[Role] Gun Dealer
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  1. ISO #1
    feralasys
    Guest

    [Role] Gun Dealer

    Alignment: Neutral

    Power:
    - Refreshes Vigil's ammo for a price and could also give SK a different weapon other then just knives.
    and or
    - Refreshes Vigil's ammo once, twice, three, or four times depending on your choice. Allows the SK to get one different weapon.

    Special Attributes:
    -If Lynched. All ammo given will be taken into custody by the police.

    Investigated: Gives ammunition and weapons to people.

    Opinions?



  2. ISO #2
    Nick
    Guest

    Re: [Role] Gun Dealer

    Victory conditions?

  3. ISO #3

  4. ISO #4
    Membrax
    Guest

    Re: [Role] Gun Dealer

    Don't get the point of this role :o

    This town version makes more sense:
    Gunsmith
    https://wiki.epicmafia.com/index.php?title=Gunsmith

    But even then, any public game with random weapons everywhere sounds like a catastrophe :P

  5. ISO #5
    wightsnow
    Guest

    Re: [Role] Gun Dealer

    Quote Originally Posted by Membrax View Post
    But even then, any public game with random weapons everywhere sounds like a catastrophe :P
    Oh, joy. Now EVERYONE is a 1-shot vigil.

  6. ISO #6

    Re: [Role] Gun Dealer

    I would restructure this role to have the following conditions
    Alignment: Town
    Abilities: Every night arm a player with a one shot pistol that may be used the following nights. The pistol may be used in addition to any other abilities that person has. (Possibly replaces abilities to give them the 1 night kill option.)
    You have X pistols.
    Goal: Lynch every Mafia and Evildoer

    This way the role would be more interesting as it could hurt/harm town with poor choices.

    I don't think this would fit into the metagame that well but I figured I would give my twist on your idea.
    *reserved*

  7. ISO #7
    DeadDiver
    Guest

    Re: [Role] Gun Dealer

    Or if this were to make it, perhaps only civilians and masons could be supplied the one shot, then people would use them more often.

  8. ISO #8
    wightsnow
    Guest

    Re: [Role] Gun Dealer

    Quote Originally Posted by DeadDiver View Post
    Or if this were to make it, perhaps only civilians and masons could be supplied the one shot, then people would use them more often.
    You really don't need to encourage people to use killing abilities.

  9. ISO #9

  10. ISO #10
    Membrax
    Guest

    Re: [Role] Gun Dealer

    The opposite role of this one could better fit:

    Blacksmith
    https://wiki.epicmafia.com/index.php?title=Blacksmith

    Abilities:
    - Gives a vest to one person each night.
    - That person will be able to survive one shot per vest.

  11. ISO #11

  12. ISO #12
    Tony Montana
    Guest

    Re: [Role] Gun Dealer

    For a price...? seriously we don't need to bring money into this, don't try to turn it into an RPG or some shit...

  13. ISO #13

    Re: [Role] Gun Dealer

    Quote Originally Posted by Membrax View Post
    The opposite role of this one could better fit:

    Blacksmith
    https://wiki.epicmafia.com/index.php?title=Blacksmith

    Abilities:
    - Gives a vest to one person each night.
    - That person will be able to survive one shot per vest.
    So a doctor, but with a 1-turn lag per heal?

    Better than making everyone a 1-kill vig, but still not ideal. Still, Blacksmith could be interesting if used in combination with a Doc (i.e. Sheriff could reveal, get healed by Doc, get given a vest, and then use the vest later in the game once the Doc is dead).

    Hm... I didn't like the Blacksmith idea at first, but the more I think about it, the better I think it is.

    Quote Originally Posted by DeadDiver View Post
    Or if this were to make it, perhaps only civilians and masons could be supplied the one shot, then people would use them more often.
    If the Gunsmith can only arm Civilians and Masons, he becomes a detector AND a Vig factory. Consider this:

    I am Gunsmith. Nights 1, 2, and 3, I randomly try to arm various people. Night 1, I pick a Cit/Mason and manage to arm them. Nights 2 and 3, I can't arm the people (thus, not Citizen or Mason). One of those people reveals as Sheriff. The third is GF, but claims Citizen. Suddenly, the Gunsmith knows EXACTLY who the GF is, even with GF detection immunity on, and can tell the now-armed Citizens to kill him.

    THUS:
    You cannot exclude certain roles from being armed, without the Gunsmith becoming overpowered.

    If you do not exclude certain roles, ANYONE can receive a weapon from the Gunsmith. Consider THIS:

    Night 1, the Gunsmith arms a random person. It turns out to be a Blackmailer, who consequently Silences someone, and then kills someone else. Gunsmith has fucked over the town, and still has the chance to fuck up 2 more times by accidentally giving other Mafia guns. He could also give guns to Arsonists, Witches, Survivors, and other non-town roles (Jester with a gun?) and end up DESTROYING the town singlehandedly in a couple nights.

    Thus, overpowered in town's favor if you exclude roles, overpowered in anti-town faction's favor if you don't exclude any.

  14. ISO #14
    DeadDiver
    Guest

    Re: [Role] Gun Dealer

    i actually like the vest from blacksmith thing, not OP, still not a big fan of gun dealer tho

  15. ISO #15

    Re: [Role] Gun Dealer

    Quote Originally Posted by DeadDiver View Post
    i actually like the vest from blacksmith thing, not OP, still not a big fan of gun dealer tho
    Yeah, I think I'm going to officially jump on-board the Blacksmith bandwagon and say that it's a good idea. x3

    On a side note, is it sad that I spend a lot of time during the day (like, while out and about doing other IRL stuff) thinking about Mafia and different roles that get suggested on here? DR gave me a new addiction... Dx

 

 

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