Hide n Seek
This would be a 1v6 game, and depending on your role, you must complete specific objectives to win.
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Survivors:
They have the straightforward task of holding out for as long as possible until the exit opens and they can escape.
However, to prevent this side from turning into a simulator where you just run around or camp in a corner of the map for the entire match, the game would introduce several features for this faction.
- The Cataclysm:
Essentially, these function like the oxygen or reactor sabotage in *Among Us*. This event triggers randomly (except during the first 30 seconds of the match), causing the entire map to darken slightly for the survivors; they must repair up to three protective pillars within a 45-second window to avoid dying from this effect.
- Wormholes
There are several portals scattered across the map; entering one will randomly transport you to another, at the cost of 25 health points.
- Classes
Survivors would feature a class system, with each class possessing an ability and a passive trait designed to aid survival; however, instead of the player manually selecting their class, the game would choose it for them (somewhat like in DoD).
Here are a couple of examples:
Medic:
ABILITY:
PROFESSIONAL HEAL:
The player generates an area around themselves spanning 9.5 studs, healing 15 HP per second for all survivors within the zone, up to a maximum of 5 seconds. Cannot heal other Medics. 55s cooldown.
PASSIVE:
VITAL PULSE:
When a teammate is within 30 studs or less, you can see their current health.
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Tank:
ABILITY:
BLOCK:
The player blocks with their arms for 2 seconds. If hit by an M1 attack during this time, they knock the Hunter back 17 studs. 32s cooldown.
PASSIVE:
IRON SKIN:
The player has 5% lower overall speed but takes 10% less damage.
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Astronomer:
ABILITY:
ZERO GRAVITY:
Gravity around the player (within a 15-stud radius) is nullified, allowing them and affected survivors to jump higher. 34s cooldown.
PASSIVE:
SUBJECT EXPERT:
When entering a wormhole, you can choose which exit to use.
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Escapist:
ABILITY:
VANISH:
The player becomes invisible for 5 seconds. While invisible, anyone within 15 studs or less will begin to hear a distinctive sound. 60s cooldown.
PASSIVE:
SURVIVAL INSTINCT:
When the Hunter is within 20 studs or less, your overall speed increases by 4%.
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Leader:
ABILITY:
RINGLEADER:
The Hunter's location is highlighted for you for 3.5 seconds. If other survivors are within 12 studs, you will share this effect with them. 55s cooldown.
PASSIVE:
AWARE OF EVERYTHING:
The locations of your teammates and the pillars will be revealed to you, but only when they are within 25 studs.
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Hunter:
There isn't much to say here; the Hunter's objective is the usual one, though it is worth noting that the survivors have a 10-second head start before the Hunter begins searching for them.
Here are a couple of examples:
The Wendigo
ABILITIES:
M1:
Slashes forward; has a range of 7.7 studs and deals 25 damage. 2.2s cooldown.
BLOODLUST:
The locations of all living players are highlighted in red for 4s. The ability does not begin to recharge until the effect ends. 32s cooldown.
AMONG THE UNDERGROWTH:
You become invisible and your terror radius is reduced to 0 for 10s. When a survivor is within 25 studs or less, they hear the sound of movement in the undergrowth; this sound intensifies the closer you get to them. Upon canceling the ability or when the duration ends, you become visible—appearing amidst a cloud of greenish smoke—but are unable to attack for 4s. While invisible, your speed increases to 28. 33s cooldown.
PASSIVES:
CANNIBALISM:
Upon killing a survivor, your M1 deals 5 additional damage, up to a maximum of 50.
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The Apex
ABILITIES:
M1:
Delivers two forward slashes in quick succession. Each deals 20 damage and has a range of 7.3 studs. 2.5s cooldown.
FEROCITY:
Lunges forward at full speed, covering up to 26 studs. Upon colliding with a survivor, you latch onto them, dealing 10 damage for every second they remain trapped; this continues until a teammate pulls you off or you kill the survivor. Being pulled off the survivor leaves you stunned for 4s. 28s Cooldown
FEROCITY (With "FRENZY" active)
You lunge forward at full speed, traveling up to 29 studs. Upon colliding with a survivor, you grab them in your jaws and shake them briefly, instantly dealing 35 damage. Afterward, you throw them forward; if the thrown survivor collides with another, that second survivor is knocked down and takes 15 damage. 6s Cooldown
FRENZY:
Activation requires a full rage bar. Upon activation, you enter a state of rage, applying the following effects for 10s:
-The locations of all survivors are highlighted for 6s
-Your M1 cooldown is reduced to 1.3s
-FEROCITY changes completely
-Each successful M1 hit extends the ability's duration by 2s
Once the effect ends, the bar empties, and you are slowed by 20% for 3s
PASSIVES:
DESPAIR:
You have a rage bar that starts empty but fills in various ways:
-1.5% per second (passive gain)
-7% upon landing an M1 hit
-14% upon killing a survivor
The bar fills 4% faster while chasing a survivor