MarsGodofWar wrote:You only prefer the current system because you haven't experienced the Transporter change that I'm suggesting. How can you prefer something when you do know what you're preferring it over??
By using my imagination? The reason I don't like the changes it because it requires adding exceptions to the mechanics of the game, It doesn't involve adding expections to the mechanics of the game. All that is required is updating the mechanics and making them more advance because they are quite basic at the moment
that will only end up changing gameplay slightly, but introduce a lot of complications for new players. So the benefit is negligible, but the downside is significant in terms of newbie confusion. Complications, how? confusions, how? If you are new to this game you don't understand any of the roles but you will learn them. So why does it matter if a role is changed? Players that just joined yesterday don't remember the old disguiser, but they will learn the new disguiser. Everyone needs to stop with this bullshit about everything being so confusing. Give people credit for fuck sake. Any changes that are implemented will be advertised in the patch notes. A transporter losing its roleblock immunity isn't really that fucking hard to understand.
It seems like you want to add it because it makes more sense to you lore-wise, but most people care about gameplay more than lore. Lore wise, but I also like logic and a lot of roles in this game lack logic and some attributes have been implemented because its eaiser to script that way. Removing transporter immunity to role blocking wouldn't ruin the gameplay in anyway either, so stop making shit up. Sure, gameplay is more important then lore. But there's nothing about any of these changes that would make game play bad. Actually, a lot of these changes would make gameplay better.
You would have to basically say for the mechanics:
The transporter transports, unless they are roleblocked (but they ignore the roleblock and transport people if they are transported into a roleblock). And if another transporter transports a transporter into a roleblock, do they get roleblocked or not? A lot of rules and rule exceptions that need to be clarified... It is complicated, but there are plenty of solutions to it.
Currently it's very simple and fine in terms of gamplay. All you have to say is:
A transporter ignores roleblocks. So simple. Simple sure. Simple = lazy. The mechanics in this game are very very basic. Sure its simple, but its not logical and makes absolutely no sense what so ever. The only reason Transporter is immune to role blocks is because it's easier to script that way. Fuck simple.
MarsGodofWar wrote: Also, you agree with the nonsense logic that a Transporter can somehow transport an alerted Veteran? I understand that some of the other changes are a bit controversial. But transporter should not be able to transport an alerted Veteran period. Veteran is meant to kill everyone who visits. So how does it make sense for the Transporter to be able to give the Veteran a ride and then once he's transported him, the veteran just shoots him??? A paranoid war veteran who will shoot anyone who visits him, but for some reason he lets some stranger give him a ride to another location for the night and then kills him after. Do you see the point i'm trying to make? This game needs more logic
The logic is consistent with other roles. Roles are different, they are not meant to be consistent. Sure consistency with power, but not consistency in how they work.
Every role that visits an alerting veteran does their thing before being shot. For example, a blackmailer will blackmail a veteran, and then the veteran shoots them. An investigator will get their results, even though the Veteran shoots them afterwards. If you made this change to the transporter, it would work differently from other roles. Its a different bloody role. It's meant to work differently. This still needs to be changed. Theres no way you can justifiy this. Transporter takes Veteran on a drive to another persons house and then after that drive Veteran decides to murder the Transporter. Nah bro, doesn't make sense what so fucking ever. An Investigator snoops around someone's house and detects things, of course they are gonna find out that they're visiting a killing role.
I think the gameplay mechanics are simpler and more consistent the way that they are now. If you want to make the game have more "logic", you should make game mechanics consistent between different roles. The mechanics are basic and lazy. They need to be upgraded. I don't understand anything you're saying. The mechanics need to be consistent between different roles? what? That doesn't make them have more logic. They are different roles for a reason.
MarsGodofWar wrote: LO is RNG. Nerf the Jailor meta or create counters to revealing as important roles day 1 and then you nerf the Lookout.
I agree that it would be nicer if the role mechanics had no RNG. But you also need to keep the game balanced. Making these changes would make the lookout OP once again. Lookout is RNG, shouldn't exist with roles. Nerf the Jailor meta and you naturally nerf Lookout, like I've said a dozen times.
Also saying "nerf the jailor meta" means nothing if you don't make more concrete suggestions on how. Roles that can counter revealing early as a powerful role
There are already counters to revealing as important roles (witch, consort, blackmailer etc), Blackmailer isn't much of a container for revealing as a powerful role. Witch wont do shit against Mayor and wont do shit if a Transporter exists. Can eaisly find the Witch with a LO in jailor meta. Sure Consorts alright, but it isn't that game changing.