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Post Post #75 (ISO) » Mon Jun 19, 2017 3:40 pm

Post by Fro99er »

Yeah I think I'd like to avoid going the strongman route since I want to stick with the traitor route, which has vulnerability to the rolecop already.

The bodyguard route works, or the macho...either way. If Alisae prefers not having a doctor I don't mind going the bodyguard route.
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Post Post #76 (ISO) » Mon Jun 19, 2017 4:42 pm

Post by Alisae »

In post 73, Fro99er wrote:
In post 69, Alisae wrote:Personally I want to get rid of the doctor
OK I can kinda see why...

what if we changed it to a bodyguard? then we don't need to make the gunsmith macho
I personally don't want a protective, but that's up to you
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Post Post #77 (ISO) » Mon Jun 19, 2017 5:34 pm

Post by Fro99er »

why not?
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Post Post #78 (ISO) » Mon Jun 19, 2017 5:35 pm

Post by Alisae »

No real reason I just
Don't.

But it's up to you in the end :]
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Post Post #79 (ISO) » Mon Jun 19, 2017 6:13 pm

Post by RadiantCowbells »

Protectives are good. Penalizing scum for killing the obvious player every game is :]
2019 stats: Town WR 76.7%, overall WR 81.667%, 1 scum defeat involving a major mod error in lylo vs 8 scum wins.
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Post Post #80 (ISO) » Mon Jun 19, 2017 6:17 pm

Post by Alisae »

But but but but but but

Meh

Frog is incharge of setup stuff anyways.
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Post Post #81 (ISO) » Mon Jun 19, 2017 6:18 pm

Post by Fro99er »

No i'm not. It's our game. I want your input too
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Post Post #82 (ISO) » Mon Jun 19, 2017 6:20 pm

Post by Alisae »

I'm on vacation.
you're incharge till I get back tomorrow :3

Like I don't mind it it's just boring but meh.

Hold on, you wanted to change it to a bg? Let me look at what the current setup is.
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Post Post #83 (ISO) » Mon Jun 19, 2017 6:21 pm

Post by Alisae »

Okay

Why is the traitor bulletproof if there is not SK?
Also if you wanted to make the BG work make it bulletproof since that syncs with the setup?
It basicly acts as a doctor until the bulletproof enabler goes down.
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Post Post #84 (ISO) » Mon Jun 19, 2017 6:24 pm

Post by Alisae »

Also if you want to keep the traitor bulletproof give town a vigi?

Like, if you want to do that, you could make it in the form of a JOAT if you wanted to change things up a bit.
1-shot daykill
1-shot desperado
1-shot night vigi

The JOAT would be able to use only one of it's abilities every day/night cycle.
But I don't think that's normal? :(
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Post Post #85 (ISO) » Mon Jun 19, 2017 6:48 pm

Post by Fro99er »

In post 83, Alisae wrote:Why is the traitor bulletproof if there is not SK?
so scum don't accidentally kill the traitor off the start. it works with the bulletproof enabler too
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Post Post #86 (ISO) » Mon Jun 19, 2017 6:48 pm

Post by Fro99er »

In post 84, Alisae wrote:Also if you want to keep the traitor bulletproof give town a vigi?

Like, if you want to do that, you could make it in the form of a JOAT if you wanted to change things up a bit.
1-shot daykill
1-shot desperado
1-shot night vigi

The JOAT would be able to use only one of it's abilities every day/night cycle.
But I don't think that's normal? :(
you know I despite JOATs
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Heil King Froggo.
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Post Post #87 (ISO) » Mon Jun 19, 2017 6:49 pm

Post by Fro99er »

*despise
"I officially announce Fro99er the king of guilties because this is the second time he has guiltied a slot I was really unsure about.
Heil King Froggo.
Ribbit ribbit." -Transcend
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Post Post #88 (ISO) » Mon Jun 19, 2017 6:50 pm

Post by Alisae »

In post 86, Fro99er wrote:
In post 84, Alisae wrote:Also if you want to keep the traitor bulletproof give town a vigi?

Like, if you want to do that, you could make it in the form of a JOAT if you wanted to change things up a bit.
1-shot daykill
1-shot desperado
1-shot night vigi

The JOAT would be able to use only one of it's abilities every day/night cycle.
But I don't think that's normal? :(
you know I despite JOATs
but it's different

Yeah yeah I know tbh I got carried away and forgot for a moment :(

But giving town a killing role instead of the Roleblocker kinda works really well with the setup, don't chu think?
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Post Post #89 (ISO) » Mon Jun 19, 2017 7:07 pm

Post by Fro99er »

it does but I don't really want to make it as swingy with a vig.

