SotD This is a theme made by Cobalt, Dagger, and Crobat. Link To Code http://pastebin.com/raw.php?i=mbc6VyWV What Makes This Theme Different? This theme has the unique quirk in which Sealers have to convert Dragons into Sealed Dragons, and then follow that up by killing them. This theme is different because it used converts, and so do other Non-Peaks, but this utilizes it differently. We felt Non-Peak themes don't differentiate between each other, so maybe this could be a theme with a different twist. Roles Spoiler Sealer - Has a /seal that can be used to convert a Dragon into a Sealed Dragon. Also has a kill, but can only use 1 of these commands in the same night. Cannot be nightkilled by other Sealers. Dragon - Bulletproof, and has a /kill shared with team, but they do not know each other. If /sealed by a Sealer, will turn into a Sealed Dragon. Sealed Dragon - Has a chance to /kill (70% Chance of failure). After 2 nights, will convert back into a normal Dragon.[/HIDE] Spawn List Spoiler List 1 (4~12 players): Sealer (sealer) Sealer (sealer) Sealer (sealer) Dragon (dragon) Sealer (sealer) Dragon (dragon) Sealer (sealer) Dragon (dragon) Sealer (sealer) Sealer (sealer) Dragon (dragon) Sealer (sealer) At 4-5 players, we thought the games were incredibly townsided. If QC could, we would strongly appreciate if you target these areas to suggest improvement. I don't think this is a very original spawnlist, but at 6 it starts to become a more balanced game, on paper. With 2 Dragons, it gives the Dragons a nice chance of winning, but there are also enough Sealers to give them a chance aswell. At 7 onwards, the games become quite "large" for a Non-Peak, and becomes more interesting. Not much to say about the Spawn List, I'm afraid. :\[/HIDE] Priority List Spoiler [1] Dragon (Fireball) [2] Sealer (Kill) [3] Sealer (Seal) [4] Sealed Dragon (Smash)[/HIDE] Review AWAY!
How are they supposed to know each other? Seems like a very plain theme, really. It does bring something to the table in the form of a pseudo-strategy (sealing them) but then everyone in the village gets cleaned ultimately leading the village to win every time (unless you can fix this of course, that would be nice). There's no way to verify information in the village or back it up. The way I see it is like Magikarp: everyone claims who they're on, and if they're "clean" or not after the phase ends. (minus the action killing you if it hits a mafia) The spawn is fine, but noLynch set to true and 1 tick for standby leaves a lot missing for a theme. Some sort of way for the Dragons to connect like team-reveal and teamtalk would be desired. Also, if you do decide to remove noLynch and the ticks, make the convert have a 50% chance to turn the Dragon into a vengeful. (That way the mafia isn't too underpowered)
Okay. So what is this - "This theme is different because it used converts, and so do other Non-Peaks, but this utilizes it differently." X_X so how is it different then??? Seems like a roundabout way of explaining your theme. Try explaining if there's anything unique, roles or playstyles, or trying to make it in some specific way even. Also, nonPeak don't differentiate? Non peak themes are the most versatile of themes. I think the only thing most themes have in common is the power given to votes, which is what makes Mafia so endearing most of the time. Dragons and Sealers aren't told the seal ends the next night. There's no day and no vote. Theme is easily broken though. It's like Magikarp with converts really.
Added back Standby and vote phase. Seal has a 30-40% chance to fail (?) 50 is still too high, but that can be debated Maybe, Dragons can know each other, again that's debatable __ Added what Roild pointed out about the missing part in the help text.
The theme seems to boil down to "which side can kill the other side first." And I'll be honest, I don't see how dragons can win consistently considering that they don't know each other and share kills while sealers don't. Dislike the nolynch mechanic as well. I'm Declining for the time being. Would need to see a better core idea.