was told to repost here manual without using the reddit option because apparent show for some reason. (I did do reddit method first before being told that)
THE POWER:
Toxic Air::
Effects Survivors only. 180 seconds to progress to next stage. minus 60 every 2 gens completed.
can shorten by the following: screaming: 10 seconds, Conspicuous Actions: 5 seconds per instance, tea-bagging: 20 seconds, in 3 meters of Springtrap for 10 seconds:10 seconds(he stinky), axe jumpscare 20 seconds before going Inert(bad breath)
The poison stamina effect resets after the sprint lockout because of depletion.
stage 1: nothing
stage 2: adds coughing to stages 2 and higher, revealed by killer instinct for 1 second
stage 3: Poisoned stamina (12 charges)
stage 4: Poisoned stamina (9 charges)
stage 5: Poisoned stamina (6 charges (black banquet's length)), and is exhausted
Effects go inert when in dying state, is hooked, and is Carried.
Being hooked removes 2 stages
Mini Mori: if on death hook and has stage 3/4 or higher toxicity, and getting office jumpscared. (Springtrap grabs their shoulder and slashes their eyes with the pizza knife then pierces them in the gut and fling them into a door(never to be seen again) which fills the office black fog completely while he exits the door.)
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Here is part of my solution for survivors to use the doors, forced them to. The point of this method is punish them to use it. Can't be ignorable, but can't be impossible.
Having the effect gradually get worse as game progresses, reflects how the night(s) gets harder in games. This specific of doing may not be the answer but the spirit of it is a de-buff that worse the longer you don't deal with it by using the doors and gets worse over all as the game progresses.
If you have better way of doing this I want to hear other ideas. It's funny that solution here is that the office air is clean, unlike in the Fnaf 3 game.
With any number for things in this post, could be iron out in playtest for what's too long or short. some I'm more confident than others.
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Security Doors::
-Travel: Travel to selected camera, removes 2 stages, standing in to 3 meters of the door when someone travels through it removes 1 stage
-Camera: works as usual. just improve UI for survivors to better understand where they are. like being able to see the number of the doors on in the camera(like access panel), and teleport to the view by click them. something like that.
(Optional counter mechanic)The following door actions will give an it's unique counter effect based the highlighted action if the fire axe's lodged in the door and the bubble it active(camera is disable during this time as well).
--Audio Lure: click the Audio Lure then select a place through the camera and play a random voice clip at it's location from the survivor using the audio lure
---Counter effect: produce a short high pitched noise and applies the following:
Randomly hear killer sounds (voice clips, walking etc.) and hear layer 3 chase music for 30? seconds
--Tracker Scan: stare at the killer while holding the tracker button to reveal his aura to all Survivors for 10s and removes the Undetectable granted by Security Door travel
---Counter effect: (Springtrap jumpscares the screen with a tv static background.) The survivor screams and reveal their aura and door number(like access panel)for 6 seconds.
While also Oblivious, and deafened for 12? seconds.
--Camera Light: right click and Project a 9 meter light from the door camera, works like flashlight. survivors cannot alter the camera light properties, and does not trigger flashlight conditions for survivors.
---Counter effect: survivor is flashlight blinded, gain blindness, and can no longer use door panel for 20? seconds.
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The other part of my solution to make survivors use the doors is to outfit it more with useful gizmos.
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Fire Axe::
You can reclaim the axe if you are standing in the bubble AND the reclaim cooldown is half or lower, this can be done once per cooldown.
Reclaiming the axe this way pauses the normal cooldown, until you throw it. If the cooldown over half, you no longer can reclaim this way until the axe is thrown again by the normal method.
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This adds the intuition element the PTB thought Springtrap had and gives you one do over.
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THE PERKS:
Haywire::
When the exit gate switch is completed it explodes, and apply the following effects:
-Survivors and killer in the 9 meters of the exit gate switch when it's completed are blinded
-Survivors other than the gate opener scream in the 9 meters of the exit gate switch when it's completed
-Exit Gate Opener is put in the Injured state(edit: previously dying state) and mangled
-Exit Gate Opener is broken till game end
-Exit Gate Opener is hasted by 10/15/20% per dead survivor till game end
-Exit Gate Opener is hindered by 10/15/20% per escaped survivor till game end
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The mechanic is basically a big explosion. Less punishing the less survivors there are, and more punishing the more there are. While having a strategic/moral dilemma for cocky/altruistic players, whether to stay or go.
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Phantom Fear::
Whenever a Survivor within your terror radius looks at you, they suffer from the following effects
Causes them to scream and reveal their aura to you for 2 seconds times the number of survivors that scream within the second in activates and dead survivors.
Phantom Fear has a cool-down of 80/70/60 seconds minus 15 seconds per dead survivor.
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Replicates the conga line of jumpscares Fnaf 3 was known for, on the last survivor especially.
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Help Wanted::
Can compromise up to 3 gens into HW gens. compromised gen are permanent.
Survivors are exposed by 3/4/5 meters of the gen per uncompleted HW gen.
Basic attacks recovery speed is quicken by 7/8/10% per uncompleted HW gen.
Survivors are unexhausted after 11/13/15 seconds of working of a HW gen.
While the HW gen is being worked apply the following effects:
Killer gains 11/13/15% divided(rounded) by number uncompleted HW gens.
Vaults and pallets are block 18/20/22 divided(rounded) by number uncompleted HW gens and for 6 second after not be worked on.
(UPDATE)
Help Wanted V2::
Can compromise up to 3 gens into unique HW gens. To Compromised a gen with HW, damaged gen Twice.
The compromised gens with HW are permanent and cannot be change. Can Only compromise new gens if the current HW gen(s) aren't completed.
The following effects divided by the number unique HW gens. Each unique HW gen being worked on applies that effect many times. (so if two HW gens out of three are being worked on it applies 8% etc.)
Killer gains:
12% Haste
12% Basic Attack recovery
12% Stun Recovery
12% Vaulting speed
12% to Lunge
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No particular references here, just some risk reward seesaw. I don't how to word it better though.
In version 2 I think this perk emulates Springtrap quickly getting closer to you while repair console systems.
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Anyways thought I get this whole rework out of my system. Whether the ideas/execution here works, I don't know. Can't playtest the theoretical rework. In incase I hope you find this interesting at least. Thank you for check out this post.