Re: M45 SPECIAL Host Sign-ups
Posted: Sat Sep 30, 2017 2:38 pm
Makes quite some sense actually. I do have my doubts on whether a complicated game like that will be handled well by the community but I am gonna go ahead and approve it. Your arguments are valid.PixelPest wrote:There may be a lot going on but everything is there for a reason. Each of the teams has a killing ability with a contingency and a reward for killing the head of another team, along with a conversion ability as well as two other abilities--in most cases one of which is to help get team members together and one is used as an asset to the team altogether.Witchking666 wrote:This game has too much going on and most of the abilities are useless either way.Sure it's a complex game but everything there is in there for a reason and each team follows a specific structure. It's built to be an interesting game and less-focused on a single mechanic such that it can play in a fun way. Each of the primary three teams have two roles that are the same throughout and then two helper abilities that each serve a purpose; I don't see any that are apparently useless. Just because it has a lot of abilities doesn't mean it's unreasonable and because of its structured-ness it isn't too hard to understand.Witchking666 wrote:It is very complicated because of the cultists already and I do not think that it is wise to have both a conversion mechanic and a lot of abilities.I don't want to make the Overlord abilities OP and then have the team screwed over when they are killed which is why I don't want to give them an inspection ability. By spreading out abilities across the team it gives each member a specific purpose, makes all of the roles in the game fun to play, and keeps the teams relatively balanced even when a player has been killed.Witchking666 wrote:My suggestion would be to keep the cultists and the killers and to make the other two members of each team not have an ability. If you want you can make it so the killing role or the wannabe can inspect but I doubt it's truly necessary.Thanks.Witchking666 wrote:Those TPs are fucking cool though. Never seen anything like it before.That's literally what it means; I don't see how it needs further explanation. You killed the previous Night--you can't kill on the current Night. It's just part of what I used to balance the game so that there aren't three killing abilities plus the chance for a player to be killed if targeted by two Converters. This basically makes it so that each of the Overlords can only kill every other Night if they choose, however the are not forced directly via role description to kill on even or odd Nights, etc.Witchking666 wrote:The killing roles themselves need clarification. "Can kill a player each Night, as long as they haven't killed on the previous Night." Does that mean they can only kill every other night? Explain please.
Basically to sum it up this game gives every role an ability to make it more fun so that no one has a bum role to promote activity and each role has a specific purpose as being an asset to the team (either to help bring the team together or to try to screw up another team). The Overlords cannot kill every Night to balance things out and the use of giving every role an ability is that it doesn't totally screw up the team when one player is killed from it