Killer Perk: From The Depths
Your lair is your power.
The basement is twice as deep as normal and it has 2 sets of stairs - one at each end. One staircase leads to the main building and the other staircase leads to the killer shack.
When carrying a survivor within 8 meters of a basement staircase, wiggle progression is reduced by 40%/50%60%.
Anytime auras are read in the basement, or from the basement, the basement’s relative position will be seen as the exact center of the map.
The main point of this perk is map traversal, plus an exceptionally strong basement. Killers can use the basement as a quick gateway to other areas of the map. The wiggle reduction is merely there to give the killer a chance at actually reaching the bottom with a survivor.
Comments
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There are multiple reasons this wouldn't work. Although I have to admit that is sounds really ######### cool!
First, distance between main building and shack is not constant.
Second, some maps don't have a Shack and/or main building.
The deeper stairs sounds kinda interesting, but can also make gameplay more dull. Getting out of basement will be THAT MUCH harder. And against some killer that is definitely not needed, looking at Hag, Trapper, Bubba and Huntress'...
The 2 stairs thing could work, but only with a particular system which I forgot the name of. And I don't know if it would work inside the Unreal Engine, and if the Devs can do it.
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Alright, I'm back with the term I forgot.
Non Euclidean Spaces. Using that idea, the devs could make your idea work.
But then you still have the problem of some maps not having a shack or main building.
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Hey there! I know this is a delayed response, but thank you for the thoughtful replies to my idea. Non-Euclidean Spaces sounds like a pretty advanced piece of programming, but if it’s something the devs could handle, then I’d love to see something like this enter the game!
Oh yeah, you mentioned earlier a concern that this perk would make the basement significantly more difficult to escape. That’s true, and is part of the power of the perk, but I’d also like to remind you that there will be staircases at opposite ends of the basement. This makes it impossible for the killer to intercept all escapees since they can just leave through the other end. Multiple survivors could split up and use both staircases so the the killer has to choose who to pursue. This guarantees that at least someone will reach safety.
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I realized that too, the 2 staircases would half the Killers power to camp.
Non Euclidean spaces have a simple solution. Someone made a concept game for it.
It's basically using portals, like Portal and Portal 2 do. And then using camera's to show the other side, so it looks like it is one space.
You can see it in the game Antichamber. There is this neverending staircase, and if you place a cube at a certain spot you can see the block disappearing when you pass it again.
It should be possible in the Unreal Engine, but isn't particularly efficient, since you have multiple camera's rendering the same scene.
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