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I'm thinking of slowly expanding the list of possible roles in Micro-MAFIA 3 and beyond, and I want input and discussion on the proposed roles to ensure that they don't upset the game balance that exists in the current format.
Mafia scrambler: Each night, you may choose one person to scramble. If a detective investigates this person, the result will be inverted. If you target someone who performs a night action (other than scramble), the target's action will then be performed on a randomly chosen player, and the target will know who his/her night action actually targeted. (substantially stronger than the roleblocker against detectives, slightly weaker than the roleblocker against medics)
Purpose of this role: In the current format, the detective is always sure of her results. With a scrambler in play, this is no longer the case (which is a major damper on the role, even if the random chance of the result being wrong is a mere 1/7). The detective can no longer solely rely on her results, but must combine them with her reading of others. As well, one detective strategy is to simply check the most experienced player in the game to start, and move on from there. With a scrambler in play, the scrambler could predict this check and counteract it, so the detective needs to think a level deeper when deciding who to check.
Of course, just the possibility that there is a scrambler in the game strengthens the mafia by quite a bit, so the distribution of roles will likely need to be adjusted.
Town Jailer: Each night, you may choose one person to jail. Any night action (including killing) that target this player is blocked. Any night action that this player performs (including killing) fails. This action's priority is lower than the scrambler or roleblocker. (substantially stronger than the medic AND detective combined when targeting mafia, slightly weaker than the medic when targeting town)
Purpose of this role: A medic replacement with a twist. Can potentially be used as a quasi-detective to find mafia by jailing them to see if the nightkill is blocked. (The mafia will need to select someone to perform the nightkill in the game setup, in addition to selecting who to kill, with this role included.)
Town Vigilante Self-explanatory, with one bullet.
Purpose: Gives one town member the opportunity to kill without consensus. Could be strong in the hands of a player who reads well, or a disaster in the hands of an impulsive townie. Could also act as a double lynch if used along with town consensus.
Town Veteran Absorbs one kill. This ability can be temporarily nullified or reassigned by the roleblocker or scrambler, respectively.
Purpose: Mafia now have to consider if the player they're targeting is veteran when they decide who to kill. And the town member who receives this role may want to play differently to draw the mafia hit. But this ability potentially give the town another day, so it could be pretty powerful.
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I really like the scrambler, serves a similar purpose of miller but is an actual ability so greater strategy to it.
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Scamble your mafia allies. in a 9/2 setup, unless DT hits a 1/8 shot the first night, his role becomes useless.
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Ambiguous Cop >Scrambler ^_^
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I don't like Vigis. They are too uncontrollable from a balance perspective. Basically, if the player is good/lucky, they give a HUGE boost to the town. Otherwise, they hurt the town a decent amount. Also, they're pretty easy to confirm as innocent. Hatters take more maneuvering/strategy and aren't as easy to confirm. Much better role. Even Hatters with suicide (they can kill someone but they have to die to do it) are better than vigis from my point of view because you have to be really sure and you can't be confirmed as innocent.
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Vigis are awesome. Imo the role doesn't give as much variance as say...a DT or even Watcher/Trackers. The fact that they can screw up but depend on player skill is a huge reason to keep them around. Vigis are one of the more difficult roles to use well.
Confirming roles as innocent is part of the game and should eventually happen. The problem is in how easy or fast this can happen. Invincible DTs and Masons are the two most prominent examples of this.
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On March 30 2010 15:46 L wrote: Scamble your mafia allies. in a 9/2 setup, unless DT hits a 1/8 shot the first night, his role becomes useless. Well the idea is precisely to allow that sort of strategy. But if you feel the power of the DT is only realized when they check scum, and the scrambler power in its current form is too strong, then the scramble power can be altered so that a detective checking the same target as a scramble always gets MAFIA-aligned as a result.
@Ace: What do you mean by ambiguous cop? None of the wikis I checked have the specific term defined. Unless you just mean unknown sanity?
I agree, vigilante is a hard role to use well, especially without PMs and "town circles". Having the self-discipline not to shoot until there's a good amount of evidence is just a starting point...
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yep. Cop can be Sane/Insane/Paranoid(kills targets)
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Dunno, I just don't like that the vigi can establish himself innocent really early by calling his shot.
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On March 31 2010 10:38 Qatol wrote: Dunno, I just don't like that the vigi can establish himself innocent really early by calling his shot. If mafia doesn't react, sure.
But that's kinda on them.
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The vig can breadcrumb the shot before taking it. How can the mafia react to the claim then without risking one of their own with a counterclaim?
