by alex1234321 » Mon Jul 19, 2021 10:20 am
I think this role could work well but needs some fleshing out.
In a Ranked environment there aren't many powerful attacks so versions 1 and 2 are almost the same. You can argue that version 1 is actually stronger since the only powerful attacks are Bodyguard and Veteran, which tend to kill evils more often than not. Both versions 1 and 2 will normally save 1 Town with a successful protection.
Version 3 also protects the attacker, but it also makes it likely that they will be lynched the next day. This is weaker than directly killing the attacker since it wastes lynches, which are an important resource for Town. Mafia games are generally designed so that half of lynches are scum, but ToS is different since it has TKs. I'm going to assume that 75% of lynches are scum, but if someone more familiar with Ranked has a better number I'll change it. If you treat a scum kill as the same as 1.5 Town saves (since there are 1.5 times as many scum), an average lynch will lead to 0.75*1.5 - 0.25*1 = 0.875 Town saves. Overall, a successful V3 protection leads to 1 + (1.5-0.875) = 1.625 Town saves.
Version 4 kills the attacker while saving the target, so a successful protection results in 1 + 1.5 = 2.5 Town saves.
The game lasts around 6 nights, and each night that is spent upgrading the robot is one less night protecting. Ideally, you want each tier of protection to be similar in power to each other and to a Doctor. That way, there isn't one dominating strategy and the role isn't OP/UP. Here are the total number of Town saves per game for each level assuming perfect protections:
V1: 1 * 6 = 6
V2: 1 * 5 = 5
V3: 1.625 * 4 = 6.5
V4: 2.5 * 3 = 7.5
Doctor: 1 * 6 = 6
In reality the later versions are going to be weaker because the outcome of the game will likely be decided at that point. Plus, there's a chance that the Engineer dies at any point in the game. Assuming 2 deaths per cycle, the power level would be as follows:
V1: 15/15 + 13/15 + 11/15 + 9/15 + 7/15 + 5/15 = 4 (same as Doctor)
V2: 13/15 + 11/15 + 9/15 + 7/15 + 5/15 = 3
V3: 1.625 * (11/15 + 9/15 + 7/15 + 5/15) = 3.47
V4: 2.5 * (9/15 + 7/15 + 5/15) = 3.5
So the strength of the protection does seem to decline as the game continues. Overall these numbers aren't too bad, but a slight increasing trend above 4 would be preferable imo to make the role used less like a Doctor. Maybe you can give it a self heal that it can use once while upgrading the robot. That would increase all protection values by one. V1 would still be the strongest version, so maybe it can be nerfed to encourage players to upgrade the robot at least once. This could be dying in place of the target, which would be very weak but would encourage players to upgrade. So here's my suggestion and the power levels of each version:
V1: Die in place of the target (PL = 0 because you can't use a self-heal without upgrading)
V2: Doctor heal (PL = 1 + 3 = 4)
V3: Find attacker identity (PL = 1 + 3.47 = 4.47)
V4: Kill attacker (PL = 1 + 3.5 = 4.5)
It's slightly stronger than Doctor but acceptable imo since it is slow to upgrade. V2 is slightly weaker than Doctor since you would have to self heal N1, and the strength of V3 and V4 is approximate since the value of lynches and scum kills is somewhat subjective. Since the power levels increase slightly from V2 onward, players are encouraged to upgrade and play the role differently from Doctor.
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