This is a dedicated thread for users to bounce around and brainstorm on ideas for new roles, items, game mechanics or anything else to improve and build upon our beloved Mafia game.
Back in 2015 Sims made a thread asking if anyone had any ideas for roles since Lucid was looking to make some new ones (found here: https://epicmafia.com/topic/71173?page=1) That thread's dead now, but it's always good to try to bring the community together and come up with new stuff for the game.
Some of you might know my reputation for designing new roles and my passion for Mafia. EpicMafia is a pretty cool website and can always use some new stuff to spice up and remix the usual game formula, and I know a few of you have ideas of your own.
NOTE: If you're here to complain about Sandbox moderation or the site mods, please don't.
i think the proposed implementation is the most balanced, if there's an eager party host then it sucks for duelist but far worse luck is likely to do you in than rolling two specific roles in the same game
besides, only one night would be able to reveal him before he wins, the next night he wins as soon as he shoots his target
mafia has no feud with duelist considering he actually helps them so long as he doesn't win, and if mafia is on the losing end of a duel and a lynch chances are they aren't planning to win anyway
the main conflict i see is with party, although you could change it slightly to this:
night You've been challenged to a duel! Be ready to shoot your target tomorrow!
day Your target is (name)!
although this puts duelist at a distinct advantage
in fact, given duelist also has to not be killed leading up to its win condition (as it has no extra lives or anything), 2 duels, winning them and also surviving should be a fair enough win condition
town should become aware after a single duel that they need to catch or beat the duelist (you'll know there's a duel afoot when someone shoots a gun two seconds into the day)
Most Sandbox games last 3-4 days. This is why I vote to lower the number of won duels to two and have the duelist select its challenged on night one (with slightly different implementation in the morning.)
Duelist (revision) - Each day challenges a player to a duel at sunset - They will both receive a gun and learn eachother's name at night - The guns will be anonymous and miss anyone except the participants - The loser's will won't be revealed - Wins after 3 victories - Sided with third party
steps to implement
1. at sunset (after votes, similar to jailer and gov), the duelist challenges a player to a duel
2. at night, both players will be informed of the duel duelist: You have challenged (name) to a duel! Be ready to shoot! target: (name) has challenged you to a duel! Be ready to shoot!
3. the next day, they will both receive "duelist guns" which can only kill the duelist and the target (shooting anyone else will misfire). the guns will not reveal (as this would expose the duelist if he wins)
the loser's will won't be revealed, as this could be used to expose the duelist.
the duelist wins the game after surviving 3 duels.
if anyone besides the duelist or target shoots the other (very unlikely, but just so you know what to do), it'll count as a win for the survivor.
lastly, to balance duelist (in favor of duelist; it's inherently harder), if his target is killed at night it will count as a victory for the duelist. this is because making the duelist wait another day and win are both unreasonable demands
Yeah, that's why I was thinking he definitely need a harder way of receiving charges. I think the ability to discover the cyborg by the town fairly easily is good, because then he can focus on trying to garner as many visits as possible before he is discovered.
a non-village cyborg suffers from its inevitable exposition. when the cyborg survives a lynch, everyone will know not to visit it again. likewise, surviving two gunshots (not uncommon in sandbox, especially with associate) will lead to the same conclusion
other than that minor insight i dont have much of an opinion on cyborg
unlike most roles i can't really create any hypothetical cyborg games in my head because the "affected by number of visits" concept is just so unstable (see: siren)
additionally, as a town role, one needs simply to claim "cyborg" and town receives a clearable invincible role with the effective power of a town silencer-judge to boot
I still don't see why there's a reason to change the role though. Being able to stop someone from voting and silencing them at the expense of an extra life seems pretty balanced. Perhaps making it harder for the cyborg to gain charges would be a good idea?
so how does it work? duelist chooses someone at night. during the day, they both get a message informing of each other (but the duelist has the upper hand, knowing who he/she picked). then countdown? (or not), then they just click as fast as they can and town can see who died?
True, but this puts an interesting twist on the usual cultist setup. Does the cyborg convert and risk their life if nobody visits (or they end up converting all the visiting roles) or play nice and wait for an opening to just lynch the town out of existence?
Ben suggested earlier to me that Cyborg could be a third party role that converts using its charges and has to overwhelm the other factions. That might be best, since using that day roleblock power would be great for other roles without being tacked on to a charge thing (though I do still like that mechanic idea.)
i don't get the duelist though. wouldn't everyone just get ready to click as quickly as they can?
i don't get the duelist though. wouldn't everyone just get ready to click as quickly as they can?
yes, duelist is a quick-draw sandbox role
you've never played a 3 sheriff 1 sniper setup im sure, but those were a hoot for a while; duelist serves to capture that small thrill and add a little of it to bigger games
i feel like for the duelist to pull it off 3 times is pretty hard
duelist has the upper hand the first time and maybe even the second, although it could always be adjusted if it doesn't work out