Tapper, on 11 January 2013 - 09:43 AM, said:
OK, now that I am here: pretty good design. See below for comments.
I'll have to admit though that SH was a lot more entertaining than the game has been for me as a player. I had an enhanced symping role, which was more powerful the more I was targeted, part of the reason why I saw no reason to not come out all guns blazing - also because I figured it would reveal metal benders who targeted me so I could then kill them, but I was dwarfed in all ways by town.
Regarding my role, I have 2 gripes. One major, which I already explained (the way the ability was handled, which has a really nasty effect on the symping potential of it), and one minor gripe: I could kill just 3 people with Kali Sticks, one of whom could become untouchable, none of them essential to town/scum victory.
As I said, I agree with the non-vote thing. It was a mistake on my part, and I really didn't think of the consequences the way that you explained them. By the time you did, it had already been done one way, and I didn't want to change a mechanic mid-game.
As for the Kali Sticks thing, like I said, the point of this game was that the Equalists needed to run the thread, not use NAs to win. So your ability was more to help Equalists be able to run the thread by taking voting powers away from a non-Equalist. The possible kill was just a bonus.
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In general:
I like your idea of turning the game upside down by reversing town and scum mechanics, but there's a reason why this in general doesn't really work. If town has info from the start, it is harder for scum to hide - a distinct minus. Second, town is always superior in intelligence gathering as the game progresses, even if it is by CF only, or secret info (finds). Scum by contrast is secure in the knowledge they won't have to gather info, apart from symp-spotting, maybe.
You're letting your expectations of what a scum team should be. Like I said in the OP of the game, this was both a faction game and a scum vs town game. The Equalists started off with five members, which is big for a scum faction, for two reasons. 1 - town had much more abilities than a normal town faction, and 2 - Team Avatar had the lover connections allowing them to communicate openly and share information (at least until Mako was recruited/died).
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In your game, the information creep that is traditional for town was accelerated by the following things:
- 3 finders (~20% of the thread), 2 of whom in one team and with lover connections, meaning they won't do inefficient double finds of the 12 people left that are unknown to them. One of those had the Police Radio which means TA would have always known 1 Equalist by night 1 (Police Radio), a different one by night 4, and so on. This is increased by having another town finder who has no beef with Team Avatar and will go out of his way to keep them alive.
As I said above, I didn't end up using the Police Radio ability, so town only had 2 finds. Furthermore, the people who had finds had at least one other ability. I didn't expect Team Avatar to find Amon right away, and I didn't expect that the two finders would spend the first few nights just doing finds. That being said, there was a finder on Team Avatar, and a finder on Republic City faction. Venge had warned me about having too many finds, and I really thought that 2 finds who couldn't communicate would be fine, and I think, in the end, that it was.
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- The non-TA finder was lover-paired to a guard, allowing them to try to nullify any Equalists they found if they didn't manage to present a lynchable case on their find target.
Yes, that's correct. However, remove bending and incapacitates went through before guards did, so majority of the time, they couldn't guard whatever abilities were being used, and if they were to attack the Lieutenant, they would end up incapacitated anyway.
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- A quarter of the thread had off-thread comms with each other/through each other and shared victory conditions, leaving only 3/4 as their potential enemies, through which they could quickly rifle with finds and CFs, even in a climate with so many Incapacitates. The info spread between them was near absolute in theory - Police Radio night 1 would always have found an original Equalist, on whom then kills could be used.
Though I agree that the lover comms were a little too much, your above assertion rests a lot on how much information they have. Only Korra had a find, so they could only get info that way. I screwed up on how Bolin's Fire Ferret ability was used (I treated it as a full control rather than just a confuse) so I ended up giving them more information than they should have had, which did affect the game. If I hadn't screwed that up, I think the game would have looked different after Amon managed to recruit Mako away, thus severing the connection between Asami and the rest of Team Avatar.
Like I said somewhere above, if I were to run this same game again, rather than take away these lover connections, I think I would give the Equalists a lover connection, either between Amon and The Lieutenant, or Amon and Hiroshi Sato.
