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~•Game Modes•~ So I made this post to share some of my ideas for new game modes, as well as some other ones that I've seen...... feel free to comment your own as well! 1.) Campaign Mode I was thinking a campaign mode would be pretty cool, and if I were to come up with the idea for one, I would base it off of the original NES game. If you don't know the plot for the original game, here's a quick summary that I stole from the wiki... "It's a pretty typical summer at Crystal Lake. There's a group of happy children staying in the Camp. You and your six camp counselor friends are watching over the kids while enjoying the lake and the wilderness. The days are bright and sunny. The nights are cool and clear. But Jason is on a rampage, and it's up to you to stop him, but it's not going to be easy. You must first fight your way through forests filled with man-eating wolves, caves covered with blood sucking bats, and hordes of mindless zombies everywhere you turn. You must also help any friend who is in danger, or else you can just kiss them goodbye. Hiding in a cabin or staying adrift in a canoe won't keep you safe, as Jason will find you. The only way to survive this summer is to challenge Jason face to face, and destroy him." (http://fridaythe13th.wikia.com/wiki/Friday_the_13th_(NES_video_game)). Now, this wouldn't be possible as of now, because a Jason AI doesn't exist, or at least that we know of, but none the less, I thought it would be a cool idea. 2.) Paranoia Mode Yes, I know that this mode exists, however we still don't know how it's going to work yet. If you don't know, there was a Friday the 13th computer game in 1985. Here's a summary of how you played it: "The player can roam around freely in the scenery, walk in and outside of buildings. Jason, as well as other characters, do the same. It is the player's task to make sure his friends do not get killed by Jason, who often appears disguised as one of them, unless he is hit once and becomes visible as a man dressed in black. Various weapons (e.g., chainsaw, pitchfork) are scattered around the area and can be picked up. There are five levels in the game, each time you play as another character. " (https://en.wikipedia.org/wiki/Friday_the_13th_(1985_computer_game)). Now, Paranoia wouldn't work exactly like this, but Jason being disguised as a player, such as a TF2 Spy, I believe is likely to make it in. Of course, Jason is going to be repleaced by Roy Burns, the copycat killer from Friday the 13th Part 5. Another way it might work is a sort of werewolf type game, where there are 7 or 8 counselors, and each day one of them is voted to be executed. Each night, the werewolf, or the copycat killer will choose someone to kill. Which of these two do you think is more likely? 3.) Pamela Mode Now, we all know that Roy and Pamela are not going to be in the regular F13 Mode. However, since Roy is getting his own game mode, why shouldn't Pamela? You could replace Jason's abilities with more human like ones. And she would likely use a Machete, Axe, or Bow, since all 3 of them are used in the original movie. But how would it work? I can imagine some sort of way to pick off counselors one by one. I can only see this as an altered version of the original F13 game mode. Finally, Pamela would probably control almost identically to the counselor. 4.) Part 9 Mode Inspired by SahSimon's idea, a game mode where instead of killing counselors, Jason will possess them. If you haven't seen Part 9, this is something that happens throughout, in order to keep Jason's spirit alive, yes I know, it's a really weird concept. To kill Jason, you would need to get a new hero character, either Creighton Duke or Jessica Kimble, who would spawn woth the voorhees dagger and kill Jason. There would have to be more steps in order to kill him, but I figure this would be a cool concept. 5.) Race Minigame Disclaimer: I did NOT make this idea, I found it on the forums previously. All the counselors would race to the exit while Jason tries to kill them all. Betraying is allowed, and all stats are identical. I see this as a minigame you'd play while waiting for counselors to ready up. 6.) Race Minigame: Room for 1 A slight twist on the "Race Minigame" all rules are the same except only 1 counselor can escape. Those are a few game mode ideas that I think would be really cool additions to the game. Comment below your opinions or your own game mode ideas.
