Time to talk about Gen, rework again!

Hello my fellow killers and Survivors. Back again with my bi-weekly update of my idea. Not a lot have changed this time as there was no feedback from the last time I posted at all. But I am anything but one to give up on something I believe is the right path to fix something I enjoy.
+I have add back the idea of the milestone system for gens in this update to my way to fix the gen issues
+Added some perk changes to adjust for this new style of play

Generators will have four segments in their progress bar, and will auto degrade at the rate of 0.2 percent to the last mile stone passed, a damaged generator will degrade past milestones.
A damage generator will now degrade at a rate of 1%+ an initial loss of progress of (X)(Where X is the number of remaining Survivors. So this means when a gen is kicked it will lose 4% progress with 4 survivors left, 3% with 3 survivors, Etc.
+killers can now kick a gen that is being worked on by survivors

Putting a lock on gens and add a Code Paper symbol to the base survivor hud. A Survivor can only have 3 Code Paper at a time. These Code Paper can be found in any map at the basement and at each exit gate with a respawn timer of 30 seconds, also passcodes can be found in addition to the item in any chest. It takes a use action to pick up a Code paper or automatically picked up from a searched chest and takes 3 seconds to unlock a Gen, which makes sound similar to searching in a chest. If stopped or interrupted the progress of unlocking a Gen will stay where it was left.
+Adding Functionality to Keys allowing any key at the cost of 10% of it’s durability to unlock any gen with or without a code paper
*Unlocking a gen is worth 1/7th of finishing a gen for Blood Points and Light Bringer points
*If the hatch is closed; Hatches and Code boxes will have their aura's revealed to the last survivor and killer, three code papers will allow the survivor to open a closed hatch with a action time of 9 seconds.
*Add a second closed hatch to the game that will always spawn in the basement when hatched is closed. This hatch can only be opened with 3 code papers or a key
*When the hatch is closed all code boxes will respawn their code papers

Perk Changes:
Sabotage: Added functionality, can break the locks on Gens
Surveillance: Added functionality, Collecting Code Paper will now give you a visual clue when you are within a 16/24/36 meters.

Outcome of this change: This will fix gen tapping as a problem of a survivor simply running by mid chase and tapping a damaged gen to stop it as it will only cause even further loss of progress, this will also add to game length by giving the survivors something else to hunt for, also more function to the key item as to give it some more useful trait to compete with Brand new part, and any Flash Light, A fair fix to hatch standoffs. It is far from a free win for either side and if the survivor played smart he could even have his code papers before the hatch is closed.

Comments

  • Karkadann
    Karkadann Member Posts: 56

    Milestones on the whole progress bar of generators would be nice idea that survivors can no longer run to one generator, tap a bit on it and hide again from the killer, and this again and again. It would force them to stay on the generator and work on it until another milestone is reached.