Game Mode Idea - Alignment Alliance

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Game Mode Idea - Alignment Alliance

Postby RiceHatMan » Tue Sep 15, 2020 7:30 am

Role List:
  1. Jailor
  2. Doctor
  3. Werewolf
  4. Witch
  5. Amnesiac
  6. Veteran
  7. Bodyguard
  8. Arsonist
  9. Executioner
  10. Survivor
  11. Vigilante
  12. Town (Protective)
  13. Serial Killer
  14. Jester
  15. Neutral (Benign)
Core Gameplay Changes:
- You may only win with roles in your direct alignment, however, there is an exception
- You have a night chat with everyone in your direct alignment
- Your goal is overridden with "Kill all who would oppose your alignment", or make your alignment win, even through death
- A Vigilante will not die of guilt if they kill a townie
- Amnesiac will still have to win with the Neutral (Benign) faction after they have remembered their role
- The Neutral (Evil) alignment may win with the Town (Protective) alignment if they are the last ones standing, since they cannot kill each other
- Once all Amnesiacs, or their remembered roles, are dead, a random Survivor will be chosen to become an Amnesiac unless no Neutral (Benign) are left
Additional Notes:
The Executioner will still have a target, and will still turn into a Jester if they die during the night. Their target will always either be a Veteran, Vigilante, or Town (Protective), which can be valuable information for your team.
This game mode is unbalanced, and that is a fact. It's supposed to be a Chaos game mode, but you can point out things if it is too unbalanced.
Last edited by RiceHatMan on Fri Sep 25, 2020 8:03 am, edited 3 times in total.
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Re: Game Mode Idea - Alignment Alliance

Postby Poryg » Tue Sep 15, 2020 1:09 pm

This is absolutely awful in terms of balance.
3 TKs, 3 TPs, 3 NKs, 3 NBs and 3 NEs.
NEs and TPs win together, so they will be prone to closing alliances. Thanks to witch and exe it might not be difficult to find who TPs are.
Killing roles are going to have a tough time. 12 possible targets, 3 of them are TPs, 1 is guarded by a BG and one might be guarded by a BG. Also, one of them is a possibly alerting vet.
That's guaranteed 2/12 chance to die after attacking on n1, although the only role capable of killing n1 is an sk.
Witch and jailor will be very desirable targets for NKs. Jailor will also be a priority target for TPs. That's 9 people (actually 6, but TPs will ally themselves with NEs) who want jailor, the only useful TK, dead.
If you take out witch, arso and jailor, then TPs are indestructible except for lynching. Witch wants to ally with them though, so you don't even need to take witch out. Arso has a low kill rate, especially since nobody is going to visit him apart from witch and vigi. Jailor is the only real threat.
Lynching TPs though is difficult, since with NEs they hold 40% of the playing field.
TKs and NBs are at a serious disadvantage even compared to NKs. Jailor has 3 exes and is a priority target. Vigi is next to useless. He has only 3 bullets. All NKs have basic defence. TPs have up to powerful defence thanks to docs and BGs. Exe has basic defence. With no less than 7/12 targets being unviable and even more once amnes remember NK roles, that's not good news for TK. SK is essentially an OP vigi, since he has three more targets witj no defence, unlimited attacks and has basic defence himself. Vet is a non-visiting role and with only 3 alerts there's a chance he will not kill anyone except for witch N1.
As for NBs, they are dead weight, since there's less alliance potential and they don't have any good firepower. In fact the only roles viable for remembering might be jailor or werewolf. The rest are trash roles, maybe except for a situation when the dead tp is a doc and you have two amnes.
Nevertheless, it's still three against six if we count NBs vs. the alliance. And if you were to add a win condition that if amnes don't remember killing roles, they win wuth TP and NE, you suddenly have 9 against 6 with too low kill rate to be justifiable.

Overall I can't see how would this mode be fun with the given rolelist.
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