So, throughout this forum, and about the game, I know these things. 1.) Mitch and Jenny's composure stat is pointless, as that's their best stat, which makes them objectively bad. 2.) Vanessa and Chad are the best characters, from what I've heard of at least. 3.) Escape Artist and Adrenaline Rush, as well as Heavy Mover are all shit perk, and the Combat Stance is generally useless to most. I just hope that I can try to make a change by making them better in a sense. But first, if you want to know who I am (which I'm sure you don't) I'm a new user called Vialigo who...doesn't play the game. Shocking I know. But I know the game, good enough to know what I'd have to do if I was given the controller (and die first). Anyways, with that out the way, here are my opinions (which, on the internet, are quite really something to have). So, composure is actually a bad and pointless stat. Sure it's good for not screaming or panicking, but that's about it. It doesn't affect your running (other then making you stumble), it doesn't affect your repairing, it doesn't affect your fighting, it's just pointless. Even if it does make your minimap and your inventory invisible, you should know the correct order buttons to be pressed in order to get a measely pocket knife out and stab Jason in the neck. As a result, I was disappointed about how awful this stat was gameplay wise. Which is why Mitch and Jenny are objectively low-tier characters. So, I've decided why not make the composure stat better. Composure while running: If you were running, and Jason so happens to appear in front of you, then normally you'd do something like run backwards away from him or use fireworks or swing at him wiht your weapon. Well, if you have a composure stat of, say, 5, then your character then staggers backwards or sideways similar to if they were to see Pamela or a dead counselor. If it's even lower then that, then you'd have to stagger backwards, trip and fall, and either crawl backwards for a second before picking yourself up and running. And if it's really a composure stat of 1 or 2, then your character would then stagger, fall, but take about 3-5 seconds of crawling backwords before getting up to run. Composure while repairing: When Jason approches you while you repair something (preferrably from shifting), the screen goes to static and when it comes back, it changes your mini-game and adds more skill checks when he's near you, the amount of skill-checks you get are reduced by how high your composure is. Which means if you were Deborah or Kenny with 5 composure, you'd normally have like 2-3 skill checks, but when Jason's near you, 2 more pop up and it makes your mini-game longer (since it makes it slower. This can be fixed with Tinkerer, however, but there are still the skill checks). It's a way to have it so that you have to be careful about when you can repair something like the car or the boat. This is especially annoying if you were to have someone like Eric trying to fix the phone the moment Jason shows up, and also makes characters like Adam and AJ more useful as repair-ers. This also makes it so that it would be more harder to repair as characters like Brandon or Tiffany. Composure while fighting: Obviously the most realistic one to be possible, but it isn't as of now. Tbh, your composure stat really doesn't mean much while fighting other then getting rid of your mini-,map and your item menu. But, say if you were one to actually use combat stance, well, if your character has low composure, then their fighting stance would turn into a "sissy stance", as the counselor you're using then goes into a stance where they're putting their weapon in front of them to guard them, noticeably shaking, as they yell things like, "Stay away!" or, "Don't touch me!". When you're in this "sissy stance", your swings are like the ones from the combat stance, only with less range and less damage, but your hits are quicker. This could be easily patched up by perks that practically negate these debuffs, but as soon as your fear level is as high as it can go, your combat stance and your sissy stance is unuseable. Composure for other things: As we all know it, when the power goes down, your character starts mumbling to themselves loud enough so that Jason can hear, which is very bad if you were someone like AJ or Mitch. Well, when you have a high composure stat, the only thing that your counselor would be doing is have a delayed time when doing things like getting items or picking up weapons/a trap. Though, if you were to have a low composure stat, then you'd scream, mumble, stumble a lot, and have delayed time when picking things up. And also, when you get grabbed by Jason, you'd just have a mini-game where you spam your buttons to free yourself, but it's barely helpful as Jasons tend to kill high-composure counselors quick. Well, when Jason goes into a grab kill animation, if you were someone like Tiffany, then you'd just get killed, rip, gg, no re. But if you were someone like Chad (high luck, no composure) or AJ (high composure no luck), then you'd have a bit of a chance of unlocking this mini-game where you can dodge Jason's killing-blow with a QTE (quick time event), but it's still a bit hard as you don't have both stats to compensate.. And finally, if you were Jenny, then you'd have an almost guaranteed of unlocking the mini-game, and an easy time of completing it. Oh yeah, and the perks, those three perks are really pointless. Seeing as how you won't get out of Jason's grab without a pocket knife, if the devs were not to change the composure stat, then the least they could do is fix these perks. For example, Escape Artist could work like a free pocket knife without the item that procs more often depending on it's rarity and the counselor's Skill + Luck stat. Adrenaline Rush can add onto this, so that if the Escape Artist doesn't proc, you'd still have a high chance of getting out of his grabs without a pocket knife with the perk on, as it makes the bar go even faster the more you mash and with the perk on, along with the Stamina boost...or just do the simple fix and make them work along with Pocket Knives. Lastly, Heavy Mover is such a laughing-stock, the only thing I could think of to make it useable is to make it so that you move the barricade faster along with making the door sturdier. That's all I have for today. Be sure to comment and give your opinion on my ideas. I'm fully open to discussion. (God that sounds like a YouTuber outro.)