ICECLIMBERS wrote:Stop acting like a ringleader bigot, goose.
Gooose26 wrote:If the town are dumb enough to go for a super obvious lynch that the evils can accurately predict, there should be ways to punish the town’s lynching abilities. It happens to the evils with their night abilities, with roles like Tracker or Lookout, so it’s only fair to me that the evils can fight back against the town’s primary mechanism.
Brilliand wrote:Gooose26 wrote:If the town are dumb enough to go for a super obvious lynch that the evils can accurately predict, there should be ways to punish the town’s lynching abilities. It happens to the evils with their night abilities, with roles like Tracker or Lookout, so it’s only fair to me that the evils can fight back against the town’s primary mechanism.
The evils' counter to the town's lynching ability is that they can participate in the vote, both by making accusations and voting innocent/guilty. If the town's lynch is obvious because it's the only known evil, then countering that does too much to prevent the town from being able to harm the (relatively few) evils. And... if the town's lynch target isn't an evil at all... then the town's lynching power has already been countered, by the game of deception.
ICECLIMBERS wrote:Stop acting like a ringleader bigot, goose.
Gooose26 wrote:Brilliand wrote:Gooose26 wrote:If the town are dumb enough to go for a super obvious lynch that the evils can accurately predict, there should be ways to punish the town’s lynching abilities. It happens to the evils with their night abilities, with roles like Tracker or Lookout, so it’s only fair to me that the evils can fight back against the town’s primary mechanism.
The evils' counter to the town's lynching ability is that they can participate in the vote, both by making accusations and voting innocent/guilty. If the town's lynch is obvious because it's the only known evil, then countering that does too much to prevent the town from being able to harm the (relatively few) evils. And... if the town's lynch target isn't an evil at all... then the town's lynching power has already been countered, by the game of deception.
The only way it would be super obvious is through the unfair use of claimspacing. If the town can deduce evils simply by asking for claims from everyone, then the game is simply broken. The problem is that we see this in essentially every game, and that's why we see the town with an 86% winrate (not sure about current statistics, but I doubt it's deviated much from the last statistic I'd seen a year or so back). The fact of the matter is that the mafia can't reliably kill, but the town can reliably lynch. In the base, most balanced version of the game, with a goon vs. citizen setup (aka no night abilities other than a mafia kill), both the town and the mafia have a reliable killing mechanic, one at night and one at day. In Town of Salem, the mafia do not have a reliable mechanic because of roles like the Town Protectives, Escort, Lookout, Transporter, etc, but the town still have the same, reliable lynching mechanic. So we need to offset the two so that they are once again balanced. Choice A, remove all of the TPs and other roles that make killing unreliable/ineffective, or Choice B, create opportunities for the mafia to make lynching unreliable. Personally, I prefer Choice B.
Introduction wrote:I've built an evil faction that is more focused on the lynching mechanics than the mafia. Here's a couple of examples of roles that manipulate the voting/lynching mechanics. One important note is that this faction is based on a voting system where total votes are not revealed. Rather than saying what everybody voted and how much they voted, it will simply reveal a guilty or innocent verdict and then proceed to end the day.
ICECLIMBERS wrote:Stop acting like a ringleader bigot, goose.
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