Trapper overhaul

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Trapper overhaul

Postby syjfwbaobfwl » Fri Jan 22, 2021 8:43 pm

Role name
-Trapper

Role alignment
-Town (Protective)

Abilities
-Build or set a trap on a player's house

Attributes
-Traps take 1 day to build
-Traps will neutralize visits, and will deal a powerful attack to an attacker
-You dont activate other traps and are inmune to neutralize
-You can pick up your trap by selecting yourself
-You will know how many people activated your trap, and if your trap attacked someone
-Traps are still active if you die

Special attributes
-Immune to neutralize

Additional information
The investigative ability is removed
Neutralize converts all visits into a passive visit
This version removes the "role lookout" ability that trapper has, which should be a town investigative ability
This trapper is more to a high risk/high reward, as it can prevent rampages and controls, but it also can shut down info entierly
People WILL NOT KNOW they steped on a trap (altough the killed guy will get message, and for roles like sheriff it will be obvius)

Examples

Number one:
N2 Trapper places a trap on Giles Corey
Mafioso attacks Giles corey
Giles Corey dies, and trapper has to re-locate the trap

Number two:
-N5 Trapper places trap on Veteran
-Veteran alerts and shoots trapper
-Trapper is healed so doesnt dies
-N6 Veteran alerts again, mafioso, investigator, ambusher, lookout go on veteran
-Visits are all neutralized, invest and LO dont get info, ambusher doesnt attacks anyone (and doesnt produces ambush message) veteran shoots everyone but trapper, trap also kills mafioso

Number three
N2 Trapper places trap on tracker
N3 Werewolf and bodyguard go on John Hattrone
-Both visits are neutralized, bodyguard doesnt dies protecting, werewolf doesnt kills bodyguard
-Werewolf dies to trapper
Last edited by syjfwbaobfwl on Sun Jan 01, 2023 9:34 pm, edited 2 times in total.
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Re: Trapper overhaul

Postby syjfwbaobfwl » Sat Jan 30, 2021 4:12 pm

Bump
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Re: Trapper overhaul

Postby alex1234321 » Sun Jan 31, 2021 8:07 pm

What happens if there are multiple attackers? Is it RNG, a priority list, or are all attackers killed?
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Re: Trapper overhaul

Postby syjfwbaobfwl » Sun Jan 31, 2021 10:29 pm

alex1234321 wrote:What happens if there are multiple attackers? Is it RNG, a priority list, or are all attackers killed?


Firstly it attacks the guy with highest attack

If both have same attack value, it attacks a rampager first

Then it considers defense

Basic>none>powerful or more (healings count as powerful def)


It can be translated to this

Full power jugg

Werewolf

Rampage jugg

Jugg

Pirate

Pestilence

Godfather

Serial Killer

Mafioso

Vigilante

Vampire hunter
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Re: Trapper overhaul

Postby Blackwolfe99 » Mon Feb 01, 2021 12:35 am

So it's more likely to take out an evil killer? No, especially since it's now a better BG.
Let's layout the pros and cons of this:
Pros:
Like you said, removes the role detection part.
The neutralized visit is enough of a double edged sword that I can say it's a decent mechanic, but it shouldn't be able
Cons:
Traps can be placed every night, they remain active even if you die and have no upper limit. (Correct me if my understanding is wrong on this.)
It would ACTIVELY counter powerful killers over weaker and town killers. THIS IS A PROBLEM, IT IS ENTIRLY UNFAIR TO NKS Sidenote here: It can't counter 3rd stage Jugg, nothing can stop the kill at this level, except Pest. Max power Jugg ignores protective abilities outright.
Traps still detect number of visitors.
Immune to other trappers, means that trappers can't accidentally waste each other's night.
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[url=https://drive.google.com/drive/folders/1MZk7o65Y-BguXn9lOU9tVijQEPUZ7iYZ?usp=drive_link
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Re: Trapper overhaul

Postby syjfwbaobfwl » Mon Feb 01, 2021 8:09 am

Blackwolfe99 wrote:So it's more likely to take out an evil killer? No, especially since it's now a better BG.
Let's layout the pros and cons of this:
Pros:
Like you said, removes the role detection part.
The neutralized visit is enough of a double edged sword that I can say it's a decent mechanic, but it shouldn't be able
Cons:
Traps can be placed every night, they remain active even if you die and have no upper limit. (Correct me if my understanding is wrong on this.)
It would ACTIVELY counter powerful killers over weaker and town killers. THIS IS A PROBLEM, IT IS ENTIRLY UNFAIR TO NKS Sidenote here: It can't counter 3rd stage Jugg, nothing can stop the kill at this level, except Pest. Max power Jugg ignores protective abilities outright.
Traps still detect number of visitors.
Immune to other trappers, means that trappers can't accidentally waste each other's night.


The jugg part im still not sure

About the infinite traps, no, they can only have 1 active trap at a time
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