Traitors know the goon, goon doesn't know traitors.
Traitors do not know each other.
If goon tries to NK a traitor, the traitor becomes a goon instead and loses vengeful modifier.
The 1-shot BP protects from all bullets the night the holder is shot at.
Town wins when all goons are dead.
Mafia have standard wincon, traitors count as mafia.
Mafia chat is always open. (Only matters if two goons or more are alive at the same time).
In post 1, BuJaber wrote:Discussion point: if town is too weak, one VT can be a vanilla cop instead. (Traitors and vigs return not vanilla, goons and VTs return vanilla).
Mylo is great for scum don't get me wrong but that's considering the best case scenario that still needs to dodge a 25% lynch, or 33% if town no lynch until 3p lylo.
The setup is designed in a way that forces people to try and make good decisions. Acting on impulse or with haste is detrimental to both teams.
The vigs were given BP and made x-shot partly for balance and to add some element of a puzzle regarding night kills. But mainly it was to ensure they were adequately protected to live long enough to shoot based on having more information.
Basically if the biggest problem is that day 2 could be lylo that's fine with me. I'm giving the vigs the responsibility of avoiding this as best they can.
Much more interested in finding major flaws in the setup, breaking strategies, or if it is heavily unbalanced. I know the last one is difficult to calculate, and having vigs in any setup is risky, but mafia starting with only 1 goon is a huge vulnerability which theoretically counteracts the negative utility of vigs.
I think there is also little value in vigs shooting on night 1, definitely a waste if all 3 shoot on night 1.
Traitors could be recruited later on but they would also lose their vengeful, so it makes sense to shoot only when you think you have the goon pegged.
Maybe vigs can claim one at a time.
Say day 1 a VT is mislynched. At some point on day 1 a vig claims. That vig then shoots the 2nd biggest wagon or something like that.
As long as that vig is alive they are the ones that shoot until they run out of bullets.
Something like that where there is some control over vigs while having backup pseudo-ICs.
Nah, vigs shooting D1 gives about a 10% chance of a town win N1. It's just the right move. The odds of all vigs and the goon hitting different VTs is very low, comparitively. And shooting a vengeful player is just fine for the vigs, especially given the possibility of traitor venge hitting another traitor.
It's probably just fine balance wise, although very swingy. Any setup with a potential 7 kill sources is going to be swingy though.
6/13 to lynch vanilla town.
5/11 to have goon shoot VT.
4/11 to have Vig1 shoot distinct VT.
3/11 to have Vig2 shoot distinct VT.
2/11 to have Vig3 shoot distinct VT.
In post 0, BuJaber wrote:The 1-shot BP protects from all bullets the night the holder is shot at.
It's impossible to kill goon or vigs with a bullet on N1.
If traitor is shot they can potentially vengekill a vig, but as they know the goon, the goon is 100% safe on night 1.
Oh. Hmmm. I'd assumed standard 1 shot stops 1 kill, but the distinction isn't very dangerous. Still probably worth it given it makes a town win N2 much more likely. Drops the town win likelihood, but probably not enough to matter.