On April 16 2016 07:33 Palmar wrote:
Combat Medic: Essentially a medic who saves 1 kp at night. However if he makes a successful save he has to make a choice. Either he stays with his target, keeping him alive as long as he stays, or he leaves his patient to die. The idea is to make medic less punishing for mafia, similar to my reanimator role. Damdred saved JAT on n1, but got roleblocked n2, preventing him to stick with jat, causing jat to die.
Combat Medic: Essentially a medic who saves 1 kp at night. However if he makes a successful save he has to make a choice. Either he stays with his target, keeping him alive as long as he stays, or he leaves his patient to die. The idea is to make medic less punishing for mafia, similar to my reanimator role. Damdred saved JAT on n1, but got roleblocked n2, preventing him to stick with jat, causing jat to die.
This is a pretty interesting role, probably my fav from this game.
Doctor; The town investigative role. We thought given that there was no cop hate at all in the game (millers/godfathers) that every night cop role would be too strong. We considered an "even night cop", ie a cop that can only check on even nights, and the roleblock n1 -> check n2 idea came from that. I think it's a decent role, but a parity cop is probably a better slow cop role. Basically the guy picks a guy n1, roleblocks him that night, then gets a result at the end of n2 on that guys alignment. Vivax roleblocked Kurumi n1.
Idk about this one, if only because the name is rather confusing when roles aren't known. It also sounds a little powerful, unless this was a one-shot type deal.
Forensics Expert: Could have "confirmed" slam had he lived. Investigative role that knows the alignment of the killer of any player who is dead. Useful for detecting there is a 3rd party in the game and to confirm vigilante claims. Good low power role, I'm sort of okay with it, but not overly happy.
Mixed feelings about this one. If used well it could be rather powerful and I could see this screwing over a fake claim pretty hard (or even a "legit" claim like Kuri's). I can see the value for town especially with 3p, but if I'm understanding it right this role provides a shit ton of info for town.
Brood Mother/Tentacled Monster: So the idea here was to split up the normal SK role (which is bulletproof vigilante, essentially) into two roles. The advantage is that suddenly the SK is a faction, there's two people to plan and talk to and they have more combined pull in the thread. The disadvantage is that because the protection part of the SK faction is a jailer, it means that they can only either protect the SK faction leader (brood mother) OR they can shoot. They can't do both at the same time.
If the Brood mother dies, the faction is eliminated. Thus if sicklucker would've died before superbia, superbia would have died with him. On the other hand, it's ok to lose the jailer, it just means the sk has no protection left and has lost his teammate.
I sort of like this implementation of an SK, but I would advise against using it too much. In fact 3p should probably in general be used sparingly (I only use them in storm games generally). But I was pretty much okay with how they turned out this game.
I agree with Palmar's assesment here, interesting implimentation of an SK. I've seen similar 2 player factions before, I forget the game but Mafia was like an Iron Don and a Medic (was that the game rayn tried to run?)
@SL I don't think Shape had any choice but to start picking off you guys. He was solo and couldn't afford a random KP from you guys to hit him. Also pretty sure mafia and SK can't win together, though I suppose if you kept killing town it would have been good for him.
...wait you guys Killed rsoul N2 though. Yea you had to die (unless it was actually a backfire from her Engi thing).