivor), Jury Rig Gate (Survivor).
Brief Summary: Exit Gates will no longer be immediately powered upon completion of repairs on five Generators. The Breaker must be repaired for the Exit Gates to be powered normally. The Survivors must repair the Breaker with the “Breaker Part”, which is located in the Black Box, which spawns hidden somewhere on the Map. If Survivors are unable to repair the Breaker, they can Jury Rig the Exit Switches on the Exit Gates individually once five Generators have been complete. Once the Switches have been Jury Rigged, the Gate is powered and can be unlocked normally, however this method of powering the Gate is much slower than repairing the Breaker.
Other Considerations: End game perks; such as No One Escapes Death, Adrenaline, Hope, etc, will still activate once all Generators have been repaired, regardless of whether the Breaker has been repaired or not.
In-Depth Explanation:
Prop: The Black Box – A black metallic box that holds an assortment of mechanical parts. It houses the “Breaker Part”, and Survivors must find and search it to acquire the part to fix the Breaker. Interacting with the Black Box notifies the Killer.
Purpose – The Black Box is intended to be designed in a way that acquiring the part is both mildly time consuming and dangerous. This is why the “Part” is placed inside its own box rather than inside the generic Chests and why it notifies the Killer. This notification is intended to let the Killer know that progress is being made on the Breaker and allow him to prevent acquirement. The Box's aura is revealed to the Killer so long as it goes unlooted.
Specifics – The Black Box functions almost identically to Chests, except in how it spawns. Rather than spawn in typical “Chest” locations, it has its own unique locations, similar to totems. It can be detected by Plunderer's Instinct, and searching it is increased by Leader or Prove Thyself, however Pharmacy does not affect the Black Box, as it is impossible to attain a Medkit from it. It takes 15 seconds to search the Black Box, slightly longer than the average Chest.
Item: The “Breaker Part” - A piece of equipment required to repair the Breaker. Survivors must carry it to the Breaker to install it. If they are carrying anything else, they must drop it to carry the “Breaker Part”.
Purpose – The “Breaker Part” is intended for Survivors to make a decision over whether they want to part with their item to help the team, while also allowing the Killer to see who has looted the Black Box and chase that person to stop them. Franklin's Demise is also intended to aid Killers in slowing Breaker repairs.
Specifics – The “Breaker Part” cannot be used on anything but the Breaker. If it is dropped, it's aura is revealed to Survivors, but not the Killer.
Location: The Breaker Room – A new location that will typically house the Breaker. It will spawn in one of the Basement's spawn locations. If the Basement has a “fixed spawn” (Haddonfield or The Game), the Breaker Room will not spawn and the Breaker will spawn independently on the Map. One Hook and Chest will spawn inside the Breaker Room, as well as three lockers.
Purpose – The Breaker Room is meant to be almost a lesser Basement. With only one entrance, it is a bad spot to be caught by the Killer.
Specifics – A hook, chest, and three lockers spawn in the Breaker Room. The hook in the Breaker Room can be destroyed, but is intended to allow Killers to hook should Survivors attempt to body block the stairs.
Prop: The Breaker – An electrical device that is required for the Exit Gates to be powered normally. The “Breaker Part” is needed to repair it. Reference image - https://imgur.com/xqUehBO
Purpose – The Breaker is meant to be a slightly more complex “Generator”. It is meant to give Survivors another Objective that is not simply repairing Generators and give more variety to the game overall. It is also meant to give something the Survivors must check and maintain in order to ensure Generators are repaired in tandem with the Breaker being repaired as well.
Specifics – The Breaker's aura is always visible to the Killer. It's aura can be tracked by Survivor's via the Map. The Breaker has a flashing Red Light, which indicates it needs repaired. Occasionally, it will let an electrical “sparking sound” to let Survivors know they are near it (especially on maps where the Breaker Room does not spawn). Once the “Breaker Part” has been installed, the Breaker can be damaged by the Killer, forcing Survivors to repair it again. The Breaker will have smoke emitting from it if it is damaged. Territorial Imperative will show the aura of Survivors who approach the Breaker from 12 meters on a horizontal plane (basically meaning they have to be in front of it, not above it or below it). Once the Breaker is repaired, its flashing red light is replaced by a bright green light.
