Hey hey, good to see youre trying your hand at hosting. Having somewhat quickly read through your setup, i made a list of things that you might need to clarify further, or consider interactions on, so that it makes staff balancing life a little easier.
First, but also least pressing, is 'solider'. Is this intentional misspelling as it appears multiple times through the post
This is just me not proofreading it, will change it up
The RP indicates that the defectors wish to blow up the tunnel and the allies are avoiding it, but you have the ability for the allies to detonate and the defectors to diffuse? confused as to why the agendas are swapped in the descriptions vs the flavour text
This is me having a bunch of ideas all at once and then contradicting myself because of it. I will amend the flavour text before i put it up to review.
Does allied tunneler invulnerability, which is predicated on soldier counts, come under the rule of killed through immunity from marksman raider
Yes it does.
With roles not being revealed, how is the status of the allied tunneler invulnerability disclosed. Is the AT informed when he/she loses their status?
They are not informed
Might want to reconsider vigi (light raider) having unlimited kills given the already exceptionally high KPN potential in this setup (a future point)
Yeah i was considering making it less right off the bat but i was unsure myself
Armoured raider team kill potential is high given the ability to kill when both themselves or their target is visited, possibly revist this mechanic
Its just a buffed veteran pretty much, maybe make it a choice of defence of yourself or somebody else?
How does armoured raider ability 1 play out if the AR's target is a player with a night action who then visits the armoured raider
Then they would get absolutley riddled with rounds. THEY COMING RIGHT AT ME style
How does the 'stand in the way' ability 2 work, genuinely a bit confused here. Potential rewording? (also i think you mean 'can only take one attack' over 'you cant take one attack'. Still confused about how this ability targets, and what feedback is provided
Yeah so its like a bodyguard who doesnt die unless that person is attacked twice or unless that person is attacked and
Scum team has a night kill, will they be able to decide which of the two of them is sent to perform the night kill. Will this night kill consume their night action, stopping them from performing their regular night action?
Yes and Yes
Leader of defectors cant be lynched while German tunneler is alive, how does this feedback present if target is voted to be lynched at Eod
If they would be lynched i would probs have a bunch of filler text (like i would at every EoD) and it would then say like, X name has been captured but Officer (insert whatever i call myself) has ordered a halt on any interrogation, the leader isnt the focus now. Or something like that.
LoD can put through a message once per day/night. Does this imply they can submit during both the day and night phase, or only once for a total passed day? (need to clarify/reword this ability.)
Its once in the whole 72 hour period and then you recieve a message back, will reword.
German tunneler name potentially changed to avoid confusion with Allied faction vs allied in terms of alliance. Use defector instead?
Noted, will do.
How is feedback provided for targets that have had a time grenade planted on them? Are they informed at all, or what time limit is imposed on them? (Personally i would leave the kill to trigger at eod as it may discourage targetted player from contributing that day)
I think they probably are informed and i might change it so you have to choose it to detonate at least in the second half of the day maybe?
Tunneler can also investigate? There seems to be a lot of scum sided investigation coupled with a high KPN and a lot of hidden information for town which seems like it needs a rebalance
I might add another town TPR, would that be enough to make it more balanced. If i do do you think i should give it a set role or another hidden role?
Tunneler cant check and grenade same night, but doesnt specify restrictions on defusing and checking simultaneously? is this intentional? Could tunneler be able to perform the mafia night kill, check someones role, and also diffuse the bomb all in one night
No they can only do one of these things each night. I think i may add a Tracker-esque role for the Brits
Rank and file raider just seems to feed into more of the agenda of mass missinformation/no information for town and seems overkill at this point.
I quite like the idea of the Rank and File raider and i made it so he has to choose between the dead and alive and if he chooses the dead then the German Tunneler wouldn't be able to search it either was my line of thinking.
Marksman is not aware of who his teammates are. Are his teammates informed of who he is?r
No they are not, marksmen is proper slinky like
Can marksman be unknowingly sent to perform the mafia night kill on behalf of the scum team and how does feedback work in regards to this if possible?
No he can not.
Marksman also has a day kill ability? The KPN in this game is already exceptionally high, and now the KPD is too, this seems quite imbalanced (havnt actually crunched the numbers, just a cursory eval)
Yeah he can shoot in the day. Orginally i was gonna make it so he doesnt kill but instead removes immunity and vests and what not with his shot and he would have more charges and i was gonna have a town vest maker as a confirmed role. I dunno how well that would go though, thoughts?
Irish volunteer grenade kill just seems like a cluster fuck and has the ability to massively skew game balance depending on who he targets, especially when you consider the interactions that would occur with the bodyguard role. This one might need to be reworked entirely, or the BG
Yeah im not happy with the irish boi
Other general notes, this game seems to play a lot like the mod, with a lot of kill potentials. Generally forum games are more paced and information isnt overwhelming and players arent being killed en masse. I would consider toning down the kill potentials by quite a degree
I think i have replied pretty well to that above, thoughts?
You might also like to take the time to write out a list of feedback quotes that will be provided for each role for each action for each interaction they have, same with day and night effects. Not only will this help with you being able to convey the specifics of these roles and their interactions more clearly, but it helps all the players better understand ingame mechanics and what has occured on each night.
Yeah i plan too
There is already so little information with roles not being revealed on death, and the scum having access to a lot of missinformation or information denial abilities that a cursory eval seems to skew favour toward scum. Although in saying that, the kills per night could just as easily imbalance it again. Il leave the number crunching to the forum staff, but perhaps instead of combining so many abilities into single characters, you expand the player count and break roles into multiple roles?
Anyways, imo its a good start, just needs a bit of polishing on clarification of roles/abilities/feedback, and especially interactions on IV and AR. Plus chilling on the murder