In post 3, callforjudgement wrote:Town Traffic Analyst
Town Tracker
5 VT
Mafia Multitasking Roleblocker
Mafia Goon
Inherently rather swingy because the scum are super-reliant on the roleblocker living and while the town isn't reliant on its roles per se you can definitely see how they would be at an advantage or disadvantage depending on how hidden they are and how effectively they locate scum.
But it is also dead on the mark balance-wise I'd say. I don't think the setup's scumsided; I don't think the setup's townsided. By both metrics to judge by (well definitely by the theoretical/purely-by-numbers way, and probably also by-play), I'd call this setup either right on the balance mark or so close to it that any change which would be made would royally fuck up the balance to the detriment of the setup.
So assuming the inherent swinginess is okay with your design intention, then yeah, I'm
Right, I don't think it's possible to make small changes to make this more balanced, so it's in a local optimum as it is (and a 9p is always going to be somewhat swingy).
Come to think of it, the win conditions accidentally confirm non-multiball (although that's unlikely to have a huge balance impact at all).
It should be "You win when all non-town players have been eliminated.", "You win when all non-Mafia have been (or inevitably will be) eliminated.". Of course, if the mod chooses to confirm 7:2 anyway, it won't matter.
In post 12, callforjudgement wrote:Come to think of it, the win conditions accidentally confirm non-multiball (although that's unlikely to have a huge balance impact at all).
Actually, since the rule change to Normals, not an issue as the game is under the size of 14; any game with 13 or fewer cannot be multiball and cannot have a serial killer.