Action: Install “Breaker Part” - The action Survivors must take to repair the Breaker.
Purpose – Meant to be a divergence from repairing Generators, in that only one Survivor can repair the Breaker.
Specifics – Installing the “Part” takes 20 seconds. Skill Checks have a higher chance of appearing while installing the “Part”. There are no “Good” areas on Installation Skill Checks (similar to Snapping Out of It), therefore they are not affected by Hex: Ruin. However, progress is not saved while installing the “Part”. If it is interrupted for any reason, the process must start over again. Skill checks are affected by perks that would otherwise affect them (This is Not Happening, Unnerving Presence, Hex: Huntress Lullaby, etc), again the exception being only Hex: Ruin.
Action: Damage Breaker – The Killer is able to damage the Breaker by attacking it with M1.
Purpose: Give Killer counterplay to the Breaker being repaired, while also not requiring them to spend time in animation.
Specific – Relatively straightforward, striking the box will revert the Breaker back to an unrepaired stated, in which it's flashing red light will reappear. If the Breaker is repaired by Survivors it cannot be damaged again for 15 seconds, indicated by the green light flashing. Once the green light remains stable, the Killer may damage the Breaker again. If the Breaker and the 5 Generators are repaired at the same time, the Gates will become powered and the Breaker cannot be damaged again.
Action: Repair Breaker – The action Survivors must take if the Killer disables the Breaker.
Purpose – Give Survivors a quick way to restore the Breaker, while still being slower than the Killer's disabling.
Specifics – Survivors must pass a considerably difficult Skill Check to repair the Breaker. Failing the Skill Check alerts the Killer, but also prevents a second attempt for 15 seconds. Skill Check is affected by certain perks (Unnerving, Huntress Lullaby, etc), and the Doctor's Madness.
Action: Jury Rig – If the Breaker is not repaired when all five Generators are, the Survivors have the inefficient option of Jury Rigging the switches of the Exit Gates.
Purpose – To prevent Killers from holding the game hostage by camping the Breaker, while encouraging Survivors to still opt for repairing the Breaker.
Specifics – Five generators must be repaired for the Jury Rigging action to become available. Jury Rigging the Exit Switch takes 100 seconds and can only be performed by one Survivor. Skill Checks appear more frequently during this than repairing Generators. Similar to installing the part, there are no “Good” success areas. Toolboxes can be used to speed up the Jury Rigging, but Brand New Parts cannot be installed. Skill Check failure penalties are doubled and failed skill checks result in a 10 second disable period where the Survivor cannot attempt the Jury Rig action. Jury Rigging is not affected by Remember Me, but is affected by Thanatophobia and Dying Light (as well as specific Killer powers). Once the Switch has been Jury Rigged, the Gate can be unlocked normally, and will still be affected by Remember Me.
Comments
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+1 this is a very well thought out idea. I actually was thinking of something like this. Requiring fuses and or a breaker box of some sort. I like this idea and it would be cool to test in a PTB.
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@SadonicShadow said:
+1 this is a very well thought out idea. I actually was thinking of something like this. Requiring fuses and or a breaker box of some sort. I like this idea and it would be cool to test in a PTB.Thanks for your support!
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Any further feedback would be appreciated.
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I really liked your idea of incorporating breakers but what if we put a breaker switch right next to each generator and have the main one in the breaker room. How this works: the survivors still must find the “breaker part” and install it into the main breaker but the survivors now must flip every switch next to each completed generator ( breaker switches can only be flipped if the related generator is 100 percent done and the main breaker is online).
the breaker switches will have no light when the main breaker is offline, but when the main breaker is online all breaker switches have a light inside the switch that turns red and when the related generator is complete and the switch is pulled ( action takes 1 second ) the breaker switch turns green indicating the generator’s power has been redirected towards the main breaker and the exit gates. ( The generator breaker switches cannot be damaged.)
