Due to all the converting and such, this theme can easily have 61~151 roles to allow a game for up to 20 players. So, "Hide role from /roles and /sides" would be 100% required before this theme can even think about moving to Review. Essentially, you have teams of 2: An "Enchanter" role and a "Warrior" role (these names are not official yet, but make it easy to keep track of the thought process). Each team would consist of 1 Enchanter and 1 Warrior. The game is also "No Lynch," as it completely goes against the teamwork aspect and turns into a randfest because technically, everyone except your partner is considered bad. What do each of these roles do? Enchanter- Night Command: Distract + Convert (Anyone not sided with that specific enchanter ignores all distracts and converts) Every night the Enchanter has a decision to make: Distract and power up their team, or let their team act. Warrior- A wide variety of things. Pretty much a tiered system that progressively powers up the warrior. The exact numbers are still under consideration because I haven't fully fleshed out the idea (another reason why this thread is in Critique and Improvement) Something along the lines of: Level 1 = 15% kill chance Level 2 = 25% kill chance Level 3 = 40% kill chance Level 4 = 70% kill chance Level 5 = 65% kill chance, 25% kill2 chance Level 6 = 80% kill chance, 40% kill2 chance Level 7 = 100% kill chance, 70% kill2 chance Therefore, every level has an incentive to acquire, but the greed of a team might cost them the game. The game is all about pushing one's luck, either by trying to get a better kill stat, or by risking a night on a kill chance. You might be asking, "What about priority issue? Wont X team always be more powerful?" All roles will see themselves as the same role, so they will have no idea if they are the fastest or not... similar to Vepix. Unfortunately, the issue of priority is unavoidable, but not letting the players know what their priority is will help keep decisions unbiased on whether they will attack or power up. I had a few different ideas on where to go from here, but pretty much I was figuring: When Warrior dies, Enchanter takes on the Warrior role, but at a cost. I was thinking of having them convert into 1 or 2 levels lower than the Warrior was at when they died. If that number happens to be 0 or less, then the Enchanter dies immediately. Now, the problem is "What if an odd number of people join." This is the hard one, and is pretty much the single balancing flaw that I see. Two different paths I have with this: 1. initialCondition Curse in order for him to grow also, at a slightly better rate due to being alone 2. initialCondition Curse, have them be immune to nightkills for a turn or two, then set them free with a Moxie-like kill style. They would use /convert (probably 75% chance tops) to convert their target to a role with initialCondition Poison count: -1, then on that role's death, the Odd Man Out grows a level also, giving them a self protect. At the start, it will be a relatively low %, but then after it hits a certain point [100%], the Odd Man Out will win the game because there are no distractors, no voting, and he then cannot be killed. Still working out the balance with this Game size? Supports 6 or more players, depends on how ambitious I am to add roles. Was thinking max of 20-30, while 20 doesn't support the goal of "30 players" the more teams there are, the longer RolesX will be separated to force partnerships so like. In addition, the game can only support so many people before everyone becomes a "Black Knight" and kills 5 people at 100% chance... (W = Warrior, E = Enchanter, OMO = Odd Man Out) Roles1: W1, E1, W2, E2, W3, E3, OMO Roles2: W1, E1, W2, E2, W3, E3, W4, E4, OMO Roles3: W1, E1, W2, E2, W3, E3, W4, E4, W5, E5, OMO And so forth, so only when there is an odd number of players will the OMO ever appear. Issues forseen and solutions suggested (short version): 1. Priority- Players will not know their priority until late in game 2. Odd Number of players- Unique role that powers up as it kills 3. Game length- No lynch cuts down the time significantly. Odd Man Out forces a win after a certain point, even if he is the only killer. 4. The massive amounts of roles- Need the suggested feature to hide roles from /sides and /roles. I think that's everything... Feedback please?
Sounds pretty much interesting, I think Level 1 should start from Level 2 (or even Level 3). Will make things faster especially that I don't think anyone will try to kill at level 1 or 2, at level 3 at least the chance is high enough to think about starting to kill. The OMO role (lol why not Ariel? XD haha) seems an intelligent thing, you can make its command a opy instead of a convert to a role with an onDeath trigger, I guess. Priority might be an issue. Also, reducing the standby phase to like 20 sec and adding like 10 secs to the night phase might be good probably. Or just cut standby's time to make things go faster?
Interesting. Simple teams, yet really in depth mechanics. The fun of a 2 person vepix, with a ton of strategy and forethought sprinkled over. I certainly do like the idea. However, the things you noted are really big problems, but I'm sure you'll be able to find someone around that. And if you can't, you can always beg someone to write some code :3.
Do teams know each other? I think you are going to have a lot of unique command names for this to work as well. No clue what OMO means or else I would state my opinion on it.
Yes, teams will know each other. OMO= odd man out, as in the solo role. And good point Kurapika, I'll adjust the numbers so people might go for level 1 attacks. Extending night and shortening standby also sounds good since there aren't any standby actions as of now, and no lynches. The only "real" problem I have is priority. We either need priority allowed as an array, or I'll just have to make it so the players don't know their priority.
Solo role should be called Beast. ;) You would get the support of a certain QC member if you did that. Your OMO should have a kill and a chance to convert someone to a lower tiered role. Maybe they can attempt to use it 3 times or so. I think it might add a good dynamic to the game.
It looks really good, maybe you should give the odd man out 50 votes or something so hes not just useless and with the amount of kills going on and later kill twos 20% evasion chance?
oh ok, then what can the odd man out do? maybe like POU from wifi weather wars in standby phase? He has to have something.
I forgot that existed. For some reason I thought you were trying to reduce the time to like 3 seconds.