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If Jason (Part 7) were to be given a second weapon to buy with CP Points, I feel strongly that it should be the Weed Whacker. Here's why. The weed whacker, would be very terrifying to counselors (players) and would work similar to the movie scene it was shot with. The weed whacker, if picked by the Jason player, would see them getting a score boost for kills made with it, BUT, it would be very difficult to make a kill with it, UNLESS the counselor you are chasing is wounded, or completely out of Stamina. Why?? Fire the weed whacker up too early, and most EVERYONE will hear it, increasing chances of counselors avoiding Jason. Straight up chasing a counselor with it would be hard (not impossible), but slashing them once or twice (with it OFF, no noise)) to weaken them first and increase their fear on top of that is the preferred method. Once they are wounded, Jason can then fire up the whacker, and make the kill for more points than a 'normal weapon'. Jason would have to hold a button to crank the weed whacker up (it takes a moment). In that moment, after cranking it, the noise can be heard by counselors within proximity, and by counselors in the distance. Scenario: How scary would it be to hear that sound getting closer behind you after you have completely tired out your counselor. Or to hear Jason cutting through a cabin to get to you with it. Jason Players could easily use the weed whacker to simply intimidate other players, get them to leave a cabin, run scatter. People will hear that sound, and it's time to go. I feel that the weed whacker is a great weapon to place inside the game. The game mechanics for extra score using it would be balanced, and it would create a ton of fun and fear within the game.
Laphin posted a topic in Friday the 13th: The Game -- Suggestions/FeedbackI talked briefly on this before, but I want to know what everyone else thinks as well, because I think it would really help out the character integrity of Jason in general and the overall atmosphere variety for the player counselors. When things are calm, and there's no chase music, I think Map Music could change depending on the map being played, so we don't have to hear the same music over and over provided the map chosen... but what about Jason's music? What if Jason's (alert) music, while the counselors are being chased, changes depending on the Jason that is picked? So, in essence, Jason 2 would have his own chase music (themed to the movie he was in). Jason 6, and so on through the years as the synths and 'sounds' change, you would get that reflection in the game by having a variety of music. This not only helps provide variety to our ears, but also boosts the character integrity of the Jason being played. No longer is it the same chase music slamming your ears over and over, but now it would have a foundation around the Jason that is coming for you. Just to give a few examples of each Jason having their own sound. Jason (Part 2) & (Part 3) | (these two sound similar, but I still think they should both have their OWN sound musically to separate them in-game) (Part 3 should maybe keep the track that was in beta, while part 2 gets a whole new track) Jason (Part 6) | (timestamp 8:25 similar music like that) | Jason (Part 9) | Jason Goes to Hell (below) It's hard to place examples because in movies the sound track is broken up to flow with what's on screen, while in a video game when you are being chased, everything is typically 100% adrenaline at all times with maybe a few seconds of hiding here and there, and so Harry's music will have to flow with the game, which is the big challenge, but definitely can be done. I'd just love to see more musical variety with the TASTE from each film, while counselors are being chased.
**FEAR METER** Scaring the Counselors and invoking "FEAR". As we all know the counselors fear is a key element, if not THE key element to easily hunt and kill them. I like the idea that if counselors are hiding out in a cabin, and Jason KNOWS that they are in there, he could search around for the power box to the cabin and destroy it to push a little fear into the counselors as they hide inside. Now the only downside to this would be that the counselor, seeing the lights go out, they just might try to leave the cabin, because after seeing the lights go out, most folks will assume, "Okay Jason's DEFINITELY on his way inside, so I should leave now". This may or may not work for gameplay balance unless there's a reason for counselors to stay inside the cabin, and to stay hidden. Just running around in a dark cabin by yourself would be crazy. One interaction that I would just completely bow down to you guys eternally for, would be to somehow be able to 'disguise' the fact that Jason has entered the cabin. Giving that, "He's inside with me.. I can feel it.. but I don't know where he is!" Remember that scene from Part 7 where "The Neanderthal Man, Hunter-Gatherer, seeks nourishment" dude goes downstairs and if you look close, at the upper left corner of the room as he enters the kitchen, Jason is just standing there, watching him from the shadows. CREEPY AS FUCK. I don't know how dark you plan on making these rooms when lights go out, but if you can implement these kinds of moments... (holy shit balls). SETTING UP CORPSES I don't see this getting placed, but still would be neat if it could.. Would be kinda neat if Jason could set corpses up in doorways, or have some way of spawning bodies that just appear to the counselor to again, invoke fear in them as they are searching. These would be classified more as jump scares I suppose, but they would be pretty neat to experience at random for counselors. I just worry about that if Jason manually set up bodies, it would take away from the time he SHOULD be hunting the other counselors. And even if he did set up a body or two, chances are a counselor would never even see or interact with it. So it would probably have to be some automatic perk that just is 'placed' when Jason uses it somewhere (cabin, barn). When used, would place bodies in that location. They wouldn't necessarily be the bodies of the counselors playing, but OTHER people (NPCs) who were unfortunate enough to walk through Jason's woods.