I can get behind the BP-bodyguard. We'd have to change the town bulletproof to something else.
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Post Post #90 (ISO) » Mon Jun 19, 2017 7:11 pm

Post by Alisae »

but swing is exciting! Just think of railgun ;)

Bad joke is bad

Turn the BP townie into an Ascetic enabler?
You can make one of the goons a conditional ascetic (ascetic deactivates upon preforming the kill) and make one of the investigatives ascetic.
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Post Post #91 (ISO) » Mon Jun 19, 2017 7:11 pm

Post by Fro99er »

also that doesn't solve the follow the gunsmith issue if we go with a bp-bodyguard. Then scum need ot take out the bp-enabler before taking out the Bodyguard.

so we'd still have to make the gunsmith macho
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Heil King Froggo.
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Post Post #92 (ISO) » Mon Jun 19, 2017 7:14 pm

Post by Fro99er »

In post 90, Alisae wrote:
but swing is exciting! Just think of railgun ;)

Bad joke is bad

Turn the BP townie into an Ascetic enabler?
You can make one of the goons a conditional ascetic (ascetic deactivates upon preforming the kill) and make one of the investigatives ascetic.
conditional asceitc is pretty far outside normal rules

Don't think two enablers is needed as well

I think

Mafia BP Traitor
Mafia 2-shot Cop
Mafia Goon
Mafia Goon

Town Macho Gunsmith
Town BP-Bodyguard
Town BP Enabler
Town Roleblocker
Town Rolecop
Town something
7 VTs

is probably pretty balanced...just need to figure out the something
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Post Post #93 (ISO) » Mon Jun 19, 2017 7:16 pm

Post by Alisae »

I'm also pretty sure we can design the bp bg so that the bp only triggers if the protection is sucessful.

Pedit: BUT FROG!
It works well with the setup and solves the follow the gunsmith problem :(

Let me check the conditional thing real quick tho actually.
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Post Post #94 (ISO) » Mon Jun 19, 2017 7:18 pm

Post by Alisae »

Okay you're right conditional isn't normal.
Hmm...
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Post Post #95 (ISO) » Mon Jun 19, 2017 7:18 pm

Post by Alisae »

Give scum a jailkeeper?
The 2-shot cop tbh isn't really much power for scum.
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Post Post #96 (ISO) » Mon Jun 19, 2017 7:19 pm

Post by Fro99er »

In post 93, Alisae wrote:Pedit: BUT FROG!
It works well with the setup and solves the follow the gunsmith problem

Let me check the conditional thing real quick tho actually.
Sure but it's pretty contrived and has two different enablers and a non-normal role (conditional is not normal). I'm just not a fan.
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Heil King Froggo.
Ribbit ribbit." -Transcend
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Post Post #97 (ISO) » Mon Jun 19, 2017 7:21 pm

Post by Alisae »

Lol on second though the goon doesn't need to be conditional ascetic just ascetic it's not like trackers exist or any action invests for that matter
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Post Post #98 (ISO) » Mon Jun 19, 2017 7:22 pm

Post by Fro99er »

In post 95, Alisae wrote:Give scum a jailkeeper?
The 2-shot cop tbh isn't really much power for scum.
Scum don't need a ton of power, they are the informed minority.

13:4 is a bit scumsided normally, but making one of them a traitor (albeit that can't be killed early on) and giving them only a 2-shot cop helps limit making it too scumsided.

We don't have to power town up with a shit ton of PRs either if we can limit scum's power
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Heil King Froggo.
Ribbit ribbit." -Transcend
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Post Post #99 (ISO) » Mon Jun 19, 2017 7:24 pm

Post by Fro99er »

I have an idea

Mafia BP Traitor
Mafia 2-shot Cop
Mafia Goon
Mafia Goon

Town Gunsmith
Town Jailkeeper
Town BP Enabler
Bulletproof townie
Town Rolecop
Town something
7 VTs


jailkeeper combines the doc/roleblock, but also prevents follow the gunsmith (because gunsmith wont use ability if jailed).
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Heil King Froggo.
Ribbit ribbit." -Transcend
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