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- In a faction/cult game, lies are key as recruits need to obfuscate their shifted alignments. Finders do not go well with lies, especially since people will generally believe the revealed finder over any lie - and if the finder turns out to be a liar, he will be lynched and the damage he does, is limited to only 1 lynch. In this case, going against a reveal would have also have invited a plethora of night kills from TA.
I don't really understand what you're trying to say here.
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- Finds are not even on the Reflect list so I expect they go through Reflects. This allows a town player with reflect to shelter behind it, secure in the knowledge that he won't cause friendly fire by his own actions, while his finders compile a picture of the thread with no negative effects for the air-bender himself.
That was the idea, and why there was only one air bender (reflect) at the start of game. I wanted Tenzin to have a good chance of surviving to at least Day 3 in order for him to help Korra unlock her next level of abilities. That being said, Reflects did not reflect incapacitates, so the player could be neutralized in a different way.
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- Town + Super-town had more kills than team scum (Iroh; unconditional kill, Korra; unconditional kill, unconditional passive kill (Mako), unconditional active super kill (Mako) vs Sato (unconditional kill, Lieutenant; conditional kill on 20% of thread). Combine the kills with the finds, and TA becomes super efficient in removing (minor) threads.
Yes, the point of flipping the game on its head is to make it so town has to rely on NAs to win, whereas scum had to rely on leading the thread. Thus, town had kills, scum had less. I would, however, give Amon a once every three days kill ability were I to run this game again.
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All in all, in return for the info-superiority of town and the ability to co-ordinate info-gathering and NA (in which TA was strong, too), scum got two things: an untrustworthy recruit ability that could be 100% undone at the same pace late game,
Two things regarding this: 1 - Korra was not able to re-recruit until at least Day 5. 2 - Once Amon did his FM jump, he had 2 potential recruits per day, so 4 potential per 2 days. Korra could only re-recruit 3 over 2 days time, and had to find those that were recruited. Granted this didn't work out quite like I wanted (by the time Korra got this ability, basically everyone knew who everyone was) it could potentially have been confusing for everyone involved.
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and a higher survivability which could be by-passed. It was too much of an uphill battle, imho: Anomandaris as killer lacked information who was on his side/ added to his side, allowing a very big chance of killing a recruit/ fellow scum, adding a hurdle to achieving victory. As good as Amon was, he could also not carry the team by himself - even with D'rek going about her business as she did.
Amon survived through most of the game, largely because of Drek's guile. That was the point to the character. Hiroshi Sato was basically invincible for the first 5 days (nothing could kill him until Night 5, and he had a LP). The Lieutenant had a regenerating BP. I dunno, like I said, I agree that there should have been a lover connection on the Equalists' side, but in a normal town vs scum, town aren't given even close to as much power as this team got, and this was a flipping of the town vs scum paradigm.
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More general:
- the Mako CF should imho NEVER have happened, especially not since you had role name finds in the game: it immediately pin-pointed the new Amon instead of throwing the game wide open if it happened to a TA player, and there was always an (admittedly smaller) chance for other mishap/ back firing.
What should have happened instead? Someone dies, a CF is provided. If someone dies from the FM jump, they CF as their original faction. That was the rule I had made. What do you think I should have done instead?
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- Amon becoming an independent would basically have reduced any winning chances for the Equalists to zero, even if they were all still in the game. They simply would not have enough reliability to take opponents out.
If Amon had used Desperation, and Karosis had kept quiet, the last few days of the game would have been very interesting. No one even suspected that Karosis was an Equalist, to the point where they all figured he MUST have been recruited.
That being said, the Amon going Independent thing was a very last resort put in there to stir the game up during end-game if it was used. I had seriously hoped that Drek was going to use Desperation to redirect the lynch train from you during Day 8 to Osseric. That would have flipped the game upside down, and killed off Team Avatar's star player. She didn't, though, so them's the breaks.
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A minor remark: in the OP, you provide a series for resolution, in which Block/Reflect comes after Incapacitate. Yet Reflect works on Incapacitate, per the wording of Reflect - despite Incapacitate being resolved already - for future reference, switch the two.
Reflects do not work on Incapacitates, which I spoke to Tenzin about via PM to clear it up. That was a mistake on my part in the game design. Someone incapacitates Tenzin, he gets incapacitated, he can't reflect it.