Obdigore, on 06 March 2012 - 06:18 AM, said:
Mentalist, on 06 March 2012 - 06:14 AM, said:
Jump Around, on 06 March 2012 - 06:09 AM, said:
Mentalist, on 06 March 2012 - 05:55 AM, said:
That would piss me off to no end, as it is again a deviation from M&P, which affects how you read the thread. Do the killers know each other? And the symps? Who knows who and who is trying to send what info to whom is the most important think to know to understand the dynamics of the game
I've long since gotten over that. THink of similar games we've had with such setup, and extrapolate a WCS.
hell, the previous game had 2 killers who KNEW each other, and had separate kills!
with 17 people, 4 scum seems too much, so I'm thinking 3 to start. having one symp know 2 separate killers would bring us into familiar 13.5 territory. , and we add town roles for balance
no guarantees i'm right, but i'm taking this as baseline wcs, and going from there.
I would Guess the killers would know each other but no offline comms? That is what I would do.
2 Killers with seperate kills who know each other but cant talk. A symp that knows both.
Then 2 vigs and a healer from town.
I seriously can't imagine 2 day vigs and 2 night vigs unless the killer group is what, 2 killers and 2 symps with symps inhereting? That is getting more farfetched then just 2 killers with seperate vigs.
Obdigore, on 06 March 2012 - 06:11 AM, said:
Vigs are almost always more harmful to town than scum. Having more vigs wouldn't be cause to give the killers BPs, it would be cause to have a bigger town or some other way to compensate for the fact that most if not all of those vigs are going to hit town.
Apologies, Stalker, I guess some people do need to learn how to play mafia again