I figured I'd just consolidate my ideas and feedback into a single thread. I'll just add to it if something pops in my head. Thanks for dropping in for a read.
Revamping Counselor Statistics:
Composure – stoicism and resolve; ability to resist fear and think clearly under pressure
1. Determines Fear accumulation/reduction rate. Higher score = slower Fear gain, faster Fear reduction.
2. Higher score equates to greater Fear pool. (Can absorb more before moving to next Fear level)
3. Inverse of score determines stumble/mumble chance. “10” = 3% +1% for each fear level gained. “9” = 5% +1% for each fear level gained. “8” = 8% +1% for each fear level gained. Et cetera. Inverse of the score also determines if the stumble actually becomes a fall to the ground. “10” score = 3% +1% for each fear level gained stumble chance and the same odds (second RNG event) that it becomes a fall down rather than a stumble. Stumble/mumble chance should be determined once every 20 seconds of jogging, sprinting, or remaining in a hiding spot.
4. Higher score speeds up the time make calls for Tommy and the Police. Increases call speed by +2% for each point of Composure (max 20% of course).
5. Passive Sense avoidance chance equal to the Composure score.
Athleticism – raw athletic potential/capability; ties partially into overall physical strength
1. Higher score determines swim, jog, and run top speeds. +2% bonus for each point in the score.
2. Higher score determines dodge speed in combat stance. +2% bonus for each point in the score.
3. Higher score determines how fast a counselor recovers from the prone position (i.e. jumping through a window or getting up from a stumble fall). Recovery speed is boosted by 1% per point in Athleticism.
4. Higher score impacts melee weapon speed. +2% speed boost for each point in the score.
5. Higher scores boosts how fast a counselor climbs through a window or barricades a door. +1% speed boost for each point in the score.
6. **The combination of Athleticism and Conditioning determine the base melee damage dealt by the counselor and the % stun chance bonus for melee weapons. If a counselor, say Kenny, has a 5 in each score. He would have a combined value of 10/2 = 5 for determining melee damage. However damage is determined by the Devs???. Kenny would also have a default +5% stun chance using all melee weapons. If Bugz had values of 8 and 10, he would have a value of 18/2 = 9 for determining damage and a default bonus of +9% stun chance. Lastly, the counselor would have a % bonus to break-free from Jason’s grab equal to their combined Athleticism and Condition statistics, minus 2% for each fear level currently experienced. Using Kenny one more time as an example, he would have a 10% bonus to breaking free of Jason’s grab at 0 Fear, but would incur a -2% penalty to this passive bonus for each level of Fear he gains.
Conditioning – endurance and recovery; ties partially into overall physical strength
1. Determines Stamina pool size.
2. Determines how fast Stamina is used and regenerates.
3. Determines how much damage is reduced by blocking in combat stance. +2% per point in the score.
4. Determines how much Stamina is recovered by stunning Jason, crawling through a window, breaking free of a grab, and resting in a hiding spot.
5. Inverse of score determines speed penalty. “10” = 2% speed penalty for crouching, jogging, sprinting, crawling through windows, etc. “9” = 4% penalty. “8” =6% penalty. Et cetera. Determines how fast a counselor can move when carrying the battery or gas can.
6.**The combination of Athleticism and Conditioning determine the base melee damage dealt by the counselor and the % stun chance bonus for melee weapons. If a counselor, say Kenny, has a 5 in each score. He would have a combined value of 10/2 = 5 for determining melee damage. However damage is determined by the Devs. Kenny would also have a default +5% stun chance using all melee weapons. If Bugz had values of 8 and 10, he would have a value of 18/2 = 9 for determining damage and a default bonus of +9% stun chance. Lastly, the counselor would have a % bonus to break-free from Jason’s grab equal to their combined Athleticism and Condition statistics, minus 2% for each fear level currently experienced. Using Kenny one more time as an example, he would have a 10% bonus to breaking free of Jason’s grab at 0 Fear, but would incur a -2% penalty to this passive bonus for each level of Fear he gains. Any half increments for determining strength/stun chance would be rounded up.
