Moderators: Varanus, FM Game Moderators
JulianDeBeste wrote:I'm probably very bad at making a rolelist, but this would seem fun tbh:
Town Investigative
Town Investigative
Town Killing
Town Protective
Random Town
Citizen
Citizen
Citizen
Godfather
Random Mafia
Neutral Evil
BasicFourLife wrote:JulianDeBeste wrote:I'm probably very bad at making a rolelist, but this would seem fun tbh:
Town Investigative
Town Investigative
Town Killing
Town Protective
Random Town
Citizen
Citizen
Citizen
Godfather
Random Mafia
Neutral Evil
>8v4
Wtf
BasicFourLife wrote:The amount of Town PRs isn’t the problem. It’s the fact how strong some of them are.
JulianDeBeste wrote:I'm probably very bad at making a rolelist, but this would seem fun tbh:
Town Investigative
Town Investigative
Town Killing
Town Protective
Random Town
Citizen
Citizen
Citizen
Godfather
Random Mafia
Neutral Evil
RAmcius wrote:JulianDeBeste wrote:I'm probably very bad at making a rolelist, but this would seem fun tbh:
Town Investigative
Town Investigative
Town Killing
Town Protective
Random Town
Citizen
Citizen
Citizen
Godfather
Random Mafia
Neutral Evil
maf traitor is better than NE, if you don't use nk
NightTerror86 wrote:TI
TP
RT
RT
Cit
Cit
Cit
Cit
GF
RM
Traitor
Guaranteed TK is bad even in the already existing role list, even if you keep it at 13p the guaranteed TK should go imo
RAmcius wrote:Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like
TI
TP
TS
TI/TS/cit
BasicFourLife wrote:RAmcius wrote:Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like
TI
TP
TS
TI/TS/cit
>Confirmed Town Support
explain why
RAmcius wrote:BasicFourLife wrote:RAmcius wrote:Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like
TI
TP
TS
TI/TS/cit
>Confirmed Town Support
explain why
To ensure max 2 TIs, 3 would be too much and making TI/TP/RT (TI/TS) gives only 3 PRs for town
BasicFourLife wrote:by putting so many limitations on PRs, ur forcing all Mafia to claim Citizen
RAmcius wrote:BasicFourLife wrote:by putting so many limitations on PRs, ur forcing all Mafia to claim Citizen
What's wrong with that? Cit is pretty common scum claim already and it isn't that bad
FirstToGetThisName wrote:RAmcius wrote:BasicFourLife wrote:RAmcius wrote:Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like
TI
TP
TS
TI/TS/cit
>Confirmed Town Support
explain why
To ensure max 2 TIs, 3 would be too much and making TI/TP/RT (TI/TS) gives only 3 PRs for town
But at present it's kind of possible. As demonstrated by how every other TI went to check Chemist N1 even though they only knew of a total of 2 TIs in existence, seeing 3 TI's on the board is bound to present the mafia with an opportunity to mislynch. (right?)
BasicFourLife wrote:@ram
1 v 1 trades always favor town, scum cant cc like that putting them in a TvS scenario
RAmcius wrote:BasicFourLife wrote:@ram
1 v 1 trades always favor town, scum cant cc like that putting them in a TvS scenario
no, it's 3 town for 1 scum - 1 mislynch and 2 nk + you get rid of PR, which is good, when town have only few of them
Jalandh wrote:RAmcius wrote:BasicFourLife wrote:@ram
1 v 1 trades always favor town, scum cant cc like that putting them in a TvS scenario
no, it's 3 town for 1 scum - 1 mislynch and 2 nk + you get rid of PR, which is good, when town have only few of them
3 Specific slots, 1 RT slot
Town1 claims bodyguard, Town 2 claims Sheriff, town 3 claims Escort, Town 4 claims Transporter
Scum1 claims Investigator, Scum2 claims Escort, Scum3 claims Cit
Town1 is confirmed town, Town4 can easily confirm themselves, town4 should move Town2 and Town1 should vest
Scum has to kill Town 3 or 4, leaving town with another confirm on which they dont kill as Town 3 should have announced who they are rbing
Scum2 autolynched, Town2 going into looking for the mafia in the cit claims
Town2 cant be killed at this point without outting scum1 as scum so Town4 moves Town1 and town1 protects town4, leaving 2 PRS scum cant safely kill.
Scum now have to kill within the Cit claims, where their last and safest member is hiding
Jalandh wrote:RAmcius wrote:BasicFourLife wrote:@ram
1 v 1 trades always favor town, scum cant cc like that putting them in a TvS scenario
no, it's 3 town for 1 scum - 1 mislynch and 2 nk + you get rid of PR, which is good, when town have only few of them
3 Specific slots, 1 RT slot
Town1 claims bodyguard, Town 2 claims Sheriff, town 3 claims Escort, Town 4 claims Transporter
Scum1 claims Investigator, Scum2 claims Escort, Scum3 claims Cit
Town1 is confirmed town, Town4 can easily confirm themselves, town4 should move Town2 and Town1 should vest
Scum has to kill Town 3 or 4, leaving town with another confirm on which they dont kill as Town 3 should have announced who they are rbing
Scum2 autolynched, Town2 going into looking for the mafia in the cit claims
Town2 cant be killed at this point without outting scum1 as scum so Town4 moves Town1 and town1 protects town4, leaving 2 PRS scum cant safely kill.
Scum now have to kill within the Cit claims, where their last and safest member is hiding
FirstToGetThisName wrote:RAmcius wrote:BasicFourLife wrote:RAmcius wrote:Hm, TK is bad in general for small games, 1 dead PR or 1 dead scum from small scum team can win/lose game on the spot. Next is TPs - you should never put more than 1 in small game, so it should look like
TI
TP
TS
TI/TS/cit
>Confirmed Town Support
explain why
To ensure max 2 TIs, 3 would be too much and making TI/TP/RT (TI/TS) gives only 3 PRs for town
But at present it's kind of possible. As demonstrated by how every other TI went to check Chemist N1 even though they only knew of a total of 2 TIs in existence, seeing 3 TI's on the board is bound to present the mafia with an opportunity to mislynch. (right?)
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