Mafia Tactical Subalignment

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

Mafia Tactical Subalignment

Postby alex1234321 » Thu Jul 29, 2021 7:34 am

Giving Mafioso a single astral or unstoppable attack has long been a popular suggestion to weaken the Jailor meta. While this might be an effective solution, it would not really work if some form of tactical Mafia kills were implemented. An astral killing role could be added under TMK, but it would have to have more than one use in order to be useful. Building upon this idea, I created several similar roles that each have their own strengths and weaknesses. TMK does not have to be implemented for these roles to work. If it isn't implemented, Mafioso can be moved to the Mafia Tactical subalignment since its main purpose is to prevent Escorts from blocking kills. I included a reworked Mafioso that fits better with the MT theme and is more fun to play as in this post.

Mechanics:
- Mostly limited-shot abilities.
- Perform the Godfather's kill similarly to Mafioso right now.
- Mechanics of selecting kill are similar to current Mafioso, but roleblocked MT roles do not normally trigger Godfather to kill.
- If multiple MTs use their abilities the same night, only the last one to click the button goes through.
- A Godfather must exist at the beginning of the game.
- At any point, the Godfather can designate any Mafia member to promote upon death. If they do not select anyone, a random Mafia member is promoted.

Roles:

Mafioso
Spoiler: Role Name:
Mafioso

Summary:
You are a member of organized crime, trying to work your way to the top.

Role Alignment:
Mafia Tactical

Abilities:
Use your strength to carry out the Godfather's orders.

Attributes:
You may use strength three times.
You will automatically attack your intended target regardless of Escorts, Transporters, and Witches.

Goal:
Kill anyone who will not submit to the Mafia.

Win Conditions:
Same as Mafia.

Additional Information:
Pros: Bypasses Escorts and Transporters.
Cons: Vulnerable to protection and Lookouts.


Ninja
Spoiler: Role Name:
Ninja

Summary:
You are a martial arts expert using your talents for organized crime.

Role Alignment:
Mafia Tactical

Abilities:
Use your stealth to carry out the Godfather's orders.

Attributes:
You may use stealth three times.
Stealth kills bypass all forms of protection.

Goal:
Kill anyone who will not submit to the Mafia.

Win Conditions:
Same as Mafia.

Additional Information:
Pros: Bypasses protection.
Cons: Vulnerable to Lookouts, Escorts and Transporters.


Scout
Spoiler: Role Name:
Scout

Summary:
You are a trained spy who can spot danger from a distance.

Role Alignment:
Mafia Tactical

Abilities:
Spy on the Godfather's target and choose an alternative target.

Attributes:
You may spy on three targets.
If you see anyone at the Godfather's target's house who can observe or stop your kill, you will learn their identity and instead attack your alternative target.

Goal:
Kill anyone who will not submit to the Mafia.

Win Conditions:
Same as Mafia.

Additional Information:
Pros: Bypasses protection, Lookouts, and Transporters while having investigative utility.
Cons: Vulnerable to Escorts and may not kill intended target.


Soldier
Spoiler: Role Name:
Soldier

Summary:
You are an armed veteran now working for organized crime.

Role Alignment:
Mafia Tactical

Abilities:
Use your gun to carry out the Godfather's orders while scaring anyone in your path.

Attributes:
You may use your gun three times.
Anyone who visits you while carrying out a kill will be rolestopped.
You learn the identities of anyone who tries to stop or observe you performing a kill.
Your kills are not seen by Spies.

Goal:
Kill anyone who will not submit to the Mafia.

Win Conditions:
Same as Mafia.

Additional Information:
Pros: Bypasses Escorts while having investigative utility.
Cons: Vulnerable to protection, Lookouts, and Transporters.
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Re: Mafia Tactical Subalignment

Postby DoctorPyro2001 » Thu Jul 29, 2021 7:56 am

This is an intriguing subalignment for the mafia, with each role having its own ups and downsides. Each role filling a specific niche but in a very flavorful kind of way. What all these roles have going for it, is that they all have an active three-time use ability, while some may argue that these abilities are too good, it is quite obvious that this is quite the perfect balance, at least in my opinion. With the ability only have three uses, you have to predict what the town members will even do, this, of course, gives the Mafia Tactical a safety net if they were to get caught out like you would always use your active night one to avoid getting caught/killed early on and it gives the mafia some late-game survivability and versatility.

TLDR: This Subaligment would be an excellent fit into Salem and give the mafia killing the tactical edge they need in such a jailor heavy meta, and sometimes they might just not have the right Mafia Tactical.
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Re: Mafia Tactical Subalignment

Postby BrokenBlueflame » Thu Jul 29, 2021 8:13 am

I think the soldiers kill should still show up on spy and give the ninja just the ability to bypass protection
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Re: Mafia Tactical Subalignment

Postby syjfwbaobfwl » Thu Jul 29, 2021 1:26 pm

good but a problem I see is that ninja is obectively better than mafioso (and ends up being more useful than scout and soldier)

Just imagine a ranked list

Chances of escort/transporter spawning are about 50% (1 TS slot+3 RT slots)

Chances of a TP spawning are 100% and there is like 30% chances of another one spawning, that without counting the chances of a lookout


That means that mafioso has sighly above 50% chances of his ability actually having a purpose, while ninja has 100%
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Re: Mafia Tactical Subalignment

Postby alex1234321 » Thu Jul 29, 2021 2:01 pm

syjfwbaobfwl wrote:good but a problem I see is that ninja is obectively better than mafioso (and ends up being more useful than scout and soldier)

Just imagine a ranked list

Chances of escort/transporter spawning are about 50% (1 TS slot+3 RT slots)

Chances of a TP spawning are 100% and there is like 30% chances of another one spawning, that without counting the chances of a lookout


That means that mafioso has sighly above 50% chances of his ability actually having a purpose, while ninja has 100%


Good point. Disregarding unique roles, there are an average of 1 + 3 * 2/13 = 1.46 TP roles in a game, 2 * 1/4 + 3 * 1/13 = 0.73 Lookouts, and 2/5 + 3 * 2/13 = 0.86 Escorts/Transporters. Since Transporter can target two players per night, there are really going to be 1.29 Escort/Transporter visits per night assuming everyone visits every night. Right now, Ninja protects against 2.19 visits vs 1.29 for Mafioso.

If Ninja is vulnerable to Lookouts and only protects against TPs, it would be nerfed down to 1.46 visits. That's still stronger than Mafioso but reasonable. What do you think?

Scout would be the only MT that can stop Lookout while also being able to stop Transporter and investigate. That seems fair if not a little strong given the large downside of having to attack someone else and being vulnerable to protection there.

Soldier is the weakest one as it stands imo, but it's arguably the most versatile. In addition to the standard MT plays, it can protect itself from Vigilantes or TIs. Any potential buff ideas?
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