Random roles, a breakdown
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  1. ISO #1

    Random roles, a breakdown

    NOTE 2: I sent the following to an active member of the discussion 2 days ago (not naming names) in hopes of getting it added to the discussion or posted to R&D where it really should be. I got no response so I'm just going to post this here, whatever. We've already had some days to see that saves are kinda... weird with things like escort as protective (when they can't protect) and BG as killer (when they can't target scum). I hope that this post makes sense of that weirdness.

    NOTE 1: I know that this may be too little too late.. but here's a very detailed breakdown of role category splits for your perusal (that I was actually drafting before the R&D thread became public):

    The random roles should be organized in such a way that it is easy and intuitive to make a save where random variation does not affect game balance. This can be best achieved through putting roles into categories where they are interchangeable without changing the overall velocity of the game. In addition, a player who is new should be able to predict which category each role should fall under if they know all the categories. This means the split must be intuitive in addition to being functional in order to be effective. In my opinion, this is the biggest failing of the basic/adv split as it is not intuitive if a given role is basic or advanced.

    Lets break it down, starting with neutrals.

    Plotting Neutral
    Game Effect: Win condition relies on misinforming town and eventually killing someone
    May hurt town more than scum by wasting lynches and confusing days
    -Jester
    -Exec

    Benign Neutral:
    Game Effect: Has no explicit ties to any faction
    Any faction can "recruit" them through clever play. They are swing votes.
    -Survivor
    -Amnesiac

    Evil Neutral:
    Game Effect: Primarily self-centric play results in generally harder play for everyone else.
    Relies on day lynching to achieve their goals (and falls back on night mechanics)
    -Witch
    -Cult
    -Arsonist

    Killing Neutral
    Game Effect: Goal is to kill everyone else
    Relies on night killing mechanics to achieve goals
    -Serial Killer
    -Mass Murderer
    -Arsonist

    Random Neutral:
    -Exclude Killers [ ]
    -Exclude Evil [ ]
    -Exclude Benign [ ]
    -Exclude Plotting [ ]

    Protective Town
    Game Effect: Protects one role from death through some mechanic
    Allows role claims in town by making mafia kills on claimed roles have high chance to fail
    -Doctor
    -Bodyguard
    -Bus Driver

    Investigative Town:
    Game Effect: Allows town to collect confirmed information in order to better deduce the truth
    -Sheriff
    -Invest
    -Lookout
    -Detective
    -Spy
    -Coroner

    Town Hitters:
    Game Effect: Allows town to strike back at scum through means of blocking or killing
    The higher the number of these present, the more people who are suspicious during the day will be messed with
    -Jailor
    -Escort
    -Vigilante

    Town Leader
    Game Effect: These town help to control the day vote and survive to see the mafia lose in the end.
    Through some means of extra survivability or confirmability, these town own the day.
    -Mayor
    -Citizen
    -Mason Leader
    -Mason
    -Veteran

    Random Town:
    -Exclude Core [ ]
    -Exclude Hitters [ ]
    -Exclude Investigative [ ]
    -Exclude Protective [ ]

    Mafia Saboteur:
    Game Effect: Suppress and deal with troublesome town
    These roles help counter confirmed or otherwise dangerous town
    -Consort
    -Blackmailer

    Mafia Deception
    Game Effect: Undermines the town's ability to get correct information
    Helps counter investigative roles and role calling
    -Framer
    -Janitor
    -Disguiser

    Mafia Support:
    Game Effect: Helps ensure that kills go smoothly or hit the best targets
    -Mafioso
    -Consigliere

    Random Mafia:
    -Exclude Saboteur [ ]
    -Exclude Subverter [ ]
    -Exclude Supporter [ ]

  2. ISO #2

    Re: Random roles, a breakdown

    To improve neutrals.

    Quote Originally Posted by Nick View Post

    Random Neutral

    = No Killing: Serial Killer, Mass Murderer, Arsonist
    = No Evil: Witch, Cultist
    = No Benign: Executioner, Jester, Amnesiac, Survivor

    Neutral Killing

    = No Serial Killer
    = No Arsonist
    = No Mass Murderer

    Neutral Non-killing

    = No Cultist

  3. ISO #3

  4. ISO #4

    Re: Random roles, a breakdown

    Make Spy optional?

    Quote Originally Posted by Nick View Post
    Town Core: Citizen, Mason, Mason Leader, Mayor
    = No Mason, Mason Leader
    = No Citizen

    Town Killing
    : Vigilante, Bodyguard, Veteran, Jailor
    = No Veteran

    Town Investigative
    : Sheriff, Investigator, Lookout, Detective, Spy, Coroner
    = No Sheriff, Investigator
    = No Lookout, Detective
    = No Spy, Coroner

    Town Protective
    : Doctor, Escort, Bodyguard, Bus Driver

  5. ISO #5

    Re: Random roles, a breakdown

    Quote Originally Posted by Mugy7 View Post
    Spy isn't a really reliable source for information.
    You obviously don't know how to play spy then

    Quote Originally Posted by S-FM Blue Masquerader View Post
    Hey moron. shut the fuck up or I will shut you up, k? I'm not the person your going to insult and live happily ever after. K? Understand that,

  6. ISO #6

    Re: Random roles, a breakdown

    Quote Originally Posted by Cryptonic View Post
    You obviously don't know how to play spy then
    I can attest to this.
    As spy, with the rand any as mafia, the mafia were basically giving me 3 confirmed innocent EVERY night.
    Unframable ones. Oh, and I got the full list of mafia roles from their anon chat as a bonus
    Spoiler : FM History :
    FM8 - Bebe(Citizen) FM9-Prokofi(German Medic) FM10- CptKirk(Citizen) FM11 - Caitlyn(Abstergo Agent/Citizen)
    M-FM1-Veteran(Durante) M-FM2-Detective M-FM 4- Student(Nina Einstein) M-FM6- Armorsmith
    Misc: Why-FOM (M-FM 1), SFM: The Experiment: Hosted

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  12. ISO #12

    Re: Random roles, a breakdown

    Quote Originally Posted by creedkingsx View Post
    Bodyguard does both of those things though.. lol
    But from a game flow point of view:

    Bodyguard will protect and keep an important town alive.

    Bodyguard cannot attack players he thinks are evil. In this way, he is much more akin in balance to a doctor than vigilante.



    Escort cannot protect and keep an important town alive.

    Escort can attack players that the escort sees as suspicious. In this way, they are much more akin to a vigilante than a doctor.

  13. ISO #13

  14. ISO #14

    Re: Random roles, a breakdown

    Quote Originally Posted by Nick View Post
    True. But the main reason is the ability to KILL.

    5 town 2 mafia 1 SK will not be balanced because by D2, only 3 town vs 3 scum.

    However with a town killer, 3 town vs 3 scum is still fine.

    Escort can only delay kills for lynching. Town killer can actively reduce their number.
    This is ignoring the fact that the pure killer, the vig, can at most hope to reduce the numbers from 3v3 to 2v2. The escort, exactly mimicking the vig, would force the game into a 3v3. Both are ties. This scenario doesn't show at all that escort and vig are that different.

    But the jailor can make the town win if he makes maf die! Yes, so can the bus driver who is quite clearly protective.

    The fact that a role can at some point in time cause another role to die in some fashion is a very arbitrary method of classification if you do not include the mechanics surrounding it.

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