Acumen – critical thinking (good judgement) and quick decision making
1. Determines the number of “pie slices” in the repair quick time event (QTE).
2. Determines the size of the “pie slices” in the repair QTE.
3. Determines the speed of the dial progress for a repair QTE.
4. Increases the speed to disarm Jason’s traps. Perhaps a 2% speed increase for every point in Acumen.
5. Increases the “break free” duration/difficulty of setting a counselor bear trap for Jason. +2% difficulty for each point of the Acumen score.
6. Increases the utility of melee weapons (knowing how to get more uses out of them). +3% bonus chance (per successful hit) the weapon does not break when out of durability for each point of Acumen. As an example, Deborah with Acumen 10 would have a 30% chance her melee weapon doesn’t break when its durability reaches 0.
Stealth – the ability to reduce detection and go unnoticed
1. Determines the size and detectable range of sound pings. Detectable range of pings is reduced by 3% per point in the Stealth score. Size of the detectable pings is reduced by 2% per point of the Stealth score.
2. Reduces the in-game audio noise generated by the counselor (opening/closing drawers, doors, entering and exiting hidings spots, etc.) by 2% per point of Stealth. % chance equal to Stealth score certain actions will be completely silent (climbing through a window, opening/closing window or door, enter/exit a hiding spot, repair failures, stumbling/recovering from a jump-through-window.)
3. Each point in stealth improves crouching movement speed by 2%.
A.J. with Stealth 10 would have her sound ping detection radius reduced by 30%, and the size of the pings reduced by 20%. Her in-game audio noise cues would have their volume reduced by 20% AND she would have a 10% chance (RNG) to make ZERO noise when completing certain actions. A.J. would also have her crouch speed increased by 20%. EXAMPLE:Grants a % chance equal to the Stealth score certain actions will be completely silent. A) Entering a window, Entering/Exiting a hiding spot, stepping in one of Jason’s traps, or failing a repair QTE.
Counselors would have a total of 25 statistic points and counselor creation would follow a few simple rules.
1. No counselor (except heroes like Tommy) could have more than one stat with a value of 9-10.
2. No counselor could have more than one stat with a value of 7-8.
3. No counselor could have more than one stat with a value of 1.
EXAMPLE Conversion of A.J. to new format:
So what does this mean for A.J. with her new stats based on the example?
1. 12% speed bonus to disarming Jason’s traps. 12% chance her weapon does not break when it reaches 0 durability, allowing her an additional usage of the weapon.
2. Sound ping detection radius is reduced by 30%. Size of the pings produced is reduced by 20%. In-game audio noise for actions will be reduced by 20% for proximity detection. Finally, there would be a 10% chance (per instance) that entering/exiting a window, entering/exiting a hiding spot, stepping in Jason’s traps, and failing a QTE repair check will be completely silent (non-detectable by sound or notification to Jason).
3. 6% of Jason’s melee attack damage would be blocked when using the block function. 16% speed penalty when carrying a gas can or battery.
4. Swim, crouch, and run top speeds gain a 4% bonus. 4% bonus to dodge speed while in combat stance. Climbs through windows, barricades doors, and recovers from the prone 2% faster.
5. 20% chance to stumble/mumble +1% per fear level gained past 0 fear. 20% chance that a stumble instead become as fall.
6. Speed for calling Tommy or Police is increased by 8%.
7. Passive Sense avoidance chances of 4% is always active.
8. A.J. would have a 5% stun chance bonus with all melee weapons and a 5% bonus to break-free attempts from Jason’s grab. Her effective strength score would be equal to her Athleticism and Conditioning (2+3) divided by 2 = 2.5(rounded up to 3). 3 would determine her base melee damage (Strength 3 as we know it currently).
Counselors should also each have a specific unique trait that differentiates them from the playstyle and theme of other counselors. Here are a few ideas that might work:
Unique Counselor Traits to go with re-vamped statistics:
Trait: Gearhead; if it has an engine, Adam can make it purr.
· Vehicle start time is reduced by 20%.
Trait: Wallflower; A.J. is an outsider and knows a lot about getting around un-noticed.
· +10% movement speed when crouching. +10% stamina regeneration when alone (nobody with 30m)
Trait: MVP; Brandon is a star player. Respect the Champ!
