↑Kagami wrote:Being voteless is highly demotivating in a game where motivation to play is fairly critical.
I disagree about this: being voteless robs you of half of your default arsenal. (Voice and vote.) You lose the vote, then it can actually serve as a HUGE motivator to become a large Voice.
...That being said, a role which STEALS votes I heavily frown upon, as it is frankly a broken role.
Solution: Give that role some kind of cool night or day power to offset the loss of vote power.
Anyone have a breaking strategy?
↑Alchemist21 wrote:I think the Town could collectively decide to force their secondary lynch candidate to opt for votes instead of the kill. If they're voteless in the next phase it's a scumclaim, and if they have a vote but there's no NK the following night, they're probably scum there too. It might not be exactly breaking, but it could be a heavy hit to the scumteam.
Hm. Well they'd have to wait for D1 to make the plan, and it wouldn't take effect until D2 when it's unlcear how many people would still be alive, and town wouldn't know if there were no kills until D3 started, where scum could choose to NK D2 in order to paint a townie as having the scumclaim, so in a 9-player game I'm not sure that would really be a heavy hit? Also see below*
Some more details:
The lynch threshhold for each day will be based on the number of votes in play that day, not the number of players.
The scum win condition is: You win if at the beginning of any day, you have half or more of the votes in play, OR when all townies are dead.
The town win condition is: You win at the beginning of any phase where at least one townie is alive, and all the scum are dead.
So yes, the game could theoretically never begin if before D1 almost all the townies choose vig and the scum choose vote.
*I'm seriously thinking about announcing how many votes there are in play, but not who has them, and not doing vote counts. Players are free to place fake votes, no one will know who's lynched until I post a lynch scene. If deadline hits with no lynch, plurality lynch takes effect. If there's a tie, the first person to hit the plurality threshold for the tie will be lynched.
Posted: Fri Apr 17, 2015 9:50 am
by DeltaFlame
144 Hours
This is a game created for another forum to encourage the players to take more risks instead of wasting a few days at the beginning. It has background and stuff but I just want to get straight to business in seeking help balancing this.
Mechanics
[*]The game starts on Night 0, then Day 1, then Night 1 etc.
[*]Mafia are forced to kill every night.
[*]If there is at least one mafioso alive at the end of Day 6, the game ends and Mafia wins.
[*]++ Role distribution (kinda)
There will be 12 town and 4 mafia, their roles are decided like this:
The town roles are selected randomly by generating 8 letters from a list of 15 letters. 5 of which are "I"s, 5 of which are "P"s, and 5 of which are "K"s representing Investigative, Protective, and Killing respectively. Then, depending on how many of each letter is drawn, the following roles are added to the list:
So, if the letters chosen are I, P, I, K, I, P, I, K, for example, then the roles will contain:
1 Cop
1 Deputy
1 Tracker
1 Doctor
1 Bodyguard
1 Vigilante
1 Jailor
and the rest of the town would be Vanilla Townies.
For Mafia, the roles are simpler. It's simply 1 Godfather + Three of the following:
• Roleblocker
• Role Cop
• Transporter
• 2-shot Strongman
• 2-shot Ninja
• 2-shot Janitor
Randomly generated with no repeats.
The first thing I want to do is find if there is a way to make the role distribution result in there being exactly 6 town roles all the time.
I think it can be broken like Texas Justice if everyone just chooses vig.
If everyone chooses vig, Mafia wins by them controlling half the vote. Because half of zero is zero. So town has to be careful.
What? It's only one lynch, why would that lose town the game??
To keep it from being broken that way?
↑wgeurts wrote:Tracker could end up revealing the cop, however here's a better change.
There's no reason not to just make one of them investigation immune cause it's a small likelihood of getting the other town PR (tracker) meaning you have a pretty useless cop, and a tracker that can only really confirm the cop (until the deathstalker is down).
Posted: Sun Apr 19, 2015 12:25 am
by wgeurts
Exactly, the PR's aren't sure of themselves until the millers flip. Once a miller flips their results become accurate (besides the godfather situation).
Posted: Sun Apr 19, 2015 2:54 am
by Cogito Ergo Sum
↑wgeurts wrote:they are however always tracked to whoever is NK'ed by the mafia.
This is called a gravedigger. But hidden millers are not a fun mechanic.
I'll share a set-up we came up with at the last UK meet.
Chestnut Standoff:
1 Mafia Goon
1 Werewolf
3 Townies
The two scum know who each other are. If a townie is lynched D1, everyone loses.
EV is 1/3 for each faction (ignoring "everybody loses").
Posted: Sun Apr 19, 2015 3:02 am
by TierShift
How do you deal with people preferring 'everyone loses' over getting lynched?