KittyTacky wrote: ↑ I forgot the process, am I doing this right?
I want a bodyguard-"themed" setup but the specifics I am flexible about. Can I have the review PT?
The idea here is that vig is borderline negative utility until enabler dies. Considering making it (night-specific?) compulsive too so it doesn't play super safe and holster until that happens. I don't really like the TA, I want town to have a TI but I want to nerf Follow-The-TI a bit more.
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Primary: DkKoba (I think first time assigning as primary but it's been long enough)
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u know whats funny is that informed info is going to have the opposite effect intented considering site meta- DkKoba
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looks like mechwise scum have little to play with when it comes to claiming however town has not much going for it either
chances are town will assume at most 1 bodyguard could be mafia and thats it.
the swing chance of multikills can be discarded here as it is very low chance
the TA and BG combo however is likely to be a problem here, I am thinking that replacing the rolecop with a 1 shot strongman is reasonable to give scum the tools to prevent a follow the cop scenario while still not having egregious counterplay.- DkKoba
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vig = IC
2/3 BG will be considered conftown
TA will just be auto-nightkill if claimed
Town Finder could go either way here
so 5-6 slots that are mislimmable in a place where scum must kill 4, I'd like to perhaps make the TA Odd Night, give mafia 1 shot strongman and remove the Rolecop to minimize the chances of town simply winning by pure luck of rand + night actions while recognizing that vig is a likely mislim enabler for scum here.- Flavor Leaf
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Yeah, I don't love the TA here either, don't necessarily hate it, but it's sorta mid.CHECK OUT MY HOW TO PLAY AS SCUM GUIDE Maybe it'll help you catch me
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Just a thought if we didn't want Vig to be auto IC since there's no way of stopping the kills, could add something like a Novice Compulsive, so it has to act, but can't act until Night 2, which gives scum some leeway to outplay, but that's a little odd.CHECK OUT MY HOW TO PLAY AS SCUM GUIDE Maybe it'll help you catch me
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as in too good for town?In post 5, Flavor Leaf wrote: Yeah, I don't love the TA here either, don't necessarily hate it, but it's sorta mid.- Flavor Leaf
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well, right now there's a scenario where scum are vigged Night 1, faded Day 1, and hit with TA Night 1. Sure, it's not super likely, but it's possible. It's not like a hard guilty with a TA, but it's pretty strong.In post 7, DkKoba wrote:
as in too good for town?In post 5, Flavor Leaf wrote: Yeah, I don't love the TA here either, don't necessarily hate it, but it's sorta mid.CHECK OUT MY HOW TO PLAY AS SCUM GUIDE Maybe it'll help you catch me
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right i think scenarios like that are fringe and arent really fully accountable for, that tends to be an accelerated game of scum playing poorly, although the guilty is just unfortunate in that scenario.- KittyTacky
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How so?
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Yeah mafia lost even before the guilty in that scenario, the guilty is just humiliating if anything. The scenario can happen in any game with a vig that can shoot N1 but it's super unlikely.
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Seems fine tho.In post 4, DkKoba wrote: vig = IC
2/3 BG will be considered conftown
TA will just be auto-nightkill if claimed
Town Finder could go either way here
so 5-6 slots that are mislimmable in a place where scum must kill 4, I'd like to perhaps make the TA Odd Night, give mafia 1 shot strongman and remove the Rolecop to minimize the chances of town simply winning by pure luck of rand + night actions while recognizing that vig is a likely mislim enabler for scum here.
idk what to do with the finder however. The more I look at it the more I see it as superfluous. But without it the setup feels a little bare and I want that slot to have something to do at night.- DkKoba
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The finder is very fine here.In post 12, KittyTacky wrote:
Seems fine tho.In post 4, DkKoba wrote: vig = IC
2/3 BG will be considered conftown
TA will just be auto-nightkill if claimed
Town Finder could go either way here
so 5-6 slots that are mislimmable in a place where scum must kill 4, I'd like to perhaps make the TA Odd Night, give mafia 1 shot strongman and remove the Rolecop to minimize the chances of town simply winning by pure luck of rand + night actions while recognizing that vig is a likely mislim enabler for scum here.
idk what to do with the finder however. The more I look at it the more I see it as superfluous. But without it the setup feels a little bare and I want that slot to have something to do at night.- DkKoba
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It will make the vig more likely to shoot as they'll feel it's not as risky for any prs to die / can be protected once they do confirm themselves
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Yeah. Assumes BGs are good enough scumreaders, though.In post 14, DkKoba wrote:It will make the vig more likely to shoot as they'll feel it's not as risky for any prs to die / can be protected once they do confirm themselves
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Actually if we were to prevent the "scum hanged d1, one gets shot n1 and the other found by TA n1", wouldn't the mitigation be an EVEN-night TA?- DkKoba
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I'm mostly fine with the setup in 15, will let FL chime in b4 I pass- DkKoba
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Also quoting to ping: it is to my understanding that strongman kill would not trigger a bodyguard deathIn post 0, implosion wrote:KittyTacky wrote: ↑ I forgot the process, am I doing this right?
I want a bodyguard-"themed" setup but the specifics I am flexible about. Can I have the review PT?
The idea here is that vig is borderline negative utility until enabler dies. Considering making it (night-specific?) compulsive too so it doesn't play super safe and holster until that happens. I don't really like the TA, I want town to have a TI but I want to nerf Follow-The-TI a bit more.- Flavor Leaf
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All good here. My own personal taste would add a neighborhood on like the Finder-Strongman, or Bodyguard-Strongman, but that complicates a little bit more and some don’t like that type of WIFOM (i love neighborhoods )
But yeah, it looks great as isCHECK OUT MY HOW TO PLAY AS SCUM GUIDE Maybe it'll help you catch me
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Alright @kitty ya just need to write up the role PMs for us to review- DkKoba
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I also think informing Bodyguards of the chain mechanic is probably going to inspire host OGI of clearing each other so I think it's best not to include that, it is a logical conclusion that the saves would trigger a chain reaction based on the role description so if they try to make such a plan in game I'm sure someone will point it out.. and if they don't that is towns fault tbh xD- KittyTacky
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Yeah that would make it a bit too complex.In post 19, Flavor Leaf wrote: All good here. My own personal taste would add a neighborhood on like the Finder-Strongman, or Bodyguard-Strongman, but that complicates a little bit more and some don’t like that type of WIFOM (i love neighborhoods )
But yeah, it looks great as is- KittyTacky
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Good point, omitting that.In post 21, DkKoba wrote: I also think informing Bodyguards of the chain mechanic is probably going to inspire host OGI of clearing each other so I think it's best not to include that, it is a logical conclusion that the saves would trigger a chain reaction based on the role description so if they try to make such a plan in game I'm sure someone will point it out.. and if they don't that is towns fault tbh xD
If town is dumb enough to blow itself up, it'll be your fault!- KittyTacky
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