· +10% melee damage. Can block Jason’s grab while in combat stance
Trait: Egotistical; Chad is special. You are not. That’s why Chad is rich.
· +10% to all movement speeds when Jason is close AND other counselors are close (within 30m). Vehicles move 10% faster when Chad is a passenger.
Trait: Quick Study; Deborah learns how things work quickly.
· +10% speed boost to all non-movement actions Deborah has already done once before during the match.
Trait: Natural 20; Eric has faced the worst role-playing games have to offer. His lucky D20 will see him through.
· Eric will automatically succeed at the first repair QTE each match. Jason will receive a sound notification (as applicable) 10 seconds after the repair has been completed.
Trait: Sassy; Fox isn’t afraid to get in anyone’s face.
· Pocket Knife stun duration is increased by +20%. 10% chance to start match with a pocket knife.
Trait: Final Girl; She is a natural survivor, even if she doesn’t realize it.
· +10% sense avoidance chance when Jason has Rage. 30% chance that retrieving Pamela’s sweater from Jason’s shack does not notify Jason without his mask.
Trait: Pragmatic; Kenny knows how to utilize what he has to maximum effect.
· 5% chance to gain a second use out of a one-time use consumable item (shotgun, flare gun, firecrackers, med spray, etc.)
Trait: Stoned; the drugs and music expand the mind dude…
· +10% fear resistance. +10% chance to detect Jason in Stalk when within 10m.
Trait: Popular; Tiffany is popular for her good looks and outgoing personality. People want to be around her.
· +20% fear resistance if Tiffany is not alone. This applies to her and all counselors within 10m.
Trait: Gym Rat; Vanessa takes working out seriously. It pays off.
· Sprint speed increased by +10% when at maximum fear. Stamina depletion reduced by 30% when swimming.
I guess then all we need is a revamped perk system, but I would recommend that no perk offers a bonus greater than 20% or has a penalty greater than 10%. Perks should make meaningful adjustments to the counselors and stack with their existing strengths.
A few unique one-use items for each counselor to start with.
Unique Counselor Items – One time use/non-droppable
Elastic Bracelet: The first time A.J. is grabbed by Jason, A.J. won’t drop her carried item.
Screwdriver: If Adam installs the car batter or boat propeller, he gives the vehicle a quick tune-up. The vehicle’s start time is reduced 5% for all counselors.
Championship Ring: The first time Brandon hits Jason and breaks a counselor free from his grab, Jason’s stun time is increased by 25%.
Money Clip: The first melee or knife attack that hits Chad ignores all damage.
Chemistry Book: The first flare gun or firecracker used by Deborah will put all his abilities on cooldown for 10 seconds in addition to the normal stun effect.
Flask: The first time Fox runs out of Stamina, she will regain 25% of her maximum Stamina.
Family Picture: The first time Jenny reaches maximum Fear, her Fear level will be reduced by 25%.
Padlock: The first door that Kenny barricades or locks has its hit points tripled. Door cannot be unlocked again.
Rolling Papers: Mitch will not cry out, regardless of Fear level, the first time he is in a cabin when the power is cut.
Hairspray: The first time Tiffany is pulled from a vehicle, she will automatically break free of Jason’s grab.
Granola Bar: The first time Vanessa is reduced to limping, will be healed 25% of her maximum health.
Balancing Jason v. Counselors
To balance Jason, we need to establish a couple key baselines related to speed. Let’s take a minute to look establish basic movement speeds. It appears the Devs are using metric units of measure so I will do likewise.
Base Counselor Crouch Speed 1 meter per second (m/s)
Base Counselor Speed (walking/limping) 1 m/s
Base Counselor Jog 3 m/s
Base Counselor Sprint 9 m/s
Base Counselor Swim 2 m/s
Base Counselor Fast Swim 3 m/s
All of these basic speeds are unmodified bases assuming a stat score of “0”. Individual counselor stats would modify the baseline.
AJ’s base speed would be 1.04 m/s after adjusting the baseline for her Athleticism statistic. Her Jog would be 3.12 m/s, and her sprint would be 9.36 m/s. Any penalties to her speed would be assessed AFTER calculating what her base stat bonus would be after being modified by her ability score. So simply put, if her Jog Speed were penalized (such as carrying a gas can), the 3.12 m/s value would be penalized; not the unmodified baseline shared by ALL counselors. In all instances, a penalty would always be applied AFTER bonuses, regardless of the source (stats, traits, perks). This is to ensure that penalties never become trivial by being outpaced by bonuses.
