cob709 wrote:too complicated and unnecessary
Brilliand wrote:cob709 wrote:too complicated and unnecessary
It's "necessary" because the current Pirate is just a game of rock-paper-scissors (which is dumb). It's only slightly more complicated that the current Pirate, so I see the tradeoff as well worth it.
- If Pirate wins, the following will happen
\\\\- If Pirate: bait/////Target: attack//////Pirate wins and deals a Basic attack to the target
\\\\- If Pirate: deceive//Target: investigate//Pirate wins and deals a Basic attack to the target
\\\\- If Pirate: swindle//Target: flee////////Pirate wins but doesn't deal a attack
- If Pirate loses, the following will happen
\\\\- If Target: attack//////Pirate will be directly visited and attacked by the target using their night ability
\\\\- If Target: investigate//Pirate will be directly visited and the target will know the Pirate's name
\\\\- If Target: flee////////Nothing happens
cob709 wrote:- If Pirate wins, the following will happen
\\\\- If Pirate: bait/////Target: attack//////Pirate wins and deals a Basic attack to the target
\\\\- If Pirate: deceive//Target: investigate//Pirate wins and deals a Basic attack to the target
\\\\- If Pirate: swindle//Target: flee////////Pirate wins but doesn't deal a attack
- If Pirate loses, the following will happen
\\\\- If Target: attack//////Pirate will be directly visited and attacked by the target using their night ability
\\\\- If Target: investigate//Pirate will be directly visited and the target will know the Pirate's name
\\\\- If Target: flee////////Nothing happens
if none of these happen, then what happens?
TheFluffyWaffleV2 wrote:cob709 wrote:- If Pirate wins, the following will happen
\\\\- If Pirate: bait/////Target: attack//////Pirate wins and deals a Basic attack to the target
\\\\- If Pirate: deceive//Target: investigate//Pirate wins and deals a Basic attack to the target
\\\\- If Pirate: swindle//Target: flee////////Pirate wins but doesn't deal a attack
- If Pirate loses, the following will happen
\\\\- If Target: attack//////Pirate will be directly visited and attacked by the target using their night ability
\\\\- If Target: investigate//Pirate will be directly visited and the target will know the Pirate's name
\\\\- If Target: flee////////Nothing happens
if none of these happen, then what happens?
One of those must happen
Say target is Doctor
Doctor cannot attack, so cannot select the Attack option
Doctor cannot investigate, so cannot select the Investigative option
Doctor must select flee
I'm assuming you are asking what happens if the target doesn't select an option. I'm just gonna assume the TARGET automatically flees, while the PIRATE automatically swindles.
cob709 wrote:TheFluffyWaffleV2 wrote:cob709 wrote:- If Pirate wins, the following will happen
\\\\- If Pirate: bait/////Target: attack//////Pirate wins and deals a Basic attack to the target
\\\\- If Pirate: deceive//Target: investigate//Pirate wins and deals a Basic attack to the target
\\\\- If Pirate: swindle//Target: flee////////Pirate wins but doesn't deal a attack
- If Pirate loses, the following will happen
\\\\- If Target: attack//////Pirate will be directly visited and attacked by the target using their night ability
\\\\- If Target: investigate//Pirate will be directly visited and the target will know the Pirate's name
\\\\- If Target: flee////////Nothing happens
if none of these happen, then what happens?
One of those must happen
Say target is Doctor
Doctor cannot attack, so cannot select the Attack option
Doctor cannot investigate, so cannot select the Investigative option
Doctor must select flee
I'm assuming you are asking what happens if the target doesn't select an option. I'm just gonna assume the TARGET automatically flees, while the PIRATE automatically swindles.
Target: Flees
Pirate: Deceives
Result: Nothing?
TheFluffyWaffleV2 wrote: Spoiler:
cob709 wrote:Does pirate have basic defense?
Target: Attacks
Pirate: Baits
Target and Pirate attack each other
Pirate "wins", meaning they survive, right?
cob709 wrote:Does pirate have basic defense?
Target: Attacks
Pirate: Baits
Target and Pirate attack each other
Pirate "wins", meaning they survive, right?
Brilliand wrote:I like this idea overall. Why does the Pirate not get credit for plundering a fleeing Serial Killer, though?
Brilliand wrote:The super-roleblock feels a little off to me, probably because this Pirate can reliably block roles that are neither offensive nor investigative (i.e. Escort). Perhaps the second option should be changed to "ignore", i.e. "risk your life to not get roleblocked at all" (available only to non-killing roles).
Brilliand wrote:Also, while this role is definitely an improvement over the current Pirate, I'm still concerned that it's more townsided than a Neutral Evil should be.
TheFluffyWaffleV2 wrote:Also I like this idea. However, there are some flaws to it.
I like the idea of the Pirate actually having the pay attention to how the game is playing out and make good target selection, but this Pirate really just hard-tunnels TP, TS, MS/MD, and most Coven roles.
The following roles are basically a free win for the Pirate: (total of 24 roles)
(I don't have spoiler tag...)
Harryyoshi wrote:- Each choice for the Pirate will have a three (used to be two) night cool-down (like Potion Master)
Harryyoshi wrote:\\\\- If Target: bargain/////Pirate will not be directly visited and the Pirate will lose a plunder if they have more than 0. The target is still able to use their night ability if it doesn't involve visiting
Brilliand wrote:Wait, why does the Pirate have a cooldown on his options at all? Seems to me giving the Pirate a choice between multiple unequal options of the point of this rework; taking away those choices limits that benefit.
Brilliand wrote:I don't like the "lose a plunder" option being a possibility. It seems both overly cruel to the Pirate, and not useful enough to the target. It'd probably be okay to just strip that part out and have this be the "nothing happens" outcome, though.
cob709 wrote:Also, the Pirate can't be considered Neutral(Evil) because it doesn't directly work against the town. I suggest keeping it in Neutral(Chaos).
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