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The SECOND one of those things happens, the player would know what the ghost is, mark it, and leave.
That is why every unique ghost effect (faster sanity drain, being more/less aggressive in the dark/light, moving multiple objects) are so subtle; they are hard to realize and reward a player for figuring it out.
And everything OBVIOUS (handprints, freezing temperatures, etc) are shared amongst multiple ghosts. So you can't go 'Only Spirit leaves a handprint! We can leave in the first 5 seconds!'
This is ALSO why the ghosts don't have unique models. If Will-O-The-Wisps were the ONLY ghost to turn into a burning man, and you see a burning man; mission done. No need to keep finding clues.
The moment a ghost starts filling the bathtub with 20 gallons of blood, you've removed all subtlety and shown an effect unique to ONE ghost. Mission done. 0 effort. 0 fear.
these 5 ghost types i considered as a baseline i do have other ideas i am thinking of that would share similiar traits, but i am still working on the details for them.)
as for the will o wisp
the will o wisp wouldn't have to be on fire
the main idea behind it was to have a more ellusive ghost to track it's room down.
so you dodn't soley rely on the temp to find the room like the current game does.
hell hound(or infernal.) (which would have shared atributes to will o wisp and ghoul. i.e claw marks and temp)
fetch which would also use the players own radio similar to the Strigoi and ghoul.
Phantasm would also have the bloody sinks, but aalso have some similiar traits to a wraith such as the can see through doors.
these are three i am currently working on as a concept.
currently trying to think of a type that would share traits to the Umibozu since we are probably going to have coastal maps at some point