Jason’s Slow Walk would be the equivalent of a counselor with a “0” stat in Athletics (the unmodified baseline = 1 m/s). Jason would be slow enough that even a limping counselor would still put distance between him moving at his slowest movement value (assuming no movement penalties). This would be offset by Jason have 75% reduced movement noise (footsteps) while moving at his slowest movement value. Additionally, Jason would not have his marker icon show up on counselor maps if spotted while moving at his slowest movement value or while more than 5m from an artificial/natural light source (regardless of movement speed). This adds tactical value to using his slowest form of movement.
Jason Fast Walk 1.75 m/s
Jason Jog 2.75 m/s
Jason Swim B – 2 m/s | B + 0.25 m/s | B + 2.25 m/s
Boat (B) Baseline 9 m/s
Car (C) Baseline 12 m/s
Jason SHIFT C – 0.50 m/s | C + 1 m/s | C + 2.50 m/s
Initial balancing of Jason vs. Counselors needs to happen at the movement interaction level between him and HOW fast they can move (at an unmodified level).
Weapon and Environmental Damage for Jason:
Jason, counselors, and environmental objects (barricaded doors and walls) would all default to “100” hit points. When Jason reaches 100 hit points received, he loses his mask. Allow me to explain.
Jason Weapon Strength Trait 20 | 25 | 34 = damage per hit
A Jason with neither Weapon Strength as a negative nor positive would kill an un-perked counselor in 4 hits (25 damage). He would break down a barricaded heavy door in 4 hits (1 hit for a light door/all Jason’s). It would take 3 hits for a +Weapon Strength Jason and 5 hits for a – Weapon Strength Jason. Un-barricaded heavy doors would have 50% less hit points (50).
Counselor Weapon Baseline 3 | 6 | 9 |12 (The raw strength calculation between Athleticism and Conditioning would be added to the value for the damage of the weapon used. A.J. as an example would add “3” to base damage for any weapon used.
Other Jason Traits/Abilities: ALL Jason’s would have 4 Strengths and 4 Weaknesses
@VoorheesAJollyGoodFellow has some pretty in-depth ideas regarding how Jason could have 4 Strengths and Weaknesses. Check out his ideas HERE!
Morph (cooldown 30 seconds neutral): Jason’s should have a negative/neutral/positive attribute for almost every trait and ability.
+Morph: Cooldown reduced 20% (24 seconds), precision increased (more grid points per map position).
-Morph: Cooldown increased 20% (36 seconds), precision remains as neutral
Shift (Cooldown 30 seconds neutral): Base speeds are determined relative to car movement speed unmodified.
+Shift: Cooldown reduced 20%
-Shift: Cooldown increase 20%
Sense (Full recharge from 0 at 30 seconds): Sense radius is tied to Rage meter accumulation. Radius minimum starts at 100m and increases by percentage equivalent to the Rage meter being filled. 25% chance to detect in hiding spots Pre-Rage, 100% detection in hiding spots Post-Rage. This is mitigated by perks, traits, and base sense avoidance chance. There is no basic auto-detect radius. Jason has a base 50% chance to detect counselors at 0 Fear anywhere inside the detection range. For each Fear level gained, detection chance increases based on sense positive/neutral/negative attribute.
+Sense: +10% detection chance per Fear level; Full recharge rate increased by +10%
Neutral Sense: +5% detection chance per Fear level.
-Sense: +1% detection chance per Fear level; Full recharge rated decreased by -10%.
Stalk (cooldown 30 seconds neutral):
+Stalk: Cooldown reduced by 20%
-Stalk: Cooldown increased by 20%
Rage: Increases all Jason ability cooldowns by 10%. Instant smash through doors and walls. Melee/grab/and thrown knife damage increased by 10%.
