Some role fixes/ideas

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

Some role fixes/ideas

Postby Knuffeldraak » Mon Feb 18, 2019 11:54 am

There was just some ideas for reworks that I had in mind for some of the town support roles.

1 - Transporter.
- Transporters cause players to actually switch player slot location, in addition to them switching during the night.
- Transported players stay in their current position.
- After each night, a message will appear which players have been swapped.
Transporters, unfortunately, are the only role (beside Veteran) that cause more damage to the town than that they do good for them. Essentially, they are a Neutral Chaos at this point. Only late-game a Transporter is strong, but this is more a problem like "having the tools in the proper hands." The last thing you want to do, is to create a role that just sits and waits for the better half of the game.

2 - Medium.
- Mediums can no longer chat with the dead.
- During the night, a player can choose a dead town member to commune with. For the next day, the chosen player will appear instead of the medium, and will be able to talk as such.
- The medium himself cannot do anything while while another town member uses their body to talk. Mediums can only do this one time.
- Mediums CAN end up communing with DISGUISERS.
Mediums have been the most underwhelming role of the game in history. Their entire role set was determined about chatting, and nothing more. Their credibility has been an all-time low, and rely too much on the existance of another role to PROPERLY function.

3 - Retributionist -> replace into the Stand-In
- The Stand-In can choose a killed town member during the night.
- If they are uninterrupted, they will succesfully become the chosen role instead of the Stand-In for the rest of the game
- Stand-Ins cannot become unique roles (Mayor, Jailor, Veteran)
Admittedly, Retributionists are too powerfull in ranked at the moment. With the click of one button, you immediately confirm two roles, as well you let that revived member function as a medium, AND rebuke/confirm any other Medium claims. The impact Retri's have in the current game is too strong, which makes winning as evils a very hard job.

4 - Consort
- Consorts won't get retaliated on a Werewolf or Serial Killer.
- If a Consort ends up roleblocking a WW/SK, nothing will happen instead.
Consorts are a scarce asset of the mafia, their power is too risky to commit to, especially when a spy is present. The worst case scenario is when your own consort dies the first or second night because they roleblocked the wrong person. In logic sense, Consorts have always been in the 'dangerous' circuit, they know how to recognize a killer before it is too late. (Lovely, literally as I wrote this, this happened; https://imgur.com/VFo6muq )

5 - Executioner
- Executioners will no longer receive ANY unique role as a target. (Previously, they only could not get Jailor/Mayor as target)
Unique roles are too easy to verify. Simple as that. Getting a Retributionist or a Veteran as your target, which are very likely to confirm themselves by night 2 or 3, feels really bad when you get the realization you won't get your target lynched.
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Re: Some role fixes/ideas

Postby Brilliand » Mon Feb 18, 2019 8:17 pm

Knuffeldraak wrote:1 - Transporter.
- Transporters cause players to actually switch player slot location, in addition to them switching during the night.
- Transported players stay in their current position.
- After each night, a message will appear which players have been swapped.
Transporters, unfortunately, are the only role (beside Veteran) that cause more damage to the town than that they do good for them. Essentially, they are a Neutral Chaos at this point. Only late-game a Transporter is strong, but this is more a problem like "having the tools in the proper hands." The last thing you want to do, is to create a role that just sits and waits for the better half of the game.


Transporters aren't Neutral Chaos: they have a Town-sided goal. They need to rein in their tendency to mess with the town, and use their power to help the town instead. This is an interesting dynamic. (And they definitely can help the town, even early, provided they communicate.)

So, Transporter is OK as it is. That said, your idea would be pretty cool too. The main problem I see is that it changes players' numbers, which makes it hard to talk about specific players during daytime chat. The clarity of daytime chat really isn't something you want to mess with.

Knuffeldraak wrote:2 - Medium.
- Mediums can no longer chat with the dead.
- During the night, a player can choose a dead town member to commune with. For the next day, the chosen player will appear instead of the medium, and will be able to talk as such.
- The medium himself cannot do anything while while another town member uses their body to talk. Mediums can only do this one time.
- Mediums CAN end up communing with DISGUISERS.
Mediums have been the most underwhelming role of the game in history. Their entire role set was determined about chatting, and nothing more. Their credibility has been an all-time low, and rely too much on the existance of another role to PROPERLY function.


I'm a little unclear on whether the dead person would speak during the day with the Medium's name, or with the dead person's name. If the former, then you've just straight-up nerfed the medium across the board, which the role really doesn't need. If the latter, then you've made the role self-confirming in exchange for not being able to do its special "medium" job very well, which is a bad change overall.

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The rest of your reworks I find uninteresting - they've probably been posted and discussed at length in their own thread somewhere.

In the future, I recommend that you put each idea in a separate thread, not all your ideas together in one thread.
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