Brilliand wrote:I would rather not reduce the Veteran's ability to kill town. Right now the Veteran, like the Vigilante, doesn't differentiate between players based on their alignment, and I think that's a good thing.
JacksonVirgo wrote:Veteran doesn't need a rework, it's fine the way it is and the fact that Veteran needs to have some aspect of risk because the fact it can be the sole reason Town wins or loses is a good way to create strategy over just alerting whenever you feel like you don't wanna really die that night.
ImposterK wrote:JacksonVirgo wrote:Veteran doesn't need a rework, it's fine the way it is and the fact that Veteran needs to have some aspect of risk because the fact it can be the sole reason Town wins or loses is a good way to create strategy over just alerting whenever you feel like you don't wanna really die that night.
Using an alert and not killing anyone is also a punishment for the Veteran since they used an alert that could have been used when an evildoer visited them.
JacksonVirgo wrote:ImposterK wrote:JacksonVirgo wrote:Veteran doesn't need a rework, it's fine the way it is and the fact that Veteran needs to have some aspect of risk because the fact it can be the sole reason Town wins or loses is a good way to create strategy over just alerting whenever you feel like you don't wanna really die that night.
Using an alert and not killing anyone is also a punishment for the Veteran since they used an alert that could have been used when an evildoer visited them.
Yeah, adding more strategy and consequences for the role. Can I ask what your point is? I think I missed it.
JacksonVirgo wrote:It has no real downside to alerting outside of just wasting an alert, it's not risky enough
ImposterK wrote:JacksonVirgo wrote:It has no real downside to alerting outside of just wasting an alert, it's not risky enough
I disagree. Using an alert can be the difference between life or death.
JacksonVirgo wrote:ImposterK wrote:JacksonVirgo wrote:It has no real downside to alerting outside of just wasting an alert, it's not risky enough
I disagree. Using an alert can be the difference between life or death.
We obviously have disagreeing opinions, I feel a TK needs to be able to kill Town if they screw up. But you say that wasting an alert is just as bad.
BasicFourLife wrote:Hostile already has a term. Those with Malicious intent, identical to Marshal. This rework is shit, Vet is already strong
ImposterK wrote:BasicFourLife wrote:Hostile already has a term. Those with Malicious intent, identical to Marshal. This rework is shit, Vet is already strong
This is to make Veteran more claimable.
JacksonVirgo wrote:ImposterK wrote:BasicFourLife wrote:Hostile already has a term. Those with Malicious intent, identical to Marshal. This rework is shit, Vet is already strong
This is to make Veteran more claimable.
Oh, this makes a lot more sense now lol.
This might seem like shameless self promotion but I personally would rather see my kill type (target killed by vig, vet or Mafia) type system than a Veteran rework that can't kill stupid TI/TS roles visiting.
EDIT: Also I thought there was a reason why Veteran was unique.
ImposterK wrote:BasicFourLife wrote:Hostile already has a term. Those with Malicious intent, identical to Marshal. This rework is shit, Vet is already strong
This is to make Veteran more claimable.
BasicFourLife wrote:ImposterK wrote:BasicFourLife wrote:Hostile already has a term. Those with Malicious intent, identical to Marshal. This rework is shit, Vet is already strong
This is to make Veteran more claimable.
no one cares, death notes dont exist, tks arent claimable no matter what u do
ImposterK wrote:BasicFourLife wrote:ImposterK wrote:BasicFourLife wrote:Hostile already has a term. Those with Malicious intent, identical to Marshal. This rework is shit, Vet is already strong
This is to make Veteran more claimable.
no one cares, death notes dont exist, tks arent claimable no matter what u do
Yes they are .-.
Users browsing this forum: No registered users and 11 guests