Couillard wrote:Instead of everyone dying when the revolutionary isnt found, I think that the revolutionary should be rewarded with some kind of rampaging attack after a marked target is lynched. Maybe theme the attack to beheading?
Couillard wrote:Instead of everyone dying when the revolutionary isnt found, I think that the revolutionary should be rewarded with some kind of rampaging attack after a marked target is lynched. Maybe theme the attack to beheading?
syjfwbaobfwl wrote:Pest cant die in battle...so what happens with pest if that happens
ringpop03 wrote:This is just a better executioner which can have multiple targets and choose someone they know is sus
/nosupport
Royee wrote:is that a bomber
Brilliand wrote:This looks like a nice setup for a transformation. It could be the larval stage of "Death, Horseman of the Apocalypse", for example. I would much prefer that over the current "everyone simultaneously dies after a countdown" outcome, which seems boring and too game-changing to me.
alex1234321 wrote:Royee wrote:is that a bomber
Yeah but with a different way of triggering the fuse. Bombers have to predict who will die and act like TPs in a way since the Mafia doesn't want to kill someone with the fuse. This role acts like a TP for lynches, which wouldn't be balanced for a Town role because that would reward the Town for making mislynches which isn't a good thing. This role punishes the Town for mislynches while also punishing the Mafia for mislynching the wrong person, which is a good thing imo since the Mafia is informed and has so many choices for people they can push.
OreCreeper wrote:Brilliand wrote:This looks like a nice setup for a transformation. It could be the larval stage of "Death, Horseman of the Apocalypse", for example. I would much prefer that over the current "everyone simultaneously dies after a countdown" outcome, which seems boring and too game-changing to me.
I mean in that case the Death role would need a lot of buffs to make up for the entire town being alerted to the role's existence two days prior to it spawning.
Brilliand wrote:This looks like a nice setup for a transformation. It could be the larval stage of "Death, Horseman of the Apocalypse", for example. I would much prefer that over the current "everyone simultaneously dies after a countdown" outcome, which seems boring and too game-changing to me.
lemonader666 wrote:alex1234321 wrote:Royee wrote:is that a bomber
Yeah but with a different way of triggering the fuse. Bombers have to predict who will die and act like TPs in a way since the Mafia doesn't want to kill someone with the fuse. This role acts like a TP for lynches, which wouldn't be balanced for a Town role because that would reward the Town for making mislynches which isn't a good thing. This role punishes the Town for mislynches while also punishing the Mafia for mislynching the wrong person, which is a good thing imo since the Mafia is informed and has so many choices for people they can push.
bombers are horrible
do you not know how much bomber broke the game
alex1234321 wrote:What do you guys think? Is killing a fraction of the Town every night a good solution or should it use some other method?
Brilliand wrote:alex1234321 wrote:What do you guys think? Is killing a fraction of the Town every night a good solution or should it use some other method?
Here's another method: Give it a kill pattern that scales up the longer it continues to kill, like a Juggernaut but more extreme.
Here's something I thought of immediately when I proposed the transformation idea:
Death, Horseman of the Apocalypse
Attack: Unstoppable
Defense: Invincible
Astral visits
Abilities:
- While Death, Horseman of the Apocalypse is alive, any player who dies gets a Jester haunt the following night.
- Anyone who fails to select a target for their haunt, or selects Death as their target, instead haunts a random target.
Notes:
This is just a brainstorm. It has the major problem that the Jester haunts can be used to communicate from the dead chat, possibly outing Death quite quickly.
alex1234321 wrote:What about allowing Death to kill one person the night after transforming and having its kill count double every night? That's basically the same as your idea but faster since there wouldn't be overlapping kills. If that's too drastic, then how about making it kill one more person each night? So one kill the first night, then two, then three and so on.
Brilliand wrote:alex1234321 wrote:What about allowing Death to kill one person the night after transforming and having its kill count double every night? That's basically the same as your idea but faster since there wouldn't be overlapping kills. If that's too drastic, then how about making it kill one more person each night? So one kill the first night, then two, then three and so on.
Those are both reasonable solutions. They do have the minor problem that I don't think the game can currently handle one player picking 3 or more targets in a single night.
Let's see, some math on how this could play out in a game...
- N1: Mafia kills 1 person (14 players left alive)
- D2: Revolutionary's target is lynched (13 players left alive)
- N2: Mafia kills 1 person, Death kills 1 person (11 players left alive)
- D3: Someone other than Death is lynched (10 players left alive)
- N3: Mafia kills 1 person, Death kills 2 people (7 players left alive)
- D4: Someone other than Death is lynched (6 players left alive)
- N4: Death kills 3 people, Mafia attacks either Death or one of the same people Death killed (3 players left alive)
- D5: One final lynch decides whether Death wins or loses
Looks to me like "add one target every night" is plenty; increasing that to "doubles every night" wouldn't help much with Death's preferred strategy, and would probably open up strategies like "skip 3 nights and then kill everyone simultaneously".
alex1234321 wrote:If the transformed version is Death, do you have any ideas for a new lore for the original role?
Brilliand wrote:Looks good. Bit of an edge case, though - what happens to an untransformed Mortician when there are no Town? Let's say it's an All Any game, with 4 Mafia, 2 Vampires, 3 Survivors, 2 Serial Killers, a Mortician and 3 Town - and the Mafia/Vamp/SK kill/convert all the Town N1. The current Executioner would either transform into a Jester, or have a Vampire as target; apparently the current version of the Mortician is simply stuck with no ability to win (despite being alive).
alex1234321 wrote:I didn't think about this. If a Mortician doesn't get any kills off in Ranked or some other balanced mode before all the Townies die, it probably doesn't deserve to win. But I don't like the idea of making it suicide and automatically lose in a situation like the one that you described. It would make sense to turn it into an Executioner, but that wouldn't work since all the Townies are dead. Maybe make it a Jester since that's what Executioner becomes? Jester is a bad role and its alignment would be messed up, but that shouldn't be too much of an issue.
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