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Post by sachertorte on Sept 22, 2010 7:39:31 GMT -5
I think changing the redshirt to final four makes sense on many levels. At the end of the game, I would expect the first question of the redshirt to you would be why his win condition was at 3 while the alien's was at 4. There really isn't a good reason for such a distinction. In fact, given the alien's killing power, one could argue that the redshirt getting to final 3 is significantly more difficult than the alien achieving the same.
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Post by catinasuit on Sept 22, 2010 8:58:21 GMT -5
Agree on change the redshirt to win with the last 4 and non-exclusive with the alien.
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Post by catinasuit on Sept 23, 2010 8:10:16 GMT -5
2. I think given the added SK, we need about two more Town roles. I am thinking one plain Vanilla, and one other role. Some options: Vote Charger (can add a vote) - I kind of dislike voting powers, though Crazy Townie - if (s)he's lynched, he gets a free kill but must select someone who voted for him/her Hider - Hides behind a target; if the Hider is targeted for any action, it affects the Hider's target instead. However, actions targeting the target affect the Hider instead. Others? We had a few extra in the town setup. Your Hider role is actually a redirect not a hider. A Hider chooses someone at Night. If someone targets the hider, nothing happens. If someone targets the Hider's choice, the power affects both of them. If you are concerned that there are too many possible kills, add a scotsman or bodyguard role in. I think a one-off bodyguard might fit the bill.-> the Sports Jock never makes it to the end of the movie but always think they can fit off whatever evil is around.
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Post by sachertorte on Sept 23, 2010 9:13:05 GMT -5
I've always wanted to put in a suicidal role. I think there are enough people around who know the power of an unconfirmed townie committing suicide at endgame to make it work. The role itself is simple, Town with the power to leave the game at any time. Optimal play requires strategy and a good sense of situational awareness. In the early game the role wants to live because he is Town. But if the role were ever in danger of being lynched, then the optimal play is to suicide before lynch to allow a new lynchee. Super optimal play would be to suicide after getting a good read on votes and never mentioning the power to optimize the vote record.
Later in the game suicide is optimal if the player is part of the unknown pool and avenues for creating confirmed Town have been expended.
It is potentially powerful, but only if the role plays his cards just right.
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Post by Frank on Sept 23, 2010 9:18:40 GMT -5
I've always wanted to put in a suicidal role. I think there are enough people around who know the power of an unconfirmed townie committing suicide at endgame to make it work. The role itself is simple, Town with the power to leave the game at any time. Optimal play requires strategy and a good sense of situational awareness. In the early game the role wants to live because he is Town. But if the role were ever in danger of being lynched, then the optimal play is to suicide before lynch to allow a new lynchee. Super optimal play would be to suicide after getting a good read on votes and never mentioning the power to optimize the vote record. Later in the game suicide is optimal if the player is part of the unknown pool and avenues for creating confirmed Town have been expended. It is potentially powerful, but only if the role plays his cards just right. That is an AWESOME role idea. Can I steal it for this game? Ooh, that's just great. It's nicely self-balanced.
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Post by catinasuit on Sept 23, 2010 9:20:24 GMT -5
Bravo sachertorte, bravo.
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Post by sachertorte on Sept 23, 2010 10:58:48 GMT -5
I wouldn't have posted the idea if I didn't want you to use it.
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