Swatter

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Swatter

Post Post #0 (ISO) » Tue Nov 21, 2017 6:48 am

Post by Ectomancer »

In post 8, Ectomancer wrote:Tell them to claim "Swatter". They call the cop on innocent townies for kicks.
Actually I like this for a role.
If the swatter targets the cop then the investigation is directed to a random remaining town member. No information is gained on the Cop's original target.
If the swatter targets the cop then the cop is guaranteed a result even if targeted by a traditional roleblocking role. (Cops must respond to a terrorist threat no matter what)

So it allows for a Cop to overcome a Roleblocker, but not to catch scum red handed.

Throw in making this both a town and mafia role in the meta and I think it has a lot of fun potential uses in a game balance.

What do you think?
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Post Post #1 (ISO) » Tue Nov 21, 2017 7:39 am

Post by Flubbernugget »

When games typically take months to finish, people don't like investing that kind of time to have their chance of winning swung by random chance.
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Post Post #2 (ISO) » Tue Nov 21, 2017 9:17 am

Post by Smocaine »

I think it'd be more interesting if it could redirect the cop, but they can't call a swat on the same house twice. It'd be like a disabler for the cop, but they still get something before killing the swatter.
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Post Post #3 (ISO) » Tue Nov 21, 2017 12:41 pm

Post by Ectomancer »

In post 1, Flubbernugget wrote:When games typically take months to finish, people don't like investing that kind of time to have their chance of winning swung by random chance.
Do you see the word random and auto-warp speed to random chance?

It isn't a random chance. It will be a town player. But the swatter can't know who town is, hence the person the result is on must be chosen by means other than the swatter because by definition they must always be an innocent town. Otherwise you aren't swatting. You are calling the cops on bad guys.
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Post Post #4 (ISO) » Tue Nov 21, 2017 1:25 pm

Post by mhsmith0 »

It's still random in the sense that you have no control over

1) Whether the target overlaps the night kill
2) Whether the target is a high info pick or someone who everyone town read anyway and therefore doesn't actually do much to help

I mean, it's not necessarily a bad role, but it's clearly not a "normal" role (see https://wiki.mafiascum.net/index.php?title=Normal_Game -
Mechanics which are explicitly Non-Normal include:
...
Anything resolving with a random element
and probably wouldn't be common in games.
Show
http://wiki.mafiascum.net/index.php?title=Mhsmith0
Conq: you, sir, are great at being town.
BATMAN: Only jugg was the only one we didn’t scum read at least not me
Quick: There is little to no chance this slot is Power-Wolfing.
SR: I want to give him a day
Life is simply unfair, don't you think?
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Post Post #5 (ISO) » Wed Nov 22, 2017 12:05 am

Post by Ectomancer »

I can see that. Thanks.
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Post Post #6 (ISO) » Wed Nov 22, 2017 10:44 am

Post by IceGuy »

I could see something like this in a multiball game where one scum faction (A) has a nightkill and the other (B) doesn't, and there's a cop that gets an "A" or a "non-A" result. You could give B the power to "swat", i.e. to direct the cop to a specific target.
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Post Post #7 (ISO) » Wed Nov 22, 2017 12:23 pm

Post by Flubbernugget »

In post 3, Ectomancer wrote:Do you see the word random and auto-warp speed to random chance?
Yes

And that's the right way to do it
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Post Post #8 (ISO) » Tue Jan 09, 2018 12:29 pm

Post by Mathdino »

Wait okay I'm necroing this, this is actually a fantastic multiball role.

1 mafia goon
1 mafia adorcist
1 werewolf goon
1 werewolf swatter
1 town cop (detects mafia)
1 town seer (detects werewolf)
7 vanilla townies (maybe include a power role or millers maybe not)
(scum could also be given roleblockers or something)

Swatter has the power to redirect the cop to their desired target as long as the cop is alive. Cop is informed of who they're redirected to.
Adorcist similarly has the power to redirect the seer (someone can flavour this better, adorcists create possessions so I figure that would call the seer's attention).

Thoughts?
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Post Post #9 (ISO) » Tue Jan 09, 2018 12:35 pm

Post by Alisae »

In post 8, Mathdino wrote:Wait okay I'm necroing this, this is actually a fantastic multiball role.

1 mafia goon
1 mafia adorcist
1 werewolf goon
1 werewolf swatter
1 town cop (detects mafia)
1 town seer (detects werewolf)
7 vanilla townies (maybe include a power role or millers maybe not)
(scum could also be given roleblockers or something)

Swatter has the power to redirect the cop to their desired target as long as the cop is alive. Cop is informed of who they're redirected to.
Adorcist similarly has the power to redirect the seer (someone can flavour this better, adorcists create possessions so I figure that would call the seer's attention).

Thoughts?
In post 8, Mathdino wrote:Wait okay I'm necroing this, this is actually a fantastic multiball role.

1 mafia goon
1 mafia adorcist
1 werewolf goon
1 werewolf swatter
1 town cop (detects mafia)
1 town seer (detects werewolf)
7 vanilla townies (maybe include a power role or millers maybe not)
(scum could also be given roleblockers or something)
In post 8, Mathdino wrote:Wait okay I'm necroing this, this is actually a fantastic multiball role.
In post 8, Mathdino wrote:this is actually a fantastic multiball role.
In post 8, Mathdino wrote:fantastic multiball role.
In post 8, Mathdino wrote:fantastic multiball
no
please no
we don't need more multiball games.
Multiball is terrible.
Multiball is not fantastic.
GTKAS
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Post Post #10 (ISO) » Tue Jan 09, 2018 1:15 pm

Post by Mathdino »

I mean I agree, I don't like playing multiball. But I like thinking about setups.

How about 3p mafia with SK swatter that can direct the cop (cop is informed)?
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Post Post #11 (ISO) » Wed Jan 10, 2018 7:20 am

Post by Ectomancer »

Thanks Mathdino! I don't have an opinion on multiball itself but I love that setup and would play it actually. It feels so much like chess to me for a strange reason.
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Post Post #12 (ISO) » Wed Jan 10, 2018 7:51 am

Post by Mathdino »

Being that both queued Open games are multiball I'm coming around to the idea that we're oversaturated with multiball.

How about this setup?

1 mafia roleblocker
2 mafia goons
1 SK swatter (redirects cop, cop is told who they investigated) (chooses 1-shot BP, cop immunity, or strongman kills)
1 town cop
1 town JK (blocks all night actions)
7 vanilla townies

I'm thinking of submitting this to the open setups.
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Post Post #13 (ISO) » Wed Jan 10, 2018 4:54 pm

Post by Ectomancer »

In post 12, Mathdino wrote:Being that both queued Open games are multiball I'm coming around to the idea that we're oversaturated with multiball.

How about this setup?

1 mafia roleblocker
2 mafia goons
1 SK swatter (redirects cop, cop is told who they investigated) (chooses 1-shot BP, cop immunity, or strongman kills)
1 town cop
1 town JK (blocks all night actions)
7 vanilla townies

I'm thinking of submitting this to the open setups.
Well off the cuff I think that it plays well for an SK. It provides them a mechanic to lean things in the direction of the mafia or the town depending upon how things are playing out without needing to know the alignment of any one player in particular.
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