Well for a start: Godfathers aren't Normal.
(I'll have to double-check if faction-specific investigatives in multiball are or not, I don't remember there since it's been a long time since I've reviewed a multiball game.)
(I will say that setup-wise, in terms of balance, it's not that far off the mark, it's just not Normal right now.)
Will it be public that the game's multiball?
Sirius9121's Large Normal Review, February 2021
Forum rules
- mastina
- mastina
-
mastina She
- False Prophet
- False Prophet
- Posts: 16052
- Joined: October 7, 2016
- Pronoun: She
- Location: Between Snohomish and Monroe, WA
- Contact:
When it comes to multiball balance, there's two metrics to use: 50-25-25 town-scumA-scumB, and 33-33-33 town-scumA-scumB.
Both scum factions should have an equal chance of winning to each other, but there is no universal consensus on whether it is better to have all factions equal chance or town 50% of the time. Neither is inherently correct or inherently wrong.
I recommend that the setup be advertised as multiball, and maybe even the balance-metric, too. (If 50-25-25, specified as such; if 33-33-33, specified as such.)
In this setup, per 13, I'd say the scum are loosely fairly close tho the ninja with no action-investigations is a bit unfair for the werewolves, but having a full rolecop compared to the mafia's 2x rolecop gives them a small edge, but the mafia have a roleblocker. (Mafia might have the edge overall; if you want to make the teams even, I'd probably either gate the mafia roleblocker or give the ninja a purpose or change the ninja; any of those 3 changes would bring the two teams to balanced with each other.)
If the mafia/werewolf teams are loosely equal, I'd rate the setup as more 33-33-33 than 50-25-25, mostly due to the town having only one elimination method and facing two nightkills every night and having poor kill-denial (the jk is good, but is odd-night only; the doc is limited to VTs and 2x), and also having so many high-priority nightkills:
With the masons, doctor, jailkeeper, cop/gunsmith clears, and cop/gunsmiths themselves, the scum have far more incentive to shoot town than they do to cross-shoot, and the town can't do much to stop that.
In other words, setup-wise, cross-kills past N1 (and maybe not even then) are unlikely and successful killstops are unlikely meaning it's probably 2 kills every night on town.
Of course, inherent to multiball games is a heavy, heavy level of swing. Multiball is innately, inherently, the most swinginess-heavy gametype in the game. It's impossible to control the swing because there's too many variables--scum cross-killing, scum killing the same target (which in this case bypasses the doctor, too), scum killing two different town, etc. That's a lot of variables involved, so it's difficult to lock down; players viewing the setup may disagree with my assessment and think it's 50-25-25 due to the high amount of conftown players with protectives that can keep them alive for longer than they otherwise would.
Both scum factions should have an equal chance of winning to each other, but there is no universal consensus on whether it is better to have all factions equal chance or town 50% of the time. Neither is inherently correct or inherently wrong.
I recommend that the setup be advertised as multiball, and maybe even the balance-metric, too. (If 50-25-25, specified as such; if 33-33-33, specified as such.)
In this setup, per 13, I'd say the scum are loosely fairly close tho the ninja with no action-investigations is a bit unfair for the werewolves, but having a full rolecop compared to the mafia's 2x rolecop gives them a small edge, but the mafia have a roleblocker. (Mafia might have the edge overall; if you want to make the teams even, I'd probably either gate the mafia roleblocker or give the ninja a purpose or change the ninja; any of those 3 changes would bring the two teams to balanced with each other.)
If the mafia/werewolf teams are loosely equal, I'd rate the setup as more 33-33-33 than 50-25-25, mostly due to the town having only one elimination method and facing two nightkills every night and having poor kill-denial (the jk is good, but is odd-night only; the doc is limited to VTs and 2x), and also having so many high-priority nightkills:
With the masons, doctor, jailkeeper, cop/gunsmith clears, and cop/gunsmiths themselves, the scum have far more incentive to shoot town than they do to cross-shoot, and the town can't do much to stop that.
In other words, setup-wise, cross-kills past N1 (and maybe not even then) are unlikely and successful killstops are unlikely meaning it's probably 2 kills every night on town.
Of course, inherent to multiball games is a heavy, heavy level of swing. Multiball is innately, inherently, the most swinginess-heavy gametype in the game. It's impossible to control the swing because there's too many variables--scum cross-killing, scum killing the same target (which in this case bypasses the doctor, too), scum killing two different town, etc. That's a lot of variables involved, so it's difficult to lock down; players viewing the setup may disagree with my assessment and think it's 50-25-25 due to the high amount of conftown players with protectives that can keep them alive for longer than they otherwise would.
- mastina
- mastina
-
mastina She
- False Prophet
- False Prophet
- Posts: 16052
- Joined: October 7, 2016
- Pronoun: She
- Location: Between Snohomish and Monroe, WA
- Contact:
I believe scum can have multitasking without the modifier if it is publicly announced as much, similar to daytalk.In post 24, Ircher wrote:I think normal guidelines require them to have the multitasking modifier to be multitasking.