IdiotHunter, you don't know how much I want to be a wolf right now. =P
I actually find there is far too much advantage to the wolves in this game. For example, the necromancer and the shaman pair won't have any idea who has what role, so could reveal far more to the wolves than intended - including seer roles and whatnot. The cursed townie doesn't really help either.
By the way, will previous roles (berserker, bulletproof, werewolf hunter) be included? I'm a bit wary of the berserker and werewolf hunter; they can both kill, and the werewolf hunter is like a slightly less dangerous cursed townie (not becoming a normal wolf, that is). Also, will the cursed townie know they are the cursed townie?
Finally, I'm not really sure of the hypnotism and stamina roles - those, again, play *way* too much to the wolves... not that they're bad on their own, just that they add up.
The wolf roles are actually only suppose to be used in certain situations. If constantly used/used improperly then it will only hurt the wolves. Like the Wolf of Hypnotism, if he changes the vote of a certain person to a certain person then it might be obvious that he is a wolf. However, he could use the move that actually hurts the wolves for that round, but it makes it look like somebody else as a wolf.
Originally Posted by DigitalDragon
Think about that for a second, do you think the roled townies will blurt that out to the normal townies? Even if he was pinged, there's a possibility that he could be cursed. Also, there's a possibility that he might never transform at all. It stays 25% the entire game. And there's a chance he might be a regular wolf the entire game because I'll start it at the beginning of each day.
Originally Posted by ApocalypticARK
Like I said, certain situations. Oh btw, if one of those roled townies die BEFORE the foresight ping, then itll only be between the ones that are still alive. So like, if you know that the shaman's assitant and both the masons are dead, it's a sure-fire way to get to know who the insane seer is. I will not say to the foresight when one or two of those roles are dead, but I will tell him that he cannot use his power anymore once all three are dead.
Originally Posted by Flash
Also, about the destruction wolf, Flash, you have yet to be a wolf. It is nearly dire that the wolves kill every night. Taking off a day to kill the bulletproof is probably more risky than you might think.
Also, Flash, you must've not seen my post where I changed it to one. And about the shaman, do you mean me as the host? Cause if that's true...that'd be a little too troublesome -_-
And yes, the normal seer ping will come up as "Cursed Townie." And no, I will not allow the wolves to know who the cursed townie is till he transforms. He's just a regular townie until he transforms.
Well, even if the Shaman's Assistant dies, the Shaman is still able to converse with the ppl that the Assistant pinged. And yes, it will be like a reverse seer ping. It will be like "You were pinged by the Shaman's Assistant, Flash. You are now able to speak with the assistant, shaman, and the other people the assistant pinged." And jakko, once they are pinged, they can talk to the shaman/assistant/other pinged people 24/7. Though don't get me wrong, ONLY the Shaman can talk to the dead, but the Shaman just "passes over" the info he recieves.
Originally Posted by Jakko
Well SD, I died the earliest last game and I still lived long enough to be able to do a foresight ping. There's a pretty good chance that the foresight might live through the ping if he/she did it in the very beginning of the game. Also, it won't be too much of a hinderance to the wolves since usually the first 3 kills are random, anyways.
Originally Posted by StealDragon
Well Digi, one of the Shaman's Assistant's jobs is to find the psychic and the necromancer. See, if the Shaman only knows the necromancer, then a dead wolf could pretend to have a role and be revived. If he only knows the psychic then the dead roled townies have only a slim chance of being revived. Also, how many times must I say that the cursed townie isn't for the townies? -_- And yes, Berserker/Hunter/Bulletproof (The reason I created the destruction was to kill the bulletproof -_-) will stay. And no, the cursed townie will not know he/she is cursed until he/she transforms.
Originally Posted by Digital_Eon
i want to be a wolfff T_________T
With all these new roles, how big will this game be? It doesn't really matter about the night anyway andd I like the cursed townie idea...but maybe a poll should be added just to make sure everyone agrees(or at least the majority)
I love Steal! <3
I don't agree with the wolf of destruction, personally. The whole point of the bulletproof townie is to provide a stable alliance for the humans, they have to make themselves known. On the other hand, this is also an advantage to the wolves, if they are clever enough to fool the bp townie.
Also, I am, in general, opposed to all roled wolves. As I see it, it hurts both the humans and the wolves. On the wolf side, it makes them defensless, in my opinion. A clever wolf, when told that they have been shown to be pinged, can trick the person into thinking that the pinger is the insane seer. With the advent of roled wolves, since a ping would give away their specific role to the normal seer. This also makes the insane seer completely useless.
As it is now, the game is decided by the cleverness of the individuals. In your game, I think it will likely be which specialized roles are brought into play first. I think the current method is fine, with a few tweaks.
The bulletproof townie, imo, is just unfair. The wolves are unable to kill him, and once the humans figure out who it is...then that basically means the bp cannot die unless somebody put them out as a wolf to somehow vote him off.
Originally Posted by Jakko
And each wolf will have a minor role. That's a given. But I'll have them changed several times till they're 100% fair. To me, it was always the wolves at a disadvantage. I think they need a little boost in power to help them win, especially since I'll be adding in 8 more townies (7 if you count the cursed townie as a wolf.).
And digi, what are you saying? Are you saying that the shaman is completely useless or that it's too powerful?
Originally Posted by IdiotHunter
Agreed. maybe this time around the Regenerating townie can only regenerate after three deaths. so the wolves waste three turns but in return they finally get to kill it
why not just add more wolves and give say... half of the wolves roles... and i think one wolf for every five or six townies is about fair
yes the shaman is useless imo
I like to die with the songs I love stuck in my head. I hope to make the most of these hollow bones we become.
I raise a toast to the the souls that sang all along. I've been gathering friends to just to make some sounds,
before the ship goes down, I've been making amends by making the rounds before the whole world ends
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I like SD's idea about the bp townie too, if I make it like that then I won't use the Wolf of Destruction. Also, are yall not understanding the power of being able to talk to the dead? The rules state that you cannot say "I said this to one person then I died." to anyone in the game, but you can to the Shaman. With the Shaman's powers, you can easily find out some wolves. The shaman also needs to get in contact with the psychic so he cannot be decieved. Also, normal seer pings come out as JUST "wolf" for them, jakko, if that's what you meant.