kyuss420 wrote:Trans - most noobs mess everything up when theyre town with this role, by staying silent and making dumb transports. They're not gonna get better just cos theyre traitor.
Joacgroso wrote:I feel like I went from Light Yagami to Keiichi Maebara.
orangeandblack5 wrote:Achilles wrote:I personally think no NK makes the most sense considering Mafia/Coven will have 4 members (if you include Traitor). Being a solo NK heavily outmatched probably won't be very fun. Plus the fun with the game mode is being the Town trying to find the Traitor, being the Traitor yourself or being the Mafia/Coven and working with the Traitor.
I've been considering what a Witch might look like. It would then be 5 vs Town, with the Witch not knowing who the Traitor/Mafia are. Could be interesting.
Oh my god the devs beat me to advocating for no NK
Ben4lyfe wrote:I would like to know what would happen with regards to the traitor being alone if all of the mafia/coven are dead. I feel like it would be counter productive to have the game continue on after they are dead because there is nobody there that the traitor can betray with, it should be the highest of priority for the town traitor to keep the mafia alive and maybe give themselves away by doing that, if they cant really be found by a towie in their own right. Also if this is the case it would rid the need of a stalemate detector because it cant lead to an endgame where that is a possibility. Indeed.
I agree with the point Mystic made though about how many exemptions I made to the role, I think jailor would be too game breaking, however I will say that the rest would be fair game. Debatably retributionist but it just seems like it would be a role where you just have to sit there because if you bring somebody back it just makes the game harder to win for the evils. Yeah, the only reason you'd want a Traitor!Ret is because it's unique and that means the Ret isn't townsided. That isn't really enough to justify its presence.
Another thought I had for it, this is only cosmetically though, is for the role card make the text of the role be in red or purple following the people the traitor needs to betray with. This would be cool just so it's obvious who the Traitor was, and so that a Traitor doesn't think they're town for a bit.
You could then get super funky with it and make it possible for the town traitor to betray the town with a neutral role, potentially, like orange for arso or deep blue for serial killer. Again, that is a huge spitball there but could be incredibly fun and different for the game. Something for everyone to think about there. The town traitor would still be able to communicate with the faction at night, so it could lead to all manner of new metas. Maybe even making it so the spy can see town traitors at night, just so the town can know if there is a town traitor or not to look out for. This I don't like. It feels a little too Witch-like to have the Traitor potentially side with neutrals.
I know I'm rambling but this whole idea is a really good idea and I just wanted to spitball a few ideas. Maybe making it so the spy can only see what the town traitors are saying, so they have to be clever with how they reveal to the faction they're with? No. NOOOOOOOOO. Do NOT bring back Old Spy in ANY way, shape, or form. It's already bad enough. It'll just force the Traitor to not talk until the Spy or Spies die, neutering their ability to coordinate with their faction and vice versa.
If anyone has any extra thoughts on this please do say!
Joacgroso wrote:kyuss420 wrote:Trans - most noobs mess everything up when theyre town with this role, by staying silent and making dumb transports. They're not gonna get better just cos theyre traitor.
We shouldn't balance the rolelist assuming people will act like noobs. That kind of logic could be used to claim ranked has a balanced rolelist, or that having multiple mediums isn't OP because noobs don't confirm each other anyway.
I agree that this gamemode would be very swingy depending on who the traitor is, but since it's a chaos gamemode I don't think we should worry too much about it.
orangeandblack5 wrote:RT should be as much claimspace as you would ever need. Claiming Neutral in Ranked was a bad idea even when those slots existed.
orangeandblack5 wrote:I literally do not care what the Coven version looks like
kyuss420 wrote:So you agree with my list on page 1? The less RT slots the better, so that 3/4 of the ones that spawn arent self confirmable by day 2/3/4.... I think too many RT slots would put ranked heavy players out of the longevity of the mode. and focus on gaining players from the All Any crowd to increase longevity... (altho a RT slot is a far cry from an Any slot - so in practise, I dont think that it opens up claim space as much as it does in theory, would have to ask ranked players their opinion on that...)
Joacgroso wrote:I feel like I went from Light Yagami to Keiichi Maebara.
Achilles wrote:Here is what I'm thinking as a starting point role list for the Classic Town Traitor. Please discuss what you like and don't like about it below!
Sheriff
Jailor
Doctor
Lookout
Mayor
Town Investigative
Town Protective
Town Killing
Town Support
Random Town
Godfather
Mafia Deception
Mafia Support
Executioner
Witch
My thoughts: I think taking roles like Jailor and Mayor that are normally guaranteed as confirmed town and now having to question if they are the Traitor or not is part of the fun of this game mode. There is a good amount of claim space With only one RT slot (which could potentially be taken by the Traitor, there really isn't. I'd want more RT slots here, especially in the place of some of the guaranteed role slots (Sheriff, Doc, and LO come to mind as candidates to be replaced with RT). and every Town role is possible.
