KLETKA
Abyssal Crow Oct 27, 2024 @ 7:51pm
Suggestions for the revive system
As I notice some people complaining about the revive system, I felt like putting forth 3 ideas that might help reduce the gripes with it, a simple one, a slightly less simple one and one that's more progression oriented

First is just team revive. : 1 station revives everyone that's dead, simple, shouldn't be *too hard* to implement. Unsure if cost would be affected by the amount of dead players, but as people have noted bottle costs of up to 50 per revive, that might have to get looked at.

Second is revive cost reductions. : After a player dies their specific revive is set to whatever the current run's is. Every floor their team makes it down will reduce the revive cost by a certain amount until lets say 15 bottles. This means as the team goes to floors to get the bottles, they're also reducing the bottle cost they need to revive a longer dead player, each player would have their own revive cost and it would prioritize the longest-dead player to bring back first. A con of this system is some people might feel the need to intentionally hold off on bringing a player back, to save bottles but it also means if people want they can let a elevator ride off without stopping it to just bring someone back way sooner for cheap at the risk of elevator progression.

Third is checkpoints. : At certain floor amounts the elevator will forcibly auto-stop at a unique floor, a checkpoint floor if you will, this floor will have cheaper revives and other general goods similar to the pure-loot floors. The main thing is that there will always be enough revive lockers to bring the whole squad back with a cheaper cost compared to regular lockers. Con is similar to suggestion 2, some people might feel the need to just keep going until they hit this checkpoint, but it does still provide a more consistent timeframe for revives AND this could be interwoven with many progression and/or story based things in the game.
Date Posted: Oct 27, 2024 @ 7:51pm
Posts: 0