Town Investigative Idea[Detective]

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Town Investigative Idea[Detective]

Postby ShedShade » Thu Mar 14, 2019 10:57 am

Role Name:
Detective

You are an expert who analyzes other people's homes for evidence.

Role Alignment:
Town(Investigative)
Role is Unique

Abilities:
- Each night select a player, you will gain a piece of evidence that leads to what role they are.


Attributes:
- You may only gain evidence on Nights 1. 3, and 5.
- On nights 2, 4, and 6, you stay in your home and analyze the evidence. This will ultimately reveal what the person may be

Goal:
- Lynch every Criminal and Evildoer

Win Conditions:
- You must kill the Mafia
- You must kill the Witches
- You must kill the Serial Killers
- You must kill the Werewolves
- You must kill the Arsonists
- You win with the Town
- You win with the Survivors
You may spare anyone else

Special Attributes:
N/A

Investigator Results:
Sheriff - Your target seems innocent
Investigator - Your target could be a Spy, Blackmailer, Jailor, or Detective
Consigliere - Your target analyzes evidence, they must be a Detective


Examples/Sidenotes:
Ex 1:
Detective gains evidence from a Serial Killer's home on N1
On night 2, the Detective would recieve a message stating that You found a bloodstained cloth
This message indicates that your target has a weapon.

Ex 2: Detective gains evidence from a Bodyguard Night 1
Night 2 , Detectiverecieves a message that states You found a Dumbell
This message would indicate that your target is strong.

There is a 1/10 chance that you will recieve a message on the 2nd night that states You came home with inconclusive evidence

I've tried to balance this role out as much as I could by adding the small chance of failure, along with vague leads you collect.
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Re: Town Investigative Idea[Detective]

Postby Brilliand » Fri Mar 15, 2019 12:48 pm

ShedShade wrote:There is a 1/10 chance that you will recieve a message on the 2nd night that states You came home with inconclusive evidence


Bad idea. A straight % chance of failure is a bad game mechanic.

ShedShade wrote:I've tried to balance this role out as much as I could by adding the small chance of failure, along with vague leads you collect.


Vague leads just mean that players have to check the wiki. What is the complete list of messages the Detective gets for each role?

I suspect your attempts at "balancing this role" have made it severely underpowered. The "only visits on odd nights" thing alone is a huge disadvantage, and probably sufficient.
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Re: Town Investigative Idea[Detective]

Postby DestructionII » Fri Mar 15, 2019 7:31 pm

This role relies on RNG and it to me sounds like a nerfed Investigator considering that it takes you up to three nights to gather leads.
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Re: Town Investigative Idea[Detective]

Postby xTiffanyyx » Sun Mar 17, 2019 12:24 am

im not a big fan of the 1/10 chance for failure. putting a role like this in ranked would definitely not help the whole idea of "skill".

also, this seems too much like an invest. its unlikely you'll catch scum early game, and by the time you're able to find them, rest of town already has evils figured out. the only circumstance i could see detective useful is if town is mostly unconfirmed late game and there being multiple evils alive (though invest could narrow down suspects as well).

maybe change up the 1/10 chance and the ww + consig combo idea? right now i cant see it being useful for competitive play with invest already existing.
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Re: Town Investigative Idea[Detective]

Postby Anyar » Sun Mar 17, 2019 10:53 am

No support. Too similar to a dumbed-down version of Invest.
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Re: Town Investigative Idea[Detective]

Postby NyanCats4Days » Sun Mar 17, 2019 8:57 pm

Feels too much like a nerfed Invest.

/nosupport
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Re: Town Investigative Idea[Detective]

Postby ShedShade » Tue Mar 19, 2019 10:55 am

I had the same feeling this was alot like Investigator, I'll keep my roles distanced from any existing roles from now on. Thank you all for your constructive criticism.
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