PTB there is scum hunting, you know. If you just think of town as random lynchers then of course yoi're going to get Bad results.
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PTB there is scum hunting, you know. If you just think of town as random lynchers then of course yoi're going to get Bad results.
Even with scum hunting it favors the cult leader. Day 1 will surely be a mislynch. Day 2 you convert whomever was seen as town leader day one and then just sheep their vote. Boom day 3 you pretty much have it on lock.
Scum hunting is great but without invest or any tpr the scum can just kick back, relax, and hope someone puts a bigger target on their back. Look at mm similar concept.
Scum only lost bc of a turbo lynch at the end in a 1v2 situation. This is likely to have multiple teammates.
Having people vote on someone not being convertible doesn't work because then town can say the next day and have no reason to lie.
Town's main advantage in this setup is that they only have to lynch the cult leader and the game ends. Right now, the game is more or less a competition between "get three mislynches" and "lynch the Cult Leader." This seems to be roughly a fair competition. Two mislynches seems like quite too few, and four may be making town's life too easy.
But within the world of "three mislynches ends the game," the current setup is more cult-leaning, which may or may not be correct. I'm not opposed to adding another citizen, or perhaps changing one citizen so that it can't be converted. We're close to a good balance point; the question is what minor tweaks, if any, should be added.
Why doesn't Town just wait for everyone to be converted, then everyone wins.
I'd max it @ 4 conversion (living & dead), then that's half the Town.
Mandatory lynch, and game ends the moment cult could win. If you're town and don't lynch cult during the 4v3 LYLO, you just lose.
The cult is actually capped at 3 living+dead members by the mechanics.
(Cult can only be converted following a mislynch, so 4 members means there were 3 mislynches. But then the six remaining members have to be divided among cult+town. At least three of those have to be town, otherwise cult could have ended the game by converting after the third mislynch. And then that only leaves room for three cult)
Note that I've changed the cult wincon to "Control 50% of the vote, or make it so nothing can stop you from doing so." so that if they get down a 2v2 or 3v3 that game doesn't risk coming down to chance from town and cult lining up their votes.
Oh, I didn't see Mandatory Lynch :)
I was thinking about this last night in bed. In this game, Scum hunting in the traditional sense is not even optimal since everyone is subject to change alignment. It lends itself to playing much more defensively and thinking about playing the game as both Town and Scum.
Make a role that can't be converted, but have it show up as a Citizen so that people won't know if they can get converted or not. that seems completely fair.
Since only two people, at most, will be converted, optimal town play to make things as best as you can for town. If you lynch cult, then you're on the road to victory, and if you get converted then you will have hopefully established yourself as a town leader who can then lead cult to victory.
Only 25% of the town, at most, is getting converted. If you're optimizing how to win as cult, you're trying to win an unlikely victory.
Cult of Yukinii
I think this game needs a one-shot vigilante that can't kill cult leaders. Turns into a normal cultist when converted.
Also Cult Leader's role card name should be Zed.
This game needs nothing else. The 8 v 1 ratio is fine. the fact town needs to lynch the cult leader means they won't be absurdly trying to just lynch the converted people - and will focus on actual scum hunting. Its actually tested before (all the cult members will die when the leader die - exactly like this setup) and it works.
Although I feel like in Sc2 people are more focused on actions than day play which is something I'm not used to, which might be because of the shorter deadlines, so I'm not sure if my point of view has any importance here.