Hit Points (Jason has a base of 100 hit points/masked knocked off at 0):
+ Hit Points: Hit points increased by 25%
-Hit Points: Hit points reduced by 25%
Defense: Jason default blocks 25% of all incoming damage when using the “block” function. Counselor Weapons incur a 25% degradation in durability. Block button response time .5 second.
+Defense: Jason blocks 35% of all incoming damage using block; Counselor weapons incur a 35% degradation in durability. Block button responsiveness .25 sec.
-Defense: Jason block 15% of all incoming damage when using block/ Counselor weapons incur a 15% degradation in durability. Block button responsiveness 1 sec.
Stun Resistance: Jason’s default stun time is 6 seconds – unless he has room to fall back, in which case the duration increases to 10 seconds (this a "break free" stun which means he can get up faster, but he will auto-recover at 10 seconds). Jason will not get the option to “recover/break free” of a stun unless it is a bear trap, Pamela’s sweater, or unless he falls down. Default button taps needed to recover, for Jason, would be set at 30 taps.
+Stun Resistance: Stun duration reduced by 33%; recovery difficulty, for Jason, by button taps reduced by 20%; Counselor weapon stun chance reduced by 5%.
-Stun Resistance: Stun duration increased by 33%; recovery difficulty, for Jason, increased by 20% for button taps; Counselor weapon stun chance increased by 5%.
Grip Strength: Jason’s default grip would deal 5 damage to a grabbed counselor; requiring 30 button presses to escape at 0 Fear. Each Fear level would increase escape difficulty by 10% of the base requirement (30/33/36/39)
+Grip Strength: Button escape difficulty increased by 30%; Inflicts 10 damage on a successful grab.
-Grip Strength: Button escape difficulty decreased by 10%; Inflicts no damage.
Traps: All Jason’s would start with 5 traps by default. Traps would deal 50 damage when triggered. (Counselors would limp when they lose 50% of their hit points). Difficulty to escape traps is equal to difficulty to escape Jason’s grab (30 button presses base).
+Traps: +2 traps over the default; difficulty to escape traps increases by 20%; Jason ALWAYS notified when the trap is triggered (pocket knife triggering is not silent), Stealth attribute of counselors can still offer a chance at non-detection.
-Traps: -2 traps under the default; Difficulty to escape traps is reduced by 20%; Traps deal 30% MORE damage.
Throwing Knives: Jason default starts with 2 throwing knifes. Base damage for a knife is 20 hit points. Base range for a knife is 25m. Each knife has a 5% chance to slow a counselor by 25% for 3 seconds.
+Throwing Knives: Jason starts with 4 knives; base damage is increased by 20%; 10% chance to slow a counselor 25% for 3 seconds.
-Throwing Knives: Jason does not start with throwing knives; based damage is reduced by 20%; No chance to slow a counselor.
Menace *NEW*: All Jason’s scare their prey. Baseline Fear triggers related to Jason (as per how the Devs have it designed); baseline percentage to place a counselor at maximum fear after a grab = 10%
+Menace: Counselors accumulate 20% more Fear when they see Jason, see Jason kill somebody, and when Jason breaks a window, door, or wall within 10m of them. 15% chance that being grabbed by Jason results in the counselor peaking to maximum fear.
-Menace: Counselors accumulate Fear 20% less for certain Jason actions (see above); 5% chance being grabbed by Jason results in the counselor peaking to maximum fear.
Awareness *NEW*: Jason’s can detect sound (by pings) at a default range of 200m. Rain reduces detection range by 10%. Noise pings of counselors will show on Jason's map if they are within 50m.
+Awareness: Jason’s sound detection range increased by 25%; Sound pings show approximate position on Jason’s map out to the maximum detection range. Rain reduces detection range by 5%.
-Awareness: Jason’s sound detection range decreased by 25%. Rain reduces detection range by 15%.
Pocket Knife: Limit of 3 per match (drawer randomized). Auto-break free from Jason’s grab. Can be used to disarm Jason’s trap; consumes the knife. 30% chance the disabled trap will not notify Jason, otherwise the notification is delayed by 10 seconds.
Firecrackers: Limit (4-8) per match (drawer randomized). Affected radius 1.5m. Firecrackers will Stagger Jason (2 second recoil unless holding a counselor) and place his abilities (Morph, Stalk, Shift, Sense/not Rage) on cooldown for 5 seconds. While Staggered Jason cannot used grab-kill executions (gives counselors more chance to break free). Finally, Jason will be marked on counselors maps for 5 seconds.
