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Add more smith-type roles
As it stands currently the Armorsmith is... kind of underpowered? It's weaker than a Doctor, and the vest it gives you doesn't even activate until the following night. Plus, you have no way of knowing when you're gonna get attacked. Without having multiple roles interacting with items (by crafting them, verifying them, stealing them ect), it's not much fun, IMO.
My suggestion:
Add a Gunsmith to the game that can craft a one-use gun and give it to a player of their choice. This gun can (optionally) pierce night immunity to make up for the fact that uh... it's dangerous to give ppl guns, plus the gun cannot actually be used until one night after it's handed out.
Add a Thief role to both Triad and Mafia that can steal items from players, getting ALL their items. If they steal more than one item they have to (optionally) hand them out the following night before using them.
Add a Blacksmith role to Mafia and Triad that can craft both Guns and Vests.
Add a Jury Rigger role that can create fake items. Players attempting to use items crafted by the Rigger have their items fail. Optionally, it can explode in their face and kill them (should ignore night immunity).
Add a Collector role or w/e that can check the items a player has. Plus find out if they're legit or fake.
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Re: Add more smith-type roles
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Re: Add more smith-type roles
Being able to given armour to a confirmed role is very strong, especially in setups where mayors cannot be healed is on. The fact they stack also is a point to consider. Immunity functions differently to being healed and can also stop a multi kill strategy.
There’s a chance more roles can be added with items but it’s an issue that needs to be dealt with on the UI side first. Definitely not with 2.0.
Just because something seems weaker on the surface doesn’t mean it actually is. It fills a very different niche. Having agency on self protection for roles that normally don’t can really mess with things. All of a sudden people who get given a random vest can claim and start a massive play without a fear of dying (until they get kidnapped or something)
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Re: Add more smith-type roles
Quote:
Originally Posted by Elixir
Just because something seems weaker on the surface doesn’t mean it actually is. It fills a very different niche. Having agency on self protection for roles that normally don’t can really mess with things. All of a sudden people who get given a random vest can claim and start a massive play without a fear of dying (until they get kidnapped or something)
The delayed impact of the vest though is what can cause problems especially for gov, as much as it can be powerful later on, you need to keep in mind games typically last between 4-6 days.
With the first vest being able to be used N2 (and not knowing if the person given the vest is town or not) you are very possibly buffing evils more than town. Basically in an experienced players hands you're looking at at most 1-2 vests being given during a game as to not potentially throw.
Quote:
Originally Posted by Elixir
Being able to given armour to a confirmed role is very strong
It is, but with setups with bodyguard % on <50% and doctor >50% it basically nullifies the use of the vest with the 1 night delay if mafia is smart.
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Re: Add more smith-type roles
Note that the Armoursmith doesn't need to still be alive for the vests to be useful.
Where as doctor/bodyguard are only useful if they are alive
Also. Why is there need for all roles to be equal or gret in power?
What's the issue with new roles that are underpowered?
If you really want to play like that why do we have sheriff's when we can just have detect exact role invests?
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Re: Add more smith-type roles
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Originally Posted by SuperJack
Also. Why is there need for all roles to be equal or gret in power?
What's the issue with new roles that are underpowered?
There isn't a need
Problem is rolequitting becomes a larger problem when most roles arn't close to equal, for example the problem we have with Doctor currently (as much as it isn't underpowered in the slightest) being seen as an inferior role to Bodyguard
Basically it causes rolequitting if the role isn't seen as fun to play.
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Re: Add more smith-type roles
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Originally Posted by
Varcron
There isn't a need
Problem is rolequitting becomes a larger problem when most roles arn't close to equal, for example the problem we have with Doctor currently (as much as it isn't underpowered in the slightest) being seen as an inferior role to Bodyguard
Basically it causes rolequitting if the role isn't seen as fun to play.
Let armorsmith give itself armor or have it start with 1 piece of armor and people will love it eh
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Re: Add more smith-type roles
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Originally Posted by
aamirus
Let armorsmith give itself armor or have it start with 1 piece of armor and people will love it eh
Or just make it a day ability with no delay and you receive the vest at the beginning of the night, like how triad/mafia change to enforcer at the beginning of the night.
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Re: Add more smith-type roles
New Role: Snitch
Side with Witch/ Cultist
Ability is to Snitch (Change roles at night from a Snitch to Citizen )
Sheriff can detect as a Snitch
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Re: Add more smith-type roles
Unless I misunderstand the Snitch's ability... isn't that just Auditor?
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Re: Add more smith-type roles
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Originally Posted by
Marshmallow Marshall
BEAUTIFUL!
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Re: Add more smith-type roles
No, Auditor cant change to be a town role
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Re: Add more smith-type roles
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Originally Posted by
Varcron
Or just make it a day ability with no delay and you receive the vest at the beginning of the night, like how triad/mafia change to enforcer at the beginning of the night.
Then it's too op as no other night interactions can interfere with it.
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Re: Add more smith-type roles
What about
Rigger
At night, you may rig a players last item.
Any attempt to use a rigged gun or rigged armour/vest will result in the item failing and the players death.
The rigged items appear as real ones to the owner.
