Re: M38 - Host Sign-ups!
Posted: Thu Apr 06, 2017 9:52 am
Would it work if rather than having the Nurse, I just include another Medic? In this case, I have an idea for it.
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Firstly, the Sane Alter-Ego is not blue, so you can't call it a blue.witchking666 wrote:Also Danny, care to elaborate on your problems with the Alter-ego's?
You are right that the mafia loses a member if one of them is killed but the town loses a blue aswell.
The death of the Sane Alter-Ego will be less of a burden to the town as it will be a burden to the Mafia. They lose one of their own members, and if they've already lost one of their own, it puts them at an extreme disadvantage. In any case, whether it's through a nightkill or lynch, the Mafia is always going to get screwed over if the Alter-Ego dies. It's not about the town's Alter-Ego, it's about the mafia's Alter-Ego.witchking666 wrote:I do agree that I made the blue Alter-ego a bit too weak and thus allow the town to basically kill a mafioso with 100% accuracy without there being any punishment. I changed its role from a role-revealer to a follower in order to make the death of the blue that is killed when the Insane Alter-Ego dies more of a burden to the town.
The town loses absolutely no power with their Alter-Ego dead. Yes, they lose the ability for the Alter-Ego to reveal himself to people every night, but what good does that do other than form a blue alliance early? The Mafia's Alter-Ego is extremely useful to the team, and its high chance of just dying thanks to RNG is ludicrous, because it can pretty much throw the game for the already small Mafia team, especially if they've already lost a player. There are a lot of things that promote killing in this game, be it the Mafia's nightkill, the Director's nightkill, the Executioner's nightkill, or the fact that there are a lot of double-vote mechanics (Director and Psychiatrist), it really puts the Mafia on a slight disadvantage, because any of these can target their Alter-Ego, or the town's Alter-Ego. Throw that on top of the Therapist's roleblocking and the Doctor's ability to revive people, it doesn't entirely make a fair game for the Mafia.witchking666 wrote:The original idea behind it was that people would figure out the sane Alter-Ego and use him to execute a mafioso when the time is right, but with this they also lose a lot of power themselves. I think it is more balanced now. but if there is anything else wrong with the mechanic I would like to know so I can find a way to fix it.
Okay, I can understand your point right there, the mafia only has four members to begin with. Do you think adding a fifth mafia member at the cost of one of the town specials or a townie would fix this?Danny wrote:The death of the Sane Alter-Ego will be less of a burden to the town as it will be a burden to the Mafia. They lose one of their own members, and if they've already lost one of their own, it puts them at an extreme disadvantage. In any case, whether it's through a nightkill or lynch, the Mafia is always going to get screwed over if the Alter-Ego dies. It's not about the town's Alter-Ego, it's about the mafia's Alter-Ego.witchking666 wrote:I do agree that I made the blue Alter-ego a bit too weak and thus allow the town to basically kill a mafioso with 100% accuracy without there being any punishment. I changed its role from a role-revealer to a follower in order to make the death of the blue that is killed when the Insane Alter-Ego dies more of a burden to the town.
How exactly would you advice me to fix this? Now that you laid it out like that it is quite obvious the mafia is a bit underpowered. The only way I can think of to fix this is to remove a blue role, most likely the Therapist (roleblocker) or the nurse and add another mafia member instead. Also, I don't really think you read my game again before posting the critisism. I have changed a lot of things according to your and Pseudo's reviews, including the fact that the town alter-ego is now more powerful was most likely not a great idea. But I would like to get some crisism on the new mafia roles aswell as on the game in general after I fixed some stuff.Danny wrote:The town loses absolutely no power with their Alter-Ego dead. Yes, they lose the ability for the Alter-Ego to reveal himself to people every night, but what good does that do other than form a blue alliance early? The Mafia's Alter-Ego is extremely useful to the team, and its high chance of just dying thanks to RNG is ludicrous, because it can pretty much throw the game for the already small Mafia team, especially if they've already lost a player. There are a lot of things that promote killing in this game, be it the Mafia's nightkill, the Director's nightkill, the Executioner's nightkill, or the fact that there are a lot of double-vote mechanics (Director and Psychiatrist), it really puts the Mafia on a slight disadvantage, because any of these can target their Alter-Ego, or the town's Alter-Ego. Throw that on top of the Therapist's roleblocking and the Doctor's ability to revive people, it doesn't entirely make a fair game for the Mafia.witchking666 wrote:The original idea behind it was that people would figure out the sane Alter-Ego and use him to execute a mafioso when the time is right, but with this they also lose a lot of power themselves. I think it is more balanced now. but if there is anything else wrong with the mechanic I would like to know so I can find a way to fix it.
When every game is approved.PaperPlayerX wrote:when vote
No, that is too many mafia members.witchking666 wrote:Okay, I can understand your point right there, the mafia only has four members to begin with. Do you think adding a fifth mafia member at the cost of one of the town specials or a townie would fix this?
Come up with a different Mafia role and a different Town role.witchking666 wrote:How exactly would you advice me to fix this?
What makes you think that?witchking666 wrote:Also, I don't really think you read my game again before posting the critisism.
You should have posted this in the game concept thread, then. Most people are willing to give feedback. Regardless of that, it would have been much preferable if you treated this as a serious host signup, because seeing this excuse repeatedly is getting annoying, quite frankly.witchking666 wrote:To be honest, lets face it, there is hardly any chance of me winning these host signups. Psychopathy Red was originally not even supposed to be a serious host signups entry. I made the game to post it into the game concept thread to get some feedback. The main reason I submitted it is to get critisism on my game-making skills (or lack thereof) so I can get better in the future.
It isn't like I don't want to host mafia or anything. I just know that there is no chance of me beating ZM12 or you/pseudo.Danny wrote:No, that is too many mafia members.witchking666 wrote:Okay, I can understand your point right there, the mafia only has four members to begin with. Do you think adding a fifth mafia member at the cost of one of the town specials or a townie would fix this?
Come up with a different Mafia role and a different Town role.witchking666 wrote:How exactly would you advice me to fix this?
What makes you think that?witchking666 wrote:Also, I don't really think you read my game again before posting the critisism.
You should have posted this in the game concept thread, then. Most people are willing to give feedback. Regardless of that, it would have been much preferable if you treated this as a serious host signup, because seeing this excuse repeatedly is getting annoying, quite frankly.witchking666 wrote:To be honest, lets face it, there is hardly any chance of me winning these host signups. Psychopathy Red was originally not even supposed to be a serious host signups entry. I made the game to post it into the game concept thread to get some feedback. The main reason I submitted it is to get critisism on my game-making skills (or lack thereof) so I can get better in the future.