I believe this game mode is about Town vs Mafia+Traitor so having a NK wouldn't make a lot of sense or be very fun. Fair enough, it's not really necessary in Classic. An Executioner to shake things up is always nice But is it really that shaken up when it's guaranteed to spawn? Exe's bag of tricks is pretty well known at this point, so most of its "shaking things up" factor comes from the surprise of not knowing it's there until it makes its move. Having a guaranteed Exe slot ruins that.
and the Witch is interesting in this role list since the Witch wins with the Mafia and the Traitor. The trouble is making sure that the Witch doesn't outshine the Traitor as a support class for the Mafia. If that can be managed, then it's fine, but I worry it'll be difficult. This makes the role list a 9 v 5 v 1 where the Witch has to be smart to coordinate with the Mafia/Traitor.
Achilles wrote:Here is what I'm thinking as a starting point role list for the Classic Town Traitor. Please discuss what you like and don't like about it below!
Sheriff
Jailor
Doctor
Lookout
Mayor
Town Investigative
Town Protective
Town Killing
Town Support
Random Town
Godfather
Mafia Deception
Mafia Support
Executioner
Witch
My thoughts: I think taking roles like Jailor and Mayor that are normally guaranteed as confirmed town and now having to question if they are the Traitor or not is part of the fun of this game mode. There is a good amount of claim space and every Town role is possible. I believe this game mode is about Town vs Mafia+Traitor so having a NK wouldn't make a lot of sense or be very fun. An Executioner to shake things up is always nice and the Witch is interesting in this role list since the Witch wins with the Mafia and the Traitor. This makes the role list a 9 v 5 v 1 where the Witch has to be smart to coordinate with the Mafia/Traitor.
Achilles wrote:TheHats wrote:Allow vigilante and just make him not suicide over the guilt, just put away his gun after 1 kill.
Allow retri to revive mafia members.
There you go.
Retri won't get outed if he doesn't claim retri, just claim Literally Anything Else.
Vigi can kill a townie and survive.
No town role should be excluded, as it allows for 'confirmed' towns. None of that, vigi shouldn't be 100% good.
If a Vigilante kills a town member and then doesn't die the next night they would be guaranteed to be the Traitor. There's also a lot of issues that would have to be addressed with reviving Mafia. You can end up with 2 Godfathers or 2 Mafioso if you don't have special rules for it.
orangeandblack5 wrote:Town Leader (cannot be Traitor)
Town Investigative
Town Investigative
Town Protective
Town Killing
Town Support
Random Town
Random Town
Random Town
Random Town
Random Town
Godfather
Mafioso
Random Mafia
Random Mafia
Achilles wrote:Here is what I'm thinking as a starting point role list for the Classic Town Traitor. Please discuss what you like and don't like about it below!
Sheriff
Jailor
Doctor
Lookout
Mayor
Town Investigative
Town Protective
Town Killing
Town Support
Random Town
Godfather
Mafia Deception
Mafia Support
Executioner
Witch
My thoughts: I think taking roles like Jailor and Mayor that are normally guaranteed as confirmed town and now having to question if they are the Traitor or not is part of the fun of this game mode. There is a good amount of claim space and every Town role is possible. I believe this game mode is about Town vs Mafia+Traitor so having a NK wouldn't make a lot of sense or be very fun. An Executioner to shake things up is always nice and the Witch is interesting in this role list since the Witch wins with the Mafia and the Traitor. This makes the role list a 9 v 5 v 1 where the Witch has to be smart to coordinate with the Mafia/Traitor.
yinandyang1736 wrote:This is a work in progress, but I'd think it may work:
Classic Traitor Gamemode
Jailor - Used to kill Mafia, NK & control Traitor
Town Investigative - Used to find Mafia & NK
Town Investigative - 2nd TI Is always useful
Town Killing - Can be used to kill Traitor, Mafia, NK or even Vampires
Town Protective - Used to protect the town.
Town Support - Can be useful and also may cause chaos if the Traitor is like Transporter.
Random Town - Actual Claimspace is needed for the evil factions.
Random Town - Claim space
Random Town - Claim space
Godfather - Leader of Mafia
Mafia Deception - Makes it so we have more chaos
Mafia Support - The Mafia needs information so it's good to have support.
Random Mafia - Can be any Mafia role minus GF, even Mafioso.
Neutral Killing - It's fun to throw an NK in there in order to scare town and/or Mafia.
Random Neutral - Can be a bargaining tool for all factions. It also can cause a great amount of damage to either faction. It also serves as a form of a really scummy claim space.
Any! - We don't see the Any role slot too often and could also cause more town, more Mafia, or more chaos. Serves as a last resort claim space.
I do have questions for the community:
1) Is this too chaotic? i.e we should swap things out.
2) If you don't think this is balanced, how would you change it?
3) Would you actually consider playing this role list?
orangeandblack5 wrote:yinandyang1736 wrote:I do have questions for the community:
1) Is this too chaotic? i.e we should swap things out.
2) If you don't think this is balanced, how would you change it?
3) Would you actually consider playing this role list?
1. Yeah, Random Neutral and Any in particular are incredibly swingy, and the mode will be far too unpredictable to actually make the Town Traitor a focus. Having them on top of a Neutral Killing slot is far too much neutral power - you could literally have three Serial Killers.
2. Far too much swing from the Neutrals/Any, and the Mafia with no Mafioso is very weak to the Jailor or any Escorts. 8/5/2/1 is also impossible, as ToS's graphics are only set up for 15 players, so the list automatically needs at least one change to even work.
3. No, for the above reasons.
Users browsing this forum: No registered users and 25 guests