Everyone wants their role to be added. This isn't for everyone.
While lucid is actually active at present, this thread is for fixing roles and mafia-related features. Improving the game itself is more important than adding a bunch of role clones.
Cyborg nerf idea - maybe make it so cyborg can use a charge to mark a player to convert. This player remains as their original role until they are killed. Night killed, knifed, shot, lynched, etc. If a marked player is killed, they are converted to cyborg the following night/day and they start with three charges. Cyborg is half human so I think it'd make sense if the conversions were just people saved/brought back to life as cyborgs.
President could always do a vice president sort of thing. VP becomes president if original president dies. Maf wins if they kill both but I dunno.
Also, I think saboteur should sab all items, not just guns. Bread, knives, vests, all of it. Sab is never used but it could make the game interesting. Sab could sabotage (see what I did there?) breaded players during famine. He could effective work as a strongman of sorts.
I don't see much use of a reverse game mode if it's literally just a reverse on who kills every night. I do see a use in a non-meeting game mode.
deletedabout 8 years
Elimination is a great idea because now that you can make a setup in which mafia outnumber town, it would actually be able to work. Also, another game option where mafia do not share meetings at night and can't kill at night would be amazing and would open up many reverse mafia setups where the mafia is trying to figure out who the town is (maybe it could be called 'reverse' and all town meets at night and decides to kill someone?)
E.g reverse sandbox setup with 7 mafia 3 town 2 thirds
I still think that the logic for President should be that all have to die for mafia to win instead of any, along with people only knowing who one president is at any given time. There's value in a full-stop any dies, but I think that more setups could be made using the alternative logic.
In this mode, the mafia have to kill all villagers, not simply outnumber then. A game option like this would allow more setups including things like Civilian and President (which offer mafia alternate win conditions).
Alright, I've considered it and I've decided that this is absolutely necessary. Essentially, a chef able to chef itself is a detective + jailer with no kill. Nearly every Sandbox game with a Chef in it ends with a village win because of this, and who knows how often that happens in Main? It's probably one of the most overpowered roles the Town has, actually.
And besides, what kind of Chef invites themselves to their own banquet?
your second suggestion doesn't work in my eyes, part of the cyborg role is trying to gauge the risk of losing a charge through converting someone, and if you can afford it. This way there is no risk it is just certain death
yeah i know itd be a huge change on the cyborg, but its the balanced way to do it. an alternative method would be so that a new robot starts with only one charge.
as it is right now, its an OP cult. kind of like zombie. hell, maybe even more op than zombie.
Yeah cyborg needs to be debuffed. Here are some random ideas:
-If losing a charge per day isn't implemented, do it.
-Make it so that it can only convert someone when its in one charge (so that the original cyborg will die afterwards unless it gets two good visits)
-Limit the visits that give them an extra charge (Example: doctor/surgeon/nurse should give them an extra charge, but tracker/watcher/cops dont give anything)
-Mechanic should put it back to 3 charges if its under that. (This is an improvement, but it makes sense)
-Both of Destas ideas are fine, limiting it to 5 charges and Silencing/Fiddled/Blinded/other negative visits should also take a charge away.
losing a charge every day was the original idea, so yeah it should still be implemented
your second suggestion doesn't work in my eyes, part of the cyborg role is trying to gauge the risk of losing a charge through converting someone, and if you can afford it. This way there is no risk it is just certain death
as for which roles give charges, you really don't get that many visits during a game (see any sandbox game with loudmouth) from only town roles. Maybe if it turns out there are indeed too many visits it could be curbed, though, but I don't it's easy to assess this just yet. On top of that it shouldn't be random which roles do give charges and which don't
Yeah cyborg needs to be debuffed. Here are some random ideas:
-If losing a charge per day isn't implemented, do it.
-Make it so that it can only convert someone when its in one charge (so that the original cyborg will die afterwards unless it gets two good visits)
-Limit the visits that give them an extra charge (Example: doctor/surgeon/nurse should give them an extra charge, but tracker/watcher/cops dont give anything)
-Mechanic should put it back to 3 charges if its under that. (This is an improvement, but it makes sense)
-Both of Destas ideas are fine, limiting it to 5 charges and Silencing/Fiddled/Blinded/other negative visits should also take a charge away.
As for Cyborg, its maximum amount of charges it can carry should be 5. Being silenced, fiddled or blinded should also reduce a charge.
By the way, lucid, Cyborg is supposed to lose a charge every day, regardless of any visits. I don't think this has been implemented, as of yet, at least.
Santa is a fun, non-serious role. In my opininon it doesn't need to be balanced
deletedabout 8 years
A pitch for Santa since cub before said it is overpowered:
If santa gives out an item to someone he hasn't received a report on, there is a 50% it will be fabbed Can give any gun, vest, crystal ball or key to those he found nice Can give any fabbed item to those he found naughty