WaveAqualei wrote:/SUPPORT
I love both of these, specifically the second one. You have no idea how swingy TT is, especially in Coven. Once 5 townies are dead it’s GGs.
EtherealEnder wrote:i don't play tt much and honestly the weird rolelist is a large part of the reason for that. like who wants a confirmed sheriff in a game where only 2/5 evils are sus. i think these lists will at the very least shake things up, and probably make it a more balanced and less stale mode in general
/support
Soulshade55r wrote:
Also you can add something like SKs cautious button to mafia roles (which makes them perform the factional kill) including the traitor meaning they don't have to give up their abilities if they don't want to.
James2 wrote:The perpetual jailng/RBing issue could be solved by In-Game Suicide.
Jester shouldn't be allowed in TT since it would effectively get a free win whenever the timer activated. Executioner would either get a free win (if its target could be TT), or would be actively harmful to the mafia during TT time (by confirming its target if the target can't be TT).
Cavespider17 wrote:This choice encourages people to give up, and I really don't think it is a good idea. I think it also would add to the end-game issue which currently exists.
Not once in this thread did I mention the timer, which maybe I should have. I don't think in this particular version a timer is actually needed, as the Traitor would gain TMK abilities. Furthermore, in this version an Executioner and a Jester would still have to work for their win - as there is no timer, due to the TMK being active.
I do agree having a "Confirmed" survivor would be a bad idea. But I disagree with why you believe RN would be bad. I think the major issue Random Neutral is a bad idea is due to the Vampire spawn chance, which I have excluded in my role lists above. While yes it does add a little uncertainty to the game, it can increases the Evil spawn from 5 minimum and 6 maximum. Assuming that each Neutral Benign, Jester and Executioner count as 0.5 of an evil as they have a choice in whether or not to side against town the result is 5.4 Evils on average (if my maths is correct - which I hope it is). So I don't think RN is too much of an issue.
James2 wrote:It doesn't in any sense encourage people to give up. Dying when it benefits your team isn't giving up. And people who do want to give up are already free to do so.
Cavespider17 wrote:They are actively choosing to die
Furthermore, in this variation it is stated that Tactical Mafia Killing is active. Therefore they aren't dying to help their team at all. They are just choosing to die and give up - I explained this in the section below the role lists for how this works in these lists.
Brilliand wrote:I see you've made this idea dependent on TMK. While TMK is an unambiguously good idea, it's also a relatively complex proposal that the devs haven't gotten around to yet. I think that dependency greatly reduces the chances that this idea will be implemented anytime soon.
Brilliand wrote:One big problem with allowing the Traitor to simply benefit from TMK is that it results in the Traitor functioning as a straight-up killing role, which makes him much easier to find and is generally contrary to the theme the mode is going for.
This thread is worth a read: A thread proposing that lone Traitor be able to kill, finally resulting in the current 3-day countdown rule being implemented
Brilliand wrote:One big problem with allowing the Traitor to simply benefit from TMK is that it results in the Traitor functioning as a straight-up killing role, which makes him much easier to find and is generally contrary to the theme the mode is going for.
TuNa36 wrote:/support but to fix classic TT you need to get rid of ban evaders first , classic TT is literally unplayable because of ban evaders
WaveAqualei wrote:TuNa36 wrote:/support but to fix classic TT you need to get rid of ban evaders first , classic TT is literally unplayable because of ban evaders
I don’t think that’s something you can control
Flavorable wrote:WaveAqualei wrote:TuNa36 wrote:/support but to fix classic TT you need to get rid of ban evaders first , classic TT is literally unplayable because of ban evaders
I don’t think that’s something you can control
If only we had a magic want we could wave around to make all trolls immediately disappear.
TuNa36 wrote:/support but to fix classic TT you need to get rid of ban evaders first , classic TT is literally unplayable because of ban evaders
Flavorable wrote:
If only we had a magic want we could wave around to make all trolls immediately disappear.
Kirize12 wrote:So...does TMK have the power to boost the Mafia's win rate 15%? I don't think it does, considering again that it only interacts with two roles (Jailor and Escort), so you're gonna need to explain why it would buff Mafia too much and what you base that assumption off of. Of course, if it DOES boost Mafia's win rate by 15%, we could always nerf other aspects of the Mafia - such as making Framer frames not-so-permanent, which is a good thing since it diminishes the Framer's skill level. Also, with the addition of TMK, Mafioso will likely be switched out for an RT - meaning Town gets an extra member. While Mafia will overall benefit from the increased claimspace and will no longer have to be deadlocked, they still lose a member in Ranked - that's a big enough nerf of its own.
Kirize12 wrote:If a change as drastic as TMK is made to Mafia, it should act that way across all modes. Since TMK disallows deadlocking and nerfs Jailor substantially while putting more risk into the confirmable Escort's ability, it should be added to all modes.
Cavespider17 wrote:Kirize12 wrote:If a change as drastic as TMK is made to Mafia, it should act that way across all modes. Since TMK disallows deadlocking and nerfs Jailor substantially while putting more risk into the confirmable Escort's ability, it should be added to all modes.
This is a Chaos Gamemode. Chaos gamemodes are able to function differently to a lot of other gamemodes so I don't think it is as big of an issue.
Kirize12 wrote:
I also asked you a question: how big would the boost in winrate be toward the Mafia if TMK was added to Ranked?
Kirize12 wrote:What are your opinions on simply ending the game once the OG Mafia rests in peace?
Kirize12 wrote:I don't like the idea of Traitor being able to kill (outside of role abilities).
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