Flare Gun: Limit 3-5 per match (table and shelf randomized). Marks Jason on counselor’s maps for 10 seconds. Staggers Jason (2 second recoil/ will cause Jason to drop a counselor unlike Firecrackers) and will place his abilities on cooldown for 5 seconds. Deals 5 damage to Jason.
Med Spray: Limit 4 per match (drawer, campsite, and bathroom randomized). Heals 50 hit points by default.
Hammer and Nails *NEW*: Limit 3-5 per match (Campsite, table and shelf randomized). Can be used to fortify a locked/barricaded door. Increases hit points of a locked door by 75%. The door can no longer be opened (must be broken down).
Fire Extinguisher *NEW*: Limit 3-5 per match (cabin wall mount). Hand carried. Trigger to create a dense white cloud with a 3m radius. Blocks line of sight and grants 100% sense avoidance in the area of effect. Dissipates after 10 seconds.
Bear Trap: Limit 3-5 per match (dispersed in cabins). Locks Jason in place until he breaks free.
Game Mode Idea from August 30th. Essentially a Check Point Run.
Ok, I was giving some thoughts to potential new game modes that might be interesting. An idea popped in my head for a checkpoint run that would take place on a map.
Not sure what to call this idea for a mode. Maybe "Death Race"?
1. There would be 13 checkpoints scattered throughout the map. Each counselor could see the next checkpoint that they needed to reach by arrow indicator on their mini-map and as an icon on the mini-map when they were close enough to it.
2. When a counselor reaches a checkpoint they have to interact with it to get a token (checkpoints can be indoors or outdoors). When they get the token, the next checkpoint will be annotated on the mini-map. Each checkpoint they reach they will get an XP award in addition to the token.
3. When a counselor gains all 13 tokens they can exit the map at one of the points where the cops would normally arrive.
4. Jason's task of course is to kill all of the counselors before they collect the necessary tokens and escape.
5. The whole of the map would still be usable, so counselors can hide and move through cabins as normal, or use any means they can to reach the next checkpoint to get their token.
6. No other escape options would be present on the map. No phone. No cars. No boat. No Tommy.
7. Jason would know where all the checkpoints are, but not in which order individual counselors will have to reach them. The order of checkpoints randomizes every match.
What to do with bodies lying around>
I was just thinking. The bodies pretty much lay around and act is fear landmines in-game. They cause the counselors to have a little jump and Fear spike, but that's about it right now. It might be pretty neat if after say ~3 minutes a body will get "moved" and strung up at a traverse-able window or in a doorway on the first floor of a nearby cabin. This could represent Jason "relocating" the counselor's corpse. Make it so the body blocks the window or door, but can be ripped down by a counselor using a simple QTE (based on Composure NOT Repair). Doing so would spike the counselor's Fear and clear the body. Make it so Jason can just approach a body in a doorway and tear it down with a button press (like breaking a window or generator).
You'd have to have a few rules governing the mechanic.
1. Bodies will relocate only if no player is in line of sight to the body or the location it will randomize to. If this cannot happen, the body will not relocate and remain where it was originally.
2. Bodies will only appear on the first floor of structures. No need to have people complain how a body got nailed outside the 2nd story window at Higgin's Haven main house.
3. Bodies missing arms won't relocate. Need something to tack it up with.
4. Bodies killed outside will appear nailed up outside of cabins. External window and doorways only. Keep it randomized but bodies will not show up over shuttered windows.
5. Bodies killed inside will appear over windows and doors. The doors can be internal to the cabin or over exit doors.
6. Moved bodies will show up as a green marker on Jason's map. That way the Jason player is aware of new obstacles he has ostensibly set-up.
Essentially, the bodies would become delay hazards for counselors that cause increased Fear accumulation in their radius (think radiating Fear landmine). They can be torn down but they also act it inhibit counselor's movement. Counselor's failing checks on the QTE won't notify Jason, but their Fear will spike drastically with each failure. It is a bit disconcerting tearing your buddy off of a door frame or window frame.