This theme will still be Village vs Mafia based, but with some interesting quirks, and elements. The objective is the same, get rid of all the threats, but now, there is an alternative path for victory for the Mafia. They can win by holding the flag for 3 nights. There is also a lone role which can win instantly by taking the flag. Now onto the roles: Flag Scouter: Stalks during the night. Probably will be about 2 of these. Flag Sentinel: Works like Vigilante. Probably only one. Flag Guardian: Safeguards the Flag. I'd say 2. Flag Boss: Has +3 vote. Only one. Flag Engineer: Can autowin the game for the Village in nine nights with a certain command. Knows the Flag. Only one Flag: Can't be nightkilled. Is the main target for the mafia with their converts. I need some more ideas for village side roles, as well as Mafia roles as well. This is where I need your help for suggestions and feedback on the idea. BTW, when Mafia die, they drop the flag.
Interesting idea with the flag. Question about the mafia tho. Does the flag drop when any mafia dies, or is it just the one who converted it?
Really interesting idea. If it will be good depends on the implementation. BTW, how do you intend to have the mafia share a convert but still have the "Flag is dropped when the one carrying it dies" rule? The only way I can see that working is by having a different Flag role for each mafia role, and even then I'm not sure if it's a good idea because 1) With shared actions, the one with highest priority will convert first (AKA first role to appear in the code, if all roles have the same priority) and 2) Mafia would be able to force a slay after capturing the flag to prevent it from going back to village.
I think a Flag Snatcher should really limited (something like only at 27+ players or with limited charges or recharge), or the mafia will have no way of winning with that role alive (at least by capturing the flag, which I think it's the best part of this theme). For the other point, the issue is not hax. Let's say Mafia has roles A, B and C, all sharing a /capture (convert) action. Regardless of how you code, the flag won't go to the player that used /capture, but always to role A (if it's alive) because it has better priority (appears first in the code). Also, considering there's a village-sided role that can safeguard, I think 3 turns holding the flag might be too much. I don't know how you plan on coding that, but I suggest you think about having only one type of role, having mafia win if it holds the flag for 2 turns and having the flag drop if any mafia role is killed. Again, it's all up to how you plan those roles. BTW, I think the current list of PRs you added should be enough for a first version. Try focusing on the other teams, and then add more village roles depending on what mafia gets.
The trick is for the flag to claim so he gets safeguarded. The Engineer also knows the Flag automatically.
It doesn't matter if A can be haxed or not. If the action is shared, B or C can use /convert all they want, but it's A who will capture. It's not "more likely", it's 100% chance A will make the capture as long as it's alive. Hax won't change anything here.
It's not the same thing because you plan on having a "Flag is dropped if the person carrying it is killed" rule. For that rule to work, you will need to have a "Flag captured by A" role, "Flag captured by B" role and "Flag captured by C" role, and the Flag should be converted to one of those depending on who captured the Flag. The point here is: with shared actions, the Flag will always be converted to "Flag Captured by A". It makes the whole Dropping the Flag mechanic go to waste, since only A will capture the flag (and it would be even worse if you add a Distractor). Just as a reminder, with shared actions, the role that inputs the commands means absolutely nothing. Since hax is based on that, it means hax is unrelated to this issue.
Alright, I've got some ideas for enemies. As well as the lone role which can instantly win if it captures the flag, I also have ideas for 2 mafias One will focus on trolling the enemy, and one which is more flat out agressive.