Add a rule where vanilla townies can dayvig people who penta-post.
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We need more standardized roles added to the list of explicitly Normal roles.
What I'd like to see is a new modifier of sorts added. "Loud." When a player with the Loud modifier targets a player at Night, the target will become informed that something targeted him or her successfully, but won't be told anything else.
Also, does the Friendly Neighbor grant a confirmed status? It says it's stronger than IC.
Would also like to see the 'Hated' and 'Loved' abilities standardized and used in Normal games. Something new for Scum to use besides role cop/roleblock, etc.
The "Loud" or "noisy" modifier isn't a bad idea, actually, and I really like it from a design standpoint. It opens up some interesting design space. However, I don't think it has been used quite enough to say it should be "normal". I don't think I've ever seen it. Perhaps if it starts showing up in more games?
Friendly Neighbor confirms via mod to another player in the game. It's stronger than IC because scum know who IC is, as does town, whereas in this situation, if you hit a town target with it, scum are none the wiser.
I'm not sure what 'hated' and 'loved' abilities are.
In post 24, Wake1 wrote:Could we please have a modifier that allows the player to only use an ability during X-Day?
Call it an 'Day-X' ability. Like, say, a player who can only use a doc ability during Day 4: a
Day-4 Doctor
.
I believe this came up before and got shot down but I can't find the discussion anywhere backstage.
My personal opinion on this is that if you have to balance a role by only allowing it to be used on a certain day, you're probably not balancing the game correctly. But I don't recall what other NRG members felt.
Best Friends aren't going to be used, I'm afraid. The power in masons comes from the confirmed town status. That ability is so powerful, that the communication part of it is incidental. They're not "significantly" weaker, they're incidentally weaker but not by much.
'hated' and 'loved' fuck with votes and that's something we don't really want in normals atm (hence doublevoter being gone)
FN is basically a one-shot cop investigation, reversed. I think it's more balanced than one shot cop, really, because it can never get a guilty result, and will only ever give a town result.
In post 35, xRECKONERx wrote:Best Friends aren't going to be used, I'm afraid. The power in masons comes from the confirmed town status. That ability is so powerful, that the communication part of it is incidental. They're not "significantly" weaker, they're incidentally weaker but not by much.
'hated' and 'loved' fuck with votes and that's something we don't really want in normals atm (hence doublevoter being gone)
FN is basically a one-shot cop investigation, reversed. I think it's more balanced than one shot cop, really, because it can never get a guilty result, and will only ever give a town result.
Yet with Best Friends, the point is for them not to be powerful, but to have that subtle element added into the game that makes it all the more enjoyable.
I can see the reasoning with the Loved/Hated stuff.
Really liking FN now that I've read it through again. Will likely attempt this in a Large Normal.
In post 24, Wake1 wrote:Could we please have a modifier that allows the player to only use an ability during X-Day?
Call it an 'Day-X' ability. Like, say, a player who can only use a doc ability during Day 4: a
Day-4 Doctor
.
I believe this came up before and got shot down but I can't find the discussion anywhere backstage.
My personal opinion on this is that if you have to balance a role by only allowing it to be used on a certain day, you're probably not balancing the game correctly. But I don't recall what other NRG members felt.
In post 40, StrangerCoug wrote:Why has different kill flavor for different factions been banned? I haven't modded a normal in years, but it's something I like. I'm curious here.
I second that truthfully, can we motion it to be an optional choice at least in normals?
Mostly because we didn't want SOME games having kill flavor and SOME games not having kill flavor. We don't think the source of various different kills should be given away in the flavor.
Also, Wake, I'd be careful in this thread with how much you're saying "going to try this in a LN" or whatever.
In post 40, StrangerCoug wrote:Why has different kill flavor for different factions been banned? I haven't modded a normal in years, but it's something I like. I'm curious here.
There are various reasons for this. As well as what Reck said, knowing exactly how a player dies really changes the game. For example, it shouldn't be obvious that a Weak role died during the night from targeting an anti-town role. My main reason for this rule is that I don't want a serial killer's kill to be obviously different than other kills - the main reason serial killers are still allowed (a Normal game should be informed minority vs uniformed majority, and where does a Serial Killer fit into this?) is so that a vigilante is not unintentional confirmed town; if a serial killer's victim is flipped as "stabbed", this sort of defeats the purpose. Also, if every night there have been two deaths and then suddenly there is only one, it shouldn't be immediately obvious which killing role didn't successfully kill (or if both killing roles killed the same person) - this may be fine in themes, but I feel it is out of place in Normals.
In post 40, StrangerCoug wrote:Why has different kill flavor for different factions been banned? I haven't modded a normal in years, but it's something I like. I'm curious here.
There are various reasons for this. As well as what Reck said, knowing exactly how a player dies really changes the game. For example, it shouldn't be obvious that a Weak role died during the night from targeting an anti-town role. My main reason for this rule is that I don't want a serial killer's kill to be obviously different than other kills - the main reason serial killers are still allowed (a Normal game should be informed minority vs uniformed majority, and where does a Serial Killer fit into this?) is so that a vigilante is not unintentional confirmed town; if a serial killer's victim is flipped as "stabbed", this sort of defeats the purpose. Also, if every night there have been two deaths and then suddenly there is only one, it shouldn't be immediately obvious which killing role didn't successfully kill (or if both killing roles killed the same person) - this may be fine in themes, but I feel it is out of place in Normals.
OK. As I said, I was curious as, while a change I don't personally like, it is not likely to affect any games I mod in the future. If mod-confirmed town doesn't belong in a normal, then mod-confirmed town doesn't belong in a normal. It's not something I'm going to fight tooth and nail like I did the mod being allowed to generate his/her own Newbie setup (within the parameters).
In post 4, Otolia wrote:I'm still interested in how to give back results from an action towards a Commuter. Do you say : your target was nowhere to be found ?
Same thing as being roleblocked. Your action fails.