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View Full Version : Let's Discuss: Cult vs. Neutral Killers



Force20
May 20th, 2013, 11:03 PM
Does your save allow cult to convert neutral killers? Why or why not?

I do mostly because it makes the cult better.

nopro
October 25th, 2014, 12:45 PM
Mine doesnt because it's hard to balance the setup when a Sk can be converted. It makes a huge difference for town if they have to fight against 1 SK + 1 Cult or against 2 Cult (sk got culted).

However I could imagine a setup with 2 arso vs. cult vs. Town in which the arsos can be culted.



I do mostly because it makes the cult better.

The cult isnt necessary weaker when they cannot convert neutral killers. The cult could assume that their target was a neutral killer (if they couldnt convert him) and then claim sherrif and lynch him. I did this once with an arso: I couldnt convert him so I pmed him things like "I know your real role" and waited for his response to determine if he was arso or maf (in which case he would know my role too). Then I claimed lookout and said he would be arso which was right and "confirmed" me. Risky but rewarding.

Helz
October 29th, 2014, 08:25 AM
No because it makes the cult more of a skill role

deathworlds
October 29th, 2014, 10:07 AM
Cult voting power / town influence > Neutral Killer

Cult is already op as shit if no one expects it.

Yukitaka Oni
April 12th, 2015, 10:53 AM
I think not
I believe in the serial killers logic: endangered criminal who hate the world
- serial killers hate Cultist too so he shouldn't become a cultist
- arsonist want to see the world burn, cultist will not make him satisfy with that
- mass murderers want the (art of killing) so i think the way of cult will not satisfy him too

Cryptonic
April 12th, 2015, 06:37 PM
depends on the setup

Slaol
April 12th, 2015, 09:17 PM
Cult voting power / town influence > Neutral Killer

Cult is already op as shit if no one expects it.

However, as much as allowing them to recruit Killers is a 'buff' to Cult itself, the metagame implications of removing a KPN could be huge, and heavily in the opposite direction of the Cult's interests.

It becomes a 'skill' role to dodge the things you can't recruit, and also prevents you from removing a heavily needed aid. While Cult wants more numbers, they really need that Town number to plummet, and if a Neutral Killer gets off only 2 kills of town (or mafia) they have aided the Cult more than the Cult would get out of recruiting him.

AppleyNO
April 12th, 2015, 10:10 PM
I somewhat agree with Slaol. The cult really needs the KPN to quickly get rid of the town before a cultist is discovered/dies. However, once the town is close to losing, securing the SK before he can kill a cultist is quite important.

So should they be able to recruit? I think so, it serves a vital role in the late game, as well as forcing the cult to really think about their conversions.

Cryptonic
April 13th, 2015, 06:30 AM
I somewhat agree with Slaol. The cult really needs the KPN to quickly get rid of the town before a cultist is discovered/dies. However, once the town is close to losing, securing the SK before he can kill a cultist is quite important.

So should they be able to recruit? I think so, it serves a vital role in the late game, as well as forcing the cult to really think about their conversions.

This makes the most sense.
Sure, you're gonna screw yourself over if you convert the SK night one by accident. But if you find the SK and wait until he takes out some of your enemies THEN convert him before he kills you, and you're golden lol

Frog
April 13th, 2015, 09:39 AM
However, as much as allowing them to recruit Killers is a 'buff' to Cult itself, the metagame implications of removing a KPN could be huge, and heavily in the opposite direction of the Cult's interests.


Agree. It's all about KPN.

When rivaling scum are out, it's key for town to pit them against each other. I see neut killing as a deranged vigi in this setup with a nod to town alignment. At the beginning odds of killing cult or cults target is low, but you have to depend on night kills when cult influence increases to level the playing field. More flips reveal group interaction/voting behavior.

The current S-fm should be a fun cult game to watch.

MasterNinja
April 15th, 2015, 03:22 AM
meh, i look at cult as their own gameplay type of race. just like the mafias