No reason...
I'm just curious
Town
Mafia/Triad
Neutral
Cult
My opinion is that at this point all good ideas for town and mafia roles have been exhausted. While there might still be some okay ideas for non-cult neutral, adding more of them doesn't really add a whole lot to the game, so they aren't really that needed (there are already a ton of neutrals). I do think that there are quite a few possible ways to add to the cult by giving them more power roles like the Witch Doctor and more opportunity to act as a major faction.
Should be one unique to all three factions, as example town has got Crier, which other have not got. Should add mafia and triad a role , that has no equivalents in the whole roles range.
town or cult
Spoiler : Orpz FM History :
Town- Architect, Blacksmith, more mirror roles for the sake of mirror roles (I like the dynamic of mirror roles)
Mafia/Triad- Pretty much done for the time being, until the game shifts, imo
Neutral Evil- Ventriloquist
Neutral Benign- Lawyer, shit like Assassin, this Money oriented role I was making an S-FM around. More unique win conditions
Cult- Holy jesus I got a lot for this guy.
town needs a new investigative role.
I really want to see new neutral benign. Preferably something that influences day chat (like jester, exec).
Electromaster would be a cool neut killer to add.
Spoiler : Accolades :
Neutral day-crier, Kleptomaniac, who at night find out target's last will, and at day speaks as *insert something*, not by his actual name, and favours survival.
Kleptomaniac- Neutral benign
Has the ability to steal people's abilities at night.
The objective is to survive(to be added from others),Wins with everyone except cult, because in cult you can not hoard things.
If does not steal 3 nights in a row, suicides.
After stealing the ability, gets one usage of it (Vigilante shots) but can not steal unique roles abilities (Mayor,Godfather) or Cult/Mason abilities.
There are many possibilitys, but I would go for neutral atm, I think if cult gets more it could give balance problems since it is already a strong faction. Town and Mafia have room for new roles, just look in some FMs, but espacially town has already a great role pool (something around 16). The special thing about Neutrals is that you can divide it again into the Begin, Evil and Killer Factions, a neutral role is not necassarily a neutral role (Amnesiac). I think the main Problem in the sc2mod is that the max player count is restricted to 15, which takes many possibilities away, like a second town faction.
This is the Revolution. The glorious Evolution. There is no light, without shadow.
Exactly, no people around. It could only rise up to 20-25 with legacy of the void. Pathetic Blizzard.
Last edited by Reemus; June 17th, 2014 at 06:25 AM.
Benigns.
Fifty thousand benigns.
Benigns are the real rulers of towns. If they wish, they can ruin it for whoever and still be benign.
Mafia/Triad definitely have enough I think. Too many of the roles are inferior to a few other faction roles, they rarely have their moment of glory compared to a more straightforward Janitor, Disguiser or Kidnapper. I'd rather they be more useful before going on to add more roles.
i agree with eagle. improve upon the existing roles, but make them UNIQUE for each allignment.(without revealing their allignment identity)
whats the difference between jailor kidnapper interrogator?
nothing they are the exact same role. the same can be said for the escort equivalent etc etc...
Last edited by EnforecCM; June 19th, 2014 at 08:19 AM.
Yep, it is the point. In fact having a Kidnapper is great. The most powerful Mafia roles to have besides GF are Janitor, Disguiser and Kidnapper. I rarely ever see the Agent or Beguiler be useful. BMer is kind of a joke, but sometimes townies will lynch a silenced person.
well... to be relevant towards the thread topic:
I think cult and neutral benign need new roles. I think there are enough killers as it is.
Cult does not need new roles. There are not enough possible players for it. Be it 20 at least, cult would make a faction with different roles.
Cult-Zealot
Checks prospective targets role for their worthiness (convertibility) to the cult and gives out their alignment. Converted sheriffs for example could become a "Zealot."
Zealot-Noun-1. one who embraces a cause and supports it with vigor; a fanatically committed person;
2. a member of an ancient Jewish sect in Judea in the first century who fought to the death against the Romans and who killed or persecuted Jews who collaborated with the romans.
i think that a jailor like cult role with conversions instead of executions would be better not only will this add deception with tricking people into thinking your jailor yo can also convert without worry of bg AND you can convert any role as jailor can kill any role regardless of immunity
slendermenz, welcome to the SC2Mafia forums! Hopefully, you're enjoying yourself for the most part -- seems like you've been very active recently, which is great.
As a friendly heads up, it's typically frowned upon, especially by the powers that be, to "necro" a thread -- meaning to respond to a thread that has been inactive for a long time. This one in question was from June 2014, which is definitely quite dated. You should always feel free to create new threads if there are particular Mafia or general discussion topics that you want to raise though.
Cult 1 kill allow, a heretic cult-jailor. Well you know.....am just remind the old idea
v)o.o)^
A rare Yuki in ultimate form
Yukitaka Oni ~Tafkal Hit Squad Member~
yes I'm sorry i didn't look at the date >.>
Doesn't matter that it's necro'd, 3rd Parties could always use some new roles.
okay.
The question is who implements the new roles, if we find suitable ones.^^
This is the Revolution. The glorious Evolution. There is no light, without shadow.