Conception | Design Thread

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Post Post #100 (ISO) » Wed Feb 08, 2023 5:24 pm

Post by RH9 »

In post 98, MegAzumarill wrote: Part of whether a poison over a kill would be ok is dependant on the variant of parity cop (2 target or one target) It would need some adjustment over a kill either way
I'm using the one target version.
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Post Post #101 (ISO) » Wed Feb 08, 2023 5:59 pm

Post by RH9 »

Maybe I could have a conditional kill ability so that it functions as a usual kill when used on town but if used on the other scunteam, it instead serves as an Announcing Poisoner.
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Post Post #102 (ISO) » Wed Feb 08, 2023 6:02 pm

Post by RH9 »

Basically this.
Factional Abilities
  • I'm going to use a variation of .
    • Each scum faction chooses a player at Night to invoke their auspices on, including their own members (though the target and actor can not be the same).
    • Under normal circumstances, the player will be confirmed to be unaligned with the opposing scumteam and be cured from Poison, resulting in a message like
      [Light/Dark] flee from ; They are unaligned with the [
      Benediction
      /
      Malediction
      ]

    • If both scumteams chose the same player or a member of the opposing scumteam was chosen, nothing will happen.
  • They also have a factional Conditional killing ability, which serves as a usual kill if not used on the other scumteam, where it instead works as an Announcing Poisoner.
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Post Post #103 (ISO) » Wed Feb 08, 2023 8:49 pm

Post by RH9 »

Setup Variant X

Distribution
9 Invocation - Uninformed Majority

2 Malediction - Informed Minority

2 Benediction - Informed Minority

Roles
Deification - Ascetic IC Triggered Treestump (becomes Treestump after decease)

Extroversion - Companion (Adds players to seperate hoods)

Compassion - Combined Bodyguard Roleblocker

Repulsion - Hated Miller

Relation - Parity Cop

Placation - Peacekeeper

2 Affiliation - Neighbor

Equivocation - Mystic (Investigation actions fail on them)

Sedition - Fruit Vendor (Sends flyers instead of fruit)

Attraction - Loved Godfather

Confirmation - Checker


Notes
  • I'll use the wiki spelling for roles.
  • I'm going to use a variation of .
    • Each scum faction chooses a player at Night to invoke their auspices on, including their own members (though the target and actor can not be the same).
    • Under normal circumstances, the player will be confirmed to be unaligned with the opposing scumteam and be cured from Poison, resulting in a message like
      [Light/Dark] flee from ; They are unaligned with the [
      Benediction
      /
      Malediction
      ]

    • If both scumteams chose the same player or a member of the opposing scumteam was chosen, nothing will happen.
  • They also have a factional Conditional killing ability, which serves as a usual kill if not used on the other scumteam, where it instead works as an Announcing Poisoner.
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Post Post #104 (ISO) » Thu Feb 09, 2023 5:41 am

Post by jjh927 »

I for one was very much under the impression both factions had nightkills
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Post Post #105 (ISO) » Thu Feb 09, 2023 5:47 am

Post by jjh927 »

The main reason for the disloyal stuff in the 2 scum roles was to give them a serious nudge for fakeclaims, but that could very easily be something given to scum anyway
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Post Post #106 (ISO) » Thu Feb 09, 2023 6:58 pm

Post by RH9 »

Should my changes be OK balance-wise?
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Post Post #107 (ISO) » Thu Feb 09, 2023 11:50 pm

Post by RH9 »

Also, Repulsion will be treated as the opposing scumteam by the scum factional abilities while Attraction will be treated as town.
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Post Post #108 (ISO) » Fri Feb 10, 2023 3:54 am

Post by MegAzumarill »

It's really strong combined with placation if they coordinate so I would gate it to fill X-shot, or non-consecutive, whichever wasn't chosen for Introversion
About compassion.

Also walk me through your reasoning for the change to attraction.
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Post Post #109 (ISO) » Fri Feb 10, 2023 11:01 am

Post by RH9 »

In post 108, MegAzumarill wrote:
It's really strong combined with placation if they coordinate so I would gate it to fill X-shot, or non-consecutive, whichever wasn't chosen for Introversion
About compassion.

Also walk me through your reasoning for the change to attraction.
Regarding Compassion, maybe I could give it the Obsessive and Compulsive modifiers.
Regarding Attraction, I wanted to give scum something less powerful than an Unstoppable and Godfather was one of the first roles that came into my head.
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Post Post #110 (ISO) » Sat Feb 11, 2023 7:00 am

Post by jjh927 »

Just to confirm, how would the parity cop interact with the godfather?
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Post Post #111 (ISO) » Sat Feb 11, 2023 7:03 am

Post by jjh927 »

I'm a bit worried this has gone back to the "throwing roles into the setup and seeing whether they mesh" approach rather than synergising with what's there
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Post Post #112 (ISO) » Sat Feb 11, 2023 7:19 am

Post by MegAzumarill »

I concur it's losing some cohesion.

Alright here's what we got for town roles:
3 Killstoppers, 1 which is gated
A weaker side alignment investigative
IC
Miller
3 private communicators.


