Expanded Survivor Objective
So this is my concept for a second/expanded survivor objective, to slow early game and general gen progress down a little bit while making it somewhat interesting for survivor and not be another M1 in one place activity:
For the current gen and healing speed you have to have metal scraps (screws,tools etc) and herbs respectivley in your ‚inventory‘. both materials are scattered around the map and can be collected. You have a maximum amount you can carry and while repairing/healing they will get depleted. There will be small meters in the UI for the survs so they see how much they have/how fast they get depleted.
if you are out of materials you can still repair/heal, but at a much slower pace.
Herbs and scraps have to be collected, there should be a very small pickup animation (kind of like red glyphs but shorter). You can find them anywhere, they are not exactly hidden, and may respawn at new places. Scraps can be detected from a little further away because they shine/ blink a little. Herbs are just growing anywhere and have a distinct look to them. They are a little bit taller so they can easily be spotted. On some indoor maps (or generally) they are growing in mini plant pots (which disappear after collection) (think about Resident Evil HD herbs).
Many perks/items may get reworked to incorporate those new features, some ideas:
Botany Knowledge: Either slower depletion, slow auto refill, auras for herbs. There is many possibilities how it could work
Toolboxes/Health Kits ignore your scraps/herbs meter while they have charges and are used
Saboteur: Refill your scrap meter after sabotage
the idea is generally to give survs stuff to do besides gens, especially for early game. But make it engaging: searching around the map, looking in corners where you normally don’t go etc without being constantly on a silver plate for the killer (that still mainly patrols gens and doesn’t get more stations that have to be patrolled). its not actually a mandatory second objective but slowdown without those should be noticeable enough so survs should always try to not have empty meters