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.
small addition to the most recent configuration: allow clockmaker to pick "no one"
start 4 life 8 win 12 die exceeding 12 no kill = +1 hour town = +2 hours mafia = +3 hours third = +5 hours
the reason for this is both to set clockmaker apart from killer (who must kill) and, most importantly, to add an extra layer of clock-based gameplay to the clockmaker
if you kill one mafia and there's no other mafia left, you can choose not to kill to correct your clock (since it must be even to win), however this gives town more time to find you. the player can then make the decision to kill town if they don't risk exceeding 12 hours or play it safe and do nothing, but risk giving town a free night to investigate.
death becomes avoidable at the cost of time
i think that's fitting for a clockmaker
complete clockmaker description note that the description describes 1 hour + kill each night, meaning villager is actually 2 and mafia is actually 3 and so on
Clockmaker - Clock starts at 4 and goes up 1 hour each night - May choose one victim each night to add their time to the clock - Killing a villager adds 1 hour - Killing a mafia adds 2 hours - Killing a third party adds 4 hours - Gains an extra life when the clock hits 8 - Wins if the clock hits 12, dies if it goes over - Wins if one of the last two alive
this is the final clockmaker everything is accounted for its beautiful
tbh clockmaker in sandbox will never win again except by being last two standing.
dunno how to fix it tho, maybe start at 8, life at 5, death at 11, wins at 12?
run this by cub before actually modifying it again, in case im missing something
Anecdotal evidence, but this was like the only game I played today. I rolled CM. And won pretty easily. https://epicmafia.com/game/5547758
actually that scaling isn't the first one i posted
i'm not sure since i can't see the clock time on the first night (which would be a useful feature also, lucid), but you got +2 hours for each town kill instead of +1
edit: actually, i just remembered the 2 town 1 mafia meta, that's the old configuration
you have to keep in mind that clockmaker ends games on its own, so having more potential endtimes than not which a good mafia can end the game before makes the role win very rarely
also keep in mind clockmaker doesn't need to win by clock, meaning it can joint with mafia
that's why there's a broader kill condition, because clockmaker needs some kind of challenge that sets it apart from a multi-wincon killer
if clockmaker actually "doesn't work" (that is, isn't easy enough since it's still a buff killer), this is a more complicated configuration. the other one is simple and easy to remember since the times are multiples of 3, each party has a unique offset, and the goal is very clearly targeting mafia then town
this on the other hand would be easier and harder to learn at the same time, similar to the original configuration (despite being complicated, boiled down to 1 mafia 2 town = win meta)
start 4 life 8 win 12 die exceeding 12 town = +2 hours mafia = +3 hours third = +5 hours
fastest victories day 2 - 1 third 1 mafia day 3 - 2 mafia 1 town day 4 - 4 town
risk conditions hitting one mafia requires hitting another or being lucky/good enough to find third, otherwise the game must end before your clock exceeds 12 and you die
hitting a single mafia and failing to kill third will give clockmaker 3 days to fix his clock, end the game, or die
the death condition is any time over 12, the clock does't loop
there, that's a high risk high reward clockmaker and you get your free life if you hit 2 townies which you're most likely to do, however hitting 2 townies sacrifices your early 2 mafia win condition by putting your clock over 12. how wonderful you have options
i think this sounds way better than the current. d2/3/4 endings sound way more practical and balanced than 3/4/5/6 endings.
you have to keep in mind that clockmaker ends games on its own, so having more potential endtimes than not which a good mafia can end the game before makes the role win very rarely
if clockmaker actually "doesn't work" (that is, isn't easy enough since it's still a buff killer), this is a more complicated configuration. the other one is simple and easy to remember since the times are multiples of 3, each party has a unique offset, and the goal is very clearly targeting mafia then town
this on the other hand would be easier and harder to learn at the same time, similar to the original configuration (despite being complicated, boiled down to 1 mafia 2 town = win meta)
start 4 life 8 win 12 die exceeding 12 town = +2 hours mafia = +3 hours third = +5 hours
fastest victories day 2 - 1 third 1 mafia day 3 - 2 mafia 1 town day 4 - 4 town
risk conditions hitting one mafia requires hitting another or being lucky/good enough to find third, otherwise the game must end before your clock exceeds 12 and you die
hitting a single mafia and failing to kill third will give clockmaker 3 days to fix his clock, end the game, or die
the death condition is any time over 12, the clock does't loop
there, that's a high risk high reward clockmaker and you get your free life if you hit 2 townies which you're most likely to do, however hitting 2 townies sacrifices your early 2 mafia win condition by putting your clock over 12. how wonderful you have options