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The vig can call the shot before taking it. What are the mafia going to do? Hit the same person? Especially if it happens to be a mafia? If there are mafia KP + 1 night kills and 1 kill is the vig's target, it isn't hard to tell if they're legit.
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Mafia Roleblockers prevent that. Even so losing 1 Mafia for 1 Vigi isn't always a big deal. Vigis also don't tend to breadcrumb anything because of the fact most of the time a lot of them don't know how to and they tend to end up shooting innocents (which isn't always their fault. Killing dumb townies vs Scum is essentially the same benefit imo).
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On March 31 2010 11:43 Qatol wrote: The vig can call the shot before taking it. What are the mafia going to do? Hit the same person? Especially if it happens to be a mafia? If there are mafia KP + 1 night kills and 1 kill is the vig's target, it isn't hard to tell if they're legit. Easy method? Skip a hit that night and then when no medic/vet steps up, you're g2g.
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Did everyone just ignore my superior vig claiming strategy?
Breadcrumb your shot, don't call it in an obvious manner. Then if mafia didn't see through your breadcrumb before you reveal it, the only chance of there not being 2 kills the next day is the 1/8 chance that you and the mafia chose the same target.
But I wouldn't claim unless I was in danger of being lynched. Furthermore, I wouldn't shoot early just to be able to claim. A bad shot could reduce the number of available mislynches to the town, and lynches provide a lot more information than a random shot in the dark.
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What I was saying is most won't even breadcrumb anything because of the idea they might be wrong and fear the backlash that could ensue.
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I've definitely decided to include two new roles once I change things up in Micro-MAFIA: Town Backup: gets the ability of the first dead non-vanilla pro-town player. (perhaps only functions before a certain day) Mafia Naive Roleblocker: player is told he's a roleblocker, but the roleblock doesn't function.
I still want to throw in the Scrambler idea somehow, but I'll stew on that for awhile. I want a vigilante too, but players here suck with vigilante powers, and it'll help mafia more than town, methinks.
I'm also crunching the numbers to find a balanced setup with 3 mafia members. With 2, the game swings very wildly in either the town or mafia's favor early on. And with 3 perhaps the mafia will drop more team-working clues that can be spotted.
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FREEAGLELAND26780 Posts
On April 11 2010 03:15 Zona wrote: I've definitely decided to include two new roles once I change things up in Micro-MAFIA: Town Backup: gets the ability of the first dead non-vanilla pro-town player. (perhaps only functions before a certain day) Mafia Naive Roleblocker: player is told he's a roleblocker, but the roleblock doesn't function.
I still want to throw in the Scrambler idea somehow, but I'll stew on that for awhile. I want a vigilante too, but players here suck with vigilante powers, and it'll help mafia more than town, methinks.
I'm also crunching the numbers to find a balanced setup with 3 mafia members. With 2, the game swings very wildly in either the town or mafia's favor early on. And with 3 perhaps the mafia will drop more team-working clues that can be spotted. Dude what's that version that has like... A power role game that actually is really just townies versus mafia. Like there are two naive mafia role blockers, one deputy and no cop, one nurse and no medic, etc...
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I know this thread is a couple months old, but I don't see a better place to put this. If I was wrong to bump this, just let me know. Also, I'm a new player to these forums, so I don't expect my opinion to hold too much weight, but here goes.
I think it should be considered a town power to be able to send a message. Allowing all players to PM all players is a townie advantaged state of game. While this can be balanced into the calculations, I think that allowing all players to PM takes a lot away from the game as well. There will be less activity in thread because of how much conversation happens behind closed doors. In the end this stifles interaction and discussion between the players - the very essence, to me, of the game of mafia.
In short, I believe it is better for the health of the game to make no-PM the norm and assign PM powers in roles.
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On June 14 2010 14:53 YellowInk wrote: I know this thread is a couple months old, but I don't see a better place to put this. If I was wrong to bump this, just let me know. Also, I'm a new player to these forums, so I don't expect my opinion to hold too much weight, but here goes.
I think it should be considered a town power to be able to send a message. Allowing all players to PM all players is a townie advantaged state of game. While this can be balanced into the calculations, I think that allowing all players to PM takes a lot away from the game as well. There will be less activity in thread because of how much conversation happens behind closed doors. In the end this stifles interaction and discussion between the players - the very essence, to me, of the game of mafia.
In short, I believe it is better for the health of the game to make no-PM the norm and assign PM powers in roles.
I had PM in a mini game, and the mafia won I don't believe it really matters. Mafia can influence townies to do what they want. If Chezinu is in the game, and town, perhaps you're right
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