What do we give scum to deal with this?
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Post Post #113 (ISO) » Sat Feb 11, 2023 7:32 am

Post by MegAzumarill »

The answer is probably not protection from the singular investogative, and instead a way to bypass killblockers at least once or twice.

Either that or a way to identify threats seems more fitting given this town lineup.
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Post Post #114 (ISO) » Sat Feb 11, 2023 3:50 pm

Post by RH9 »

In post 110, jjh927 wrote: Just to confirm, how would the parity cop interact with the godfather?
It'll treat it as Town.
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Post Post #115 (ISO) » Sat Feb 11, 2023 4:01 pm

Post by RH9 »

In post 113, MegAzumarill wrote: The answer is probably not protection from the singular investogative, and instead a way to bypass killblockers at least once or twice.

Either that or a way to identify threats seems more fitting given this town lineup.
Got that.
How does replacing
Equivocation
and
Attraction
to
Ambition - Strong-Willed
and
Inspiration - Strengthener
sound?
Last edited by RH9 on Sat Feb 11, 2023 4:03 pm, edited 1 time in total.
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Post Post #116 (ISO) » Sat Feb 11, 2023 4:01 pm

Post by RH9 »

Concept names are subject to change but I want to keep all concepts ending with -ion.
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Post Post #117 (ISO) » Sat Feb 11, 2023 4:17 pm

Post by RH9 »

Setup Variant XI

Distribution
9 Invocation - Uninformed Majority

2 Malediction - Informed Minority

2 Benediction - Informed Minority

Roles
Deification - Ascetic IC Triggered Treestump (becomes Treestump after decease)

Extroversion - Companion (Adds players to seperate hoods)

Compassion - Combined Bodyguard Roleblocker

Aversion

Relation - Parity Cop

Placation - Peacekeeper

2 Affiliation - Neighbor

Inclination - Strong-Willed Godfather

Sedition - Fruit Vendor (Sends flyers instead of fruit)

Inspiration - Strengthener Lawyer

Confirmation - Checker


Notes
  • I'll use the wiki spelling for roles.
  • I'm going to use a variation of .
    • Each scum faction chooses a player at Night to invoke their auspices on, including their own members (though the target and actor can not be the same).
    • Under normal circumstances, the player will be confirmed to be unaligned with the opposing scumteam and be cured from Poison, resulting in a message like
      [Light/Dark] flee from ; They are unaligned with the [
      Benediction
      /
      Malediction
      ]

    • If both scumteams chose the same player or a member of the opposing scumteam was chosen, nothing will happen.
  • They also have a factional Conditional killing ability, which serves as a usual kill if not used on the other scumteam, where it instead works as an Announcing Poisoner.
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Post Post #118 (ISO) » Sat Feb 11, 2023 4:19 pm

Post by RH9 »

I increased scum power so that it can undermine both Town's investigatives and blockers.
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Post Post #119 (ISO) » Sun Feb 12, 2023 4:01 am

Post by jjh927 »

I think more than anything this change just really fucks the town roles into not acting how anyone would reasonably expect, except one of the scumteams needs both their players alive to do it and the other one just needs a specific one
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Post Post #120 (ISO) » Sun Feb 12, 2023 4:07 am

Post by jjh927 »

I think MegAz was steering you in the direction of either something resource-based, so that scum had to make active decisions around their counterplay, or something more indirect- such as a means to identify the key roles in order to best prioritise who to NK.

Whereas that most recent change basically just passively invalidates most of the town power without any need for thinking about counterplay
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Post Post #121 (ISO) » Sun Feb 12, 2023 10:08 am

Post by RH9 »

In post 120, jjh927 wrote: I think MegAz was steering you in the direction of either something resource-based, so that scum had to make active decisions around their counterplay, or something more indirect- such as a means to identify the key roles in order to best prioritise who to NK.

Whereas that most recent change basically just passively invalidates most of the town power without any need for thinking about counterplay
Got that.
Should I bring back
Equivocation
and have
Inspiration
be just a
Strengthener
?
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Post Post #122 (ISO) » Mon Feb 13, 2023 8:44 pm

Post by RH9 »

Actually, what do you think of me replacing two main scum roles with a Redirector and Bus Driver?
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Post Post #123 (ISO) » Thu Feb 16, 2023 4:55 am

Post by jjh927 »

Redirective stuff would increase the general amount of chaos in the setup, but would also allow for some scum counterplay

I'm not sure if there's an established role/modifier that guarantees a player will always target their original target, but a town role that targeted someone to do that would be interesting. Probably instead of the peacekeeper
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Post Post #124 (ISO) » Thu Feb 16, 2023 10:02 am

Post by RH9 »

In post 123, jjh927 wrote: Redirective stuff would increase the general amount of chaos in the setup, but would also allow for some scum counterplay

I'm not sure if there's an established role/modifier that guarantees a player will always target their original target, but a town role that targeted someone to do that would be interesting. Probably instead of the peacekeeper
There is
Unredirectable
that can ensure players can't be redirected.
There's also
Empowerer
that can 'make actions unable to be blocked or redirected', according to the wiki.
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