If the main breaker is damaged every generator breaker switch will trip back to the off position and will need to be flipped again ( requires a survivor to repair the main breaker)
Last thing: when survivors pick up the main breaker part their aura will not be shown but if the survivor fails a install or repair skill check on the main breaker then the killer will hear a special notification and will see the survivors aura for 10 seconds along with the breaker install action being restarted and if the survivor was repairing when they failed a skill check then the main breaker suffers a 25 percent progress reduction and can’t be interacted with for 5 seconds. ( main breaker shocks survivor.)
what do you think?0 -
That's actually a really cool idea. It extends the game and deals with gen rushing to a good degree. I can tell for sure you thought this one through.
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While I had my own ideas for game balance, this one seems fairly solid. I like the idea of survivors having to do actual work to win a match, and I love the idea of the killer having actual agency in how the match progresses. My only question is for trap focused killers. Would this form of the game not drag Trapper and Hag up the tier list? How would we keep the game interesting when the killer has one place that the survivors essentially MUST go to?
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Well great question “LunarBerserkers” we have an effective way to keep the game going for bit longer on the survivors side but now we must balance the killer side. General fix: the breaker room could have an object in the middle and a pallet opposite of the main breaker and right next to the stairs to make it loopable so this change makes the breaker room a bit safer than the basement. Since this room will spawn in the other basement location that was not used during the match we could add 2 sets of stairs or exits ( not sure how easy that would be for the developers) or we could prevent a hook from spawning in the breaker room ( it simply wouldn’t be good to spill blood on the circuits). Another thing we could do is make the stairs/ entrance wider( so the trapper wouldn’t be too op and for the hag you can crouch). In the event the killer straight up camps the breaker room we could allow the survivors to manually redirect power to open the exit gates ( by using the exit gate lever ) but this takes awhile 300 seconds compared to 30 with the breakers. So the killer should patrol the exit gates as usual and the survivors should feel pressured to get the breakers up.
One last thing: We can make the game spawn multiple breaker parts so the killer camping one isn’t effective or your friend runs off with the part and drops it somewhere ( Like in Friday the 13th).
Forgot one thing from my last post: when the main breaker is repaired and 5 generator breakers are flipped then the killer can no longer perform the damage action on the main breaker this is simply due to balance it wouldn’t be nice to have a campy killer who keeps on damaging the main breaker and having your friends go and re-flip the generator breakers over and over again. ( The survivors can find and install the main breaker part as soon as the game starts ) this gives the killer a reason to patrol the main breaker room before the generators are complete.
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Everyone has great ideas, first and foremost. One bit of criticism is Killers continue to pick off Survivors despite gen rush, and working in these changes would drastically tip the game in the Killer’s favor since time is naturally not on the Survivors’ side. The maps would have to change size to make the Killer search harder (Pale Rose size roughly), and other unforeseen mechanics would suffer, not to mention the dynamic of relatively fast pace of matches being all but uprooted. I guess what I’m saying is most players don’t want drawn out matches (F13 is a good example of a game that operates that way). Could you imagine trying to accomplish all this in Gideon Meat Plant or Lery’s Memorial? Hope you don’t take this the wrong way, I don’t think the game couldn’t evolve, it just sounds like something for a whole new game maybe.0
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Thanks for the response “thrashed2pieces” I understand this idea would make the game last longer and I can see how survivors naturally don’t have that time ( and the killers would love this.)
The only way this idea could work is if the map design is reworked in some aspects and some mechanics are tweaked so I can see what you mean when you say this idea would turn the game upside down in a way and I completely agree with you but personally when I’m playing survivor I kind of wish that we could have something else to do.
And I hope the developers will consider this regardless. But if it helps survivors can still open the gates when they finish 5 generators ( even if it takes longer ) and the developers could design the breaker room to favor survivors and future maps to help balance how long the games are ( as it should be the exact opposite of the basement) . But your claim is undeniable and you are right this secondary objective would change the game but maybe the community and the developers might be open to something new?
