Transporter Rework

Suggest new roles or changes to current roles for the game here.

Transporter Rework

Postby ImposterK » Mon Aug 19, 2019 7:02 pm

Transporter (Town Support)
A man who transports people without asking any questions.

Abilities:
-Choose two people to transport at night.

Attributes:
-Transporting two people redirects all hostile visitors to the other target.
-Your targets will not know they were transported.
-You may transport yourself.
-You may not transport someone with themselves.

Special Attributes:
Control Immune
Roleblock Immune

Other Information:
-"Hostile visitors" are visitors that are not town or have disruptive abilities. (Such as Escort.)

Investigative Results:
Sheriff: You cannot find evidence of wrongdoing. Your target seems innocent.
Investigator: The Investigator results don't HAVE to change, but it might be helpful to move it since it wouldn't be instantly confirmable anymore. Maybe Bodyguard, Godfather, Arsonist, or Transporter...?
Consigliere: Your target specializes in transportation, they must be a Transporter.
Last edited by ImposterK on Tue Aug 20, 2019 1:58 pm, edited 1 time in total.
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Re: Transporter Rework

Postby Brilliand » Mon Aug 19, 2019 7:36 pm

This is a sensible compromise for losing the town notifications. It removes the Transporter's main downside, but lack of confirmability is itself a downside.

One thing that worries me is that it provides a way to tell Escorts and Consorts apart, or to test anyone's (visiting) fakeclaim with the help of a Lookout. If only evils are redirected, then that's an investigative power that the Transporter probably shouldn't have.
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Re: Transporter Rework

Postby StrahmDude » Mon Aug 19, 2019 10:46 pm

as brilliand stated, it shouldn't just tranport evils. Too much conformation power.

Make it transport all hostile actions instead. attacks and roleblocks in general, not just from non-town.
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Re: Transporter Rework

Postby Brilliand » Tue Aug 20, 2019 1:04 am

StrahmDude wrote:Make it transport all hostile actions instead. attacks and roleblocks in general, not just from non-town.


Just a note, if it redirects the Mafioso, it should also redirect the Janitor and Forger.
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Re: Transporter Rework

Postby DragonClaw66 » Tue Aug 20, 2019 8:43 am

I think you guys may be overestimating the simplicity of the Transporter helping with the confirmation of Town roles. In the situation Brilliand described, you would need a confirmed Lookout, a confirmed Transporter (which would be much harder to do after this change), and an unconfirmed Escort. They then need to coordinate how exactly they plan on confirming the Escort with their visits, losing two psuedo-protective roles for the other Town members in the process. Additionally, the Transporter or Lookout could just be directly attacked, the Lookout could be roleblocked/blackmailed, etc. I think that Imposter's current version of the Transporter is fine.
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Re: Transporter Rework

Postby StrahmDude » Tue Aug 20, 2019 12:00 pm

DragonClaw66 wrote:I think you guys may be overestimating the simplicity of the Transporter helping with the confirmation of Town roles. In the situation Brilliand described, you would need a confirmed Lookout, a confirmed Transporter (which would be much harder to do after this change), and an unconfirmed Escort. They then need to coordinate how exactly they plan on confirming the Escort with their visits, losing two psuedo-protective roles for the other Town members in the process. Additionally, the Transporter or Lookout could just be directly attacked, the Lookout could be roleblocked/blackmailed, etc. I think that Imposter's current version of the Transporter is fine.

No. You would not...... All you would need is a transporter because people still get role block messages. Escort gets told to rb someone, transporter moves them. See who claims they were rbed. Done.
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Re: Transporter Rework

Postby DragonClaw66 » Tue Aug 20, 2019 12:19 pm

StrahmDude wrote:
DragonClaw66 wrote:I think you guys may be overestimating the simplicity of the Transporter helping with the confirmation of Town roles. In the situation Brilliand described, you would need a confirmed Lookout, a confirmed Transporter (which would be much harder to do after this change), and an unconfirmed Escort. They then need to coordinate how exactly they plan on confirming the Escort with their visits, losing two psuedo-protective roles for the other Town members in the process. Additionally, the Transporter or Lookout could just be directly attacked, the Lookout could be roleblocked/blackmailed, etc. I think that Imposter's current version of the Transporter is fine.