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Re: Add more smith-type roles
Oh already said that let me copy another one.
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Re: Add more smith-type roles
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Originally Posted by
SuperJack
Then it's too op as no other night interactions can interfere with it.
Potentially
You'd have to limit the charges to at most 2 with that, but it could work
Or if possible code in a one shot immunity so if they get double attacked in one night they would still die (1-1 vest to attack ratio)
Quote:
Originally Posted by SuperJack
Rigger
At night, you may rig a players last item.
Any attempt to use a rigged gun or rigged armour/vest will result in the item failing and the players death.
The rigged items appear as real ones to the owner.
Would they know who does or does not have items? If not how would they go about using their abilities?
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Re: Add more smith-type roles
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Originally Posted by
Varcron
Potentially
You'd have to limit the charges to at most 2 with that, but it could work
Or if possible code in a one shot immunity so if they get double attacked in one night they would still die (1-1 vest to attack ratio)
Would they know who does or does not have items? If not how would they go about using their abilities?
Last bit was a joke...
I personally see people quit protective roles as equally as each other, I think people are just as likely to quit bg as they are to quit doc.
It's not because they are underpowered. It's because the way they impact the game doesn't tend to set them as the protagonist or hero.
To be fare, the Armoursmith has the quirk of basically handing out gifts and that aspect might be enjoyable for some players.
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Re: Add more smith-type roles
Armorsmith strongest boon is the ability to confirm their existence in the game.
Doctor needs a successful heal to confirm, while bodyguard needs to die to confirm themselves.
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Re: Add more smith-type roles
Quote:
Originally Posted by
SuperJack
Last bit was a joke...
I personally see people quit protective roles as equally as each other, I think people are just as likely to quit bg as they are to quit doc.
It's not because they are underpowered. It's because the way they impact the game doesn't tend to set them as the protagonist or hero.
To be fare, the Armoursmith has the quirk of basically handing out gifts and that aspect might be enjoyable for some players.
I agree, I just see it's use in game being potentially handicapped by the one night wait time imo.
With doc that makes sense, it doesn't make you the hero. But BG... Oh man do I love seeing "harsh shots of an old fashioned shootout" pop up in game. That's kind of what I mean by people rolequitting less as BG, they feel more important with it.
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Re: Add more smith-type roles
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Re: Add more smith-type roles
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Originally Posted by
MrMostache
Armorsmith strongest boon is the ability to confirm their existence in the game.
Doctor needs a successful heal to confirm, while bodyguard needs to die to confirm themselves.
Basically this, being able to self-confirm is a very strong ability on its own.
A role which can give out an item that does nothing is already stronger than half of the town-roles. Speaking of which, what if there were a role that could give out an item that does nothing? Like a fruit-smith?
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Re: Add more smith-type roles
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Originally Posted by
LagAttack
Basically this, being able to self-confirm is a very strong ability on its own.
A role which can give out an item that does nothing is already stronger than half of the town-roles. Speaking of which, what if there were a role that could give out an item that does nothing? Like a fruit-smith?
Good idea.
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Re: Add more smith-type roles
I feel I have seen Fruit Vendor in some FM game before, except it was a modified one where each fruit type gave a different 1-shot ability, and the Fruit Vendor had different fruits but 1 of each..
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Re: Add more smith-type roles
Quote:
Originally Posted by
LagAttack
Basically this, being able to self-confirm is a very strong ability on its own.
A role which can give out an item that does nothing is already stronger than half of the town-roles. Speaking of which, what if there were a role that could give out an item that does nothing? Like a fruit-smith?
That already exists and is called Fruit Vendor
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Re: Add more smith-type roles
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Originally Posted by
Oberon
That already exists and is called Fruit Vendor
It does not exist. Check out Mafia 2.0
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Re: Add more smith-type roles
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Originally Posted by
SuperJack
It does not exist. Check out Mafia 2.0
It does exist
I played a game a few days ago where someone flipped as Fruit Vendor.
Not that it does anything except behave like stump for now, the role still does exist.
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Re: Add more smith-type roles
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Re: Add more smith-type roles
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Originally Posted by
Varcron
It does exist
I played a game a few days ago where someone flipped as Fruit Vendor.
Not that it does anything except behave like stump for now, the role still does exist.
Not anym,ore tho
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Re: Add more smith-type roles
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Originally Posted by
SuperJack
Not anym,ore tho
Did pringles remove it?
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Re: Add more smith-type roles
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Originally Posted by
Varcron
Did pringles remove it?
Replaced it with Time Bomber
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Re: Add more smith-type roles
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Originally Posted by
SuperJack
Replaced it with Time Bomber
frinckles should add back fruit vendor but secretly make it so that the fruit kills you after 3 days but gives a random death description and see how long it takes the mafia community to figure out what's happening
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Re: Add more smith-type roles
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Originally Posted by
aamirus
frinckles should add back fruit vendor but secretly make it so that the fruit kills you after 3 days but gives a random death description and see how long it takes the mafia community to figure out what's happening
YES DO IT
Seriously that'd be funny af
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Re: Add more smith-type roles
Please don't add more to secret game mechanics