Does your save allow cult to convert neutral killers? Why or why not?
I do mostly because it makes the cult better.
Yes
No
Does your save allow cult to convert neutral killers? Why or why not?
I do mostly because it makes the cult better.
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.
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.
No because it makes the cult more of a skill role
Intellectual growth comes from discussions, not arguments. If you are unwilling to change your position and hear the other persons side you are closed minded and wasting your time.
If you can not clearly explain what the other sides reasoning is you can not disagree with their position because you do not understand it.
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
v)o.o)^
A rare Yuki in ultimate form
Yukitaka Oni ~Tafkal Hit Squad Member~
depends on the setup
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.
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.
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.
meh, i look at cult as their own gameplay type of race. just like the mafias
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