I like this concept a lot. I think it's really a clever idea that incentives actually thinking through mechanical decisions rather than going through the motions.In post 3, JacksonVirgo wrote:So it's either they claim and lose the Cops abilities which won't likely happen in practice or they don't claim and risk getting red-checked and eliminated (miller would likely either die or be claimed prior to lylo).
I agree--the second one looks better. I think it's better not to concentrate all the power in one or two roles, and the second one also looks closer to what I would consider balanced.
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I think the setup is pretty closed to balanced, but I don't think it's quite there yet. We will assume that we're talking about setup 2 since we all seem to agree that's the better of the two setups.
The general rule for mini normals is that town needs three moderately strong roles against an all goons team. Since the miller is mostly negative utility (and probably won't claim their info day 1 to avoid being killed), I would say this setup has roughly 3 PRs. Jailkeeper is a strong role, and the other two roles are moderately strong. Thus, the town roles are strong enough as-is. I would consider changing the cop's to N2 N3 like Isis suggested because there's a good chance even night doesn't get an investigation.
My main issue here is that scum have a lot of power, and while it's true that town has sizable amounts of power (and that this is a double investigative setup), I think it's too much and could easily lead to town being crushed. Remember, town already has the negative utility role which already serves as a gate of some kind. Since this is a double-investigative setup with a doctor like role, I do think mafia needs some additional power, just not as much as they have.
Thus, my suggestions boil down to this:
1: Gate the vanilla cop. Being able to identify any of them will be very powerful against this town, and Vanilla Cop is a really powerful tool here. I think 1-Shot or Novice 2-Shot would be fine. The former is probably better since N1 is the most critical night for info anyway. Mafia also already have the benefit of knowing that a cop exists, so I'm not particularly worried about them being blindsided here.
2: Make the cop N2 N3. This change isn't binding like #1 (as in it's optional), but I think it's better simply because surviving N4 as a PR is rather difficult in practice. Getting effectively zero investigations would probably hurt town a lot here.