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Wowz261 said:Thanks for the response “thrashed2pieces” I understand this idea would make the game last longer and I can see how survivors naturally don’t have that time ( and the killers would love this.)
The only way this idea could work is if the map design is reworked in some aspects and some mechanics are tweaked so I can see what you mean when you say this idea would turn the game upside down in a way and I completely agree with you but personally when I’m playing survivor I kind of wish that we could have something else to do.
And I hope the developers will consider this regardless. But if it helps survivors can still open the gates when they finish 5 generators ( even if it takes longer ) and the developers could design the breaker room to favor survivors and future maps to help balance how long the games are ( as it should be the exact opposite of the basement) . But your claim is undeniable and you are right this secondary objective would change the game but maybe the community and the developers might be open to something new?1 -
Maybe they could add different game “difficulties” normal- 5 generators/ hard- add in idea above/ extreme- same as above but everything takes longer and maybe instadeath on hook or one less phase?
this system could allow the community to keep the original and allow players who want a more difficult game to thrive or rank 20-15 normal/ rank 14-7 hard/ rank 6-1 extreme.
What do you think?0 -
I think this would make the game really difficult for random survivors.
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True, does any one have any ideas?0
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I had idea like that, but your is much much better. But i still have a question: is the black box one or there are more? And if it one how to prevent box camp?0
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Good question “Dramzar_Myers” even if the developers balanced the breaker room and maps correctly there is currently no way to stop the killer from directly standing in front of the main breaker the whole time but my previous post mentions that survivors can still complete 5 generators and open the exit gates ( but this action takes longer without Turning on the breakers ) so if the killer did camp the breaker you would just open the exit gates and escape and this would deter the killers from directly camping the breaker ( plus they have to catch and hook survivors at some point to earn blood points).
Side note: If you share any concerns for gen rushing my idea would slow down late game and give killers a bit of control over the game but we could also incorporate the generator gas and/ or parts idea to slow generator progression.
One last thought: this secondary objective is optional and survivors can still play the game the way they want even if they have to spend 100-300 seconds on opening an exit gate ( The perk “wake up” could shine here).0 -
I forgot one thing there will be multiple black boxes that all hold the same breaker part (or different ones)
so killers can’t camp the part location.0 -
Comment to put this discussion on top.0
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Any additional ideas to breaker room design, concept etc.?0
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Adding a new layer of things to do in the game.
I love this.1 -
As long as it consists of holding M1 im sure they will implement it.
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Wowz261 said:Maybe they could add different game “difficulties” normal- 5 generators/ hard- add in idea above/ extreme- same as above but everything takes longer and maybe instadeath on hook or one less phase?
this system could allow the community to keep the original and allow players who want a more difficult game to thrive or rank 20-15 normal/ rank 14-7 hard/ rank 6-1 extreme.
What do you think?Whispers23 said:I think this would make the game really difficult for random survivors.
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While very good ideas, I think you messed up with the complexity. This is way too much work for the devs to have to add to all the maps. They don't just need the best idea, they need the best idea for the least amount of work involved. I think you should simplify this way down.
Ex. Just some oil cans you have to channel on like the flowers to fill (like vials). Once full you can apply it to a generator to allow it to be worked on. This gets repeated for each generator that survivors want to be able to work on.
That is just a random idea but you get the point. Very, very easy and simple to implement with little work, while also succeeding in slowing the game down a little and adding other objectives.
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Just a pitty that the devs probably will never see this =(
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Blueberry said:
While very good ideas, I think you messed up with the complexity. This is way too much work for the devs to have to add to all the maps. They don't just need the best idea, they need the best idea for the least amount of work involved. I think you should simplify this way down.
Ex. Just some oil cans you have to channel on like the flowers to fill (like vials). Once full you can apply it to a generator to allow it to be worked on. This gets repeated for each generator that survivors want to be able to work on.
That is just a random idea but you get the point. Very, very easy and simple to implement with little work, while also succeeding in slowing the game down a little and adding other objectives.
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