No. You would not...... All you would need is a transporter because people still get role block messages. Escort gets told to rb someone, transporter moves them. See who claims they were rbed. Done.

Actually, yeah, you're right. In which case, I agree with Strahm; make the Transporter silently swap all hostile actions.
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Re: Transporter Rework

Postby UzayAltay » Wed Aug 21, 2019 10:40 am

I would prefer The version that Transporter cant self-Transport , cant trans Same person twice in A row , but give feedback .
Opinion seems good ( Obviously with The version Brilliand suggested ) , but it's confirmability depend other Roles rolled, and If they became confirmed , they just became A better version of current one .
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Re: Transporter Rework

Postby Kirize12 » Fri Aug 23, 2019 10:30 pm

Transporter should not give feeedback in any way shape or form. It's one of the few roles where this can actually happen.

A transporter in Town Support would need to switch all visitors. It's part of the strategy.

Should not be able to self-transport.

Otherwise cool.
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Re: Transporter Rework

Postby Brilliand » Sat Aug 24, 2019 12:29 am

Kirize12 wrote:Transporter should not give feeedback in any way shape or form. It's one of the few roles where this can actually happen.


The problem with this is that it makes it too easy for a poor Transporter player to ruin the game for the rest of the Town.

It would be nice to remove the Transporter's feedback, but that would have to come combined with some sort of compensation to raise the skill floor of the role.
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Re: Transporter Rework

Postby Kirize12 » Sat Aug 24, 2019 12:34 am

Brilliand wrote:
Kirize12 wrote:Transporter should not give feeedback in any way shape or form. It's one of the few roles where this can actually happen.


The problem with this is that it makes it too easy for a poor Transporter player to ruin the game for the rest of the Town.

It would be nice to remove the Transporter's feedback, but that would have to come combined with some sort of compensation to raise the skill floor of the role.

Do you mean lower?

No matter what else happens, transporter is one of the few roles that if we remove its feedback would be completely unconfirmable. Almost every other role can become confirmed as a function of its role,e specially escort.
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Re: Transporter Rework

Postby Brilliand » Sat Aug 24, 2019 1:38 am

Kirize12 wrote:Do you mean lower?


Nah. I'm talking about the floor, so:
  • Raising the floor: Making it easier for newbies to be at least mediocre
  • Lowering the floor: Making it easier for newbies to just completely fail and ruin everything

Kirize12 wrote:No matter what else happens, transporter is one of the few roles that if we remove its feedback would be completely unconfirmable. Almost every other role can become confirmed as a function of its role,e specially escort.


It would still be confirmable by observing the effects of its actions, i.e. the doctor says he healed George and George was attacked, but Frank is claiming attacked and healed and George isn't; Bob is claiming transporter who swapped Frank and George, so he's confirmed (provided no one's claiming to be a doctor who healed Frank directly).

Or, more simply, redirect the confirmed Escort's visit -> you're now confirmed Transporter.
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Re: Transporter Rework

Postby DragonClaw66 » Sat Aug 24, 2019 10:17 am

Brilliand wrote:
Kirize12 wrote:Do you mean lower?

Nah. I'm talking about the floor, so:
  • Raising the floor: Making it easier for newbies to be at least mediocre
  • Lowering the floor: Making it easier for newbies to just completely fail and ruin everything

I’m pretty sure you have it backwards. Raising the skill floor means it takes more work to be mediocre at a role, lowering it means it’s easier to learn the basics.
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Re: Transporter Rework

Postby Brilliand » Sat Aug 24, 2019 10:57 am

DragonClaw66 wrote:I’m pretty sure you have it backwards. Raising the skill floor means it takes more work to be mediocre at a role, lowering it means it’s easier to learn the basics.


Well, I suppose it makes sense that way too. Alright, lowering the skill floor, then.
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Re: Transporter Rework

Postby StrahmDude » Mon Aug 26, 2019 10:02 pm

to lower the skill floor maybe you could give them the spy ability to know what happened to each of their targets? Combine that with not being able to transport a person with themselves and it could be interesting.

Spy needs a re-work anyway.
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