TWG Suggestions, Comments, and Discussion

Started by Nakah, July 29, 2008, 07:31:26 PM

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MaestroUGC

So that game is 1 wolf vs. 11 humans? Those are some pretty stacked odds.
Try to do everything; you're bound to succeed with at least one.

Yugi

#286
Quote from: MaestroUGC on October 02, 2012, 07:17:05 PMSo that game is 1 wolf vs. 11 humans? Those are some pretty stacked odds.
The Wolf Can vigi during day.
Quote from: Zunawe on October 02, 2012, 07:14:08 PM@SocialFox What's the point of a night phase then?
For the Wolf to Wolf.

Zunawe

Oh. . . . So why distinguish between phases? Unless the guardian can only guard during the night. Still seems stacked even if there's no guardian at all.
You know you've been playing too much Dragon Quest when you're afraid your Hershey's Kisses are going to flee.

I program things

Yugi


vermilionvermin

The humans also presumably can't lynch during the night.  If the wolf gets a kill every phase, I think the game's a bit wolf-sided.  The humans have a 1/9 chance of getting the wolf on day 1.  Then a 1/6 chance of getting him day 2.  After that, there would be four people left on day 3.  All the wolf would have to do is get one person to vote for a human (or safety on themselves), use his vigi, and vote.

Zunawe

I thought this was an obvious theme. I don't know if it's been done before. I might suggest it sometime later. I've gone through many balancing ideas, so I'm fine with whatever changes you guys might suggest. (i.e. I originally had the spy powers as interchangeable items.) Also, I'll try to post via 3DS to answer questions, but I may have to go soon.

TWG: There's a Spy Around Here!

Red Team Spies: (Wolves)
1. Spy with Your Final Reward (Wolf Morph) - When a player is backstabbed, this spy is allowed to choose to take on that role in all respects except for name. (i.e. If the Medic is backstabbed, and the spy uses this item, that spy can now choose who gets healed. The Pyro will also not be able to burn the spy. (Is seer'd blue) This power can be used only once, but lasts for as long as the spy is alive.
2. Spy with Dead Ringer (Wolf Ghost?) -  When this spy dies by anything, that spy is not inactive on the thread, and must be presumed dead by all people not spies. However, for two phases after death, this spy may continue to vote for backstabs, and communicate with other spies. (Because of this role, no deceased player shall be allowed to discuss the game with another until the game is finished.)
3. Electro-Sapping Spy (Wolf Role-Blocker) - This spy will choose a player every night phase to disable the sentry of. However, this power can only interfere with the Engineer's ability. If the sentry is disabled during the phase that the engineer is backstabbed, no spy will be killed by the sentry.

Blue Team: (Humans)
4. Pyro (Seer) - Can fire flamethrower at one person per night cycle to see if they "burn".
5. Sniper (Vigi) - Can headshot any one person during any night phase, but must take the next night phase to charge up another shot.
6. Medic (Guardian) - Can put an Ubercharge on any one person during a night phase, rendering themselves and the target invincible. Cannot Ubercharge self, and must take a cycle to build up another Ubercharge.
7. Engineer (Martyr) - Because he is always around his turret, if he dies, his turret will shoot and kill a spy before the spy can disguise himself again. The spy will be determined randomly. The turret will not be effective if the electro-sapper is used on the engineer, nor will it be effective if a spy is disguised as an Engineer.
8. Scout (Human)
9. Soldier (Human)
10. Heavy (Human)
11. Demoman (Human)
12. Spy (Miller) This spy is on the player team, not the spy team. However, his behavior and dress make him easily mistaken as an undisguised enemy spy. Because of this, the Pyro will quickly assume that the player was burnt even though he really wasn't. Does not know of this suspicion, so does not know color of self.

Additional Rules:
A Pyro can NOT seer for color. They will only be told whether or not a player is red.
If the Medic protects the Engineer, the turret will be activated because the spy attacked and blew his cover. However, the Electro-Sapper will deactivate the turret even if the engineer is Ubercharged.
Ubers and Headshots can be saved for as long as the player wishes. However, they must recharge the following night phase. They will not be stacked either.
Spies know other spies.

Precedence:
1. Electro-Sapper (Spy role block onEngineer)
2. Ubercharge (Medic guarding)
3. Backstab (Spy wolfing)
4. Your Final Reward (Spy morphing)
5. Turret (Engineer martyrdom)
6. Headshot (Sniper vigi)
7. Flamethrower (Pyro seering)
You know you've been playing too much Dragon Quest when you're afraid your Hershey's Kisses are going to flee.

I program things

Kman96

FSM, that game is so full of badassery. I can't wait to play it.
Party Hard!
[close]

Yugi


EFitTrainr

I like food.

MaestroUGC

Try to do everything; you're bound to succeed with at least one.

vermilionvermin

On Zunawe's game:  It seems pretty human-sided to me.  Unless the wolves get really lucky, the Electro-Sapping Spy's power is useless.  The Spy with Dead Ringer won't be that much of a benefit to his team either, so the only strong weapon the wolves have is the Master Wolf.  The Medic's Ubercharge makes him really difficult to kill in that the wolves will only be able to wolf him on either even nights or odd nights.  The Engineer automatically killing a Spy should just be a generic brutal power because it leaves the possibility for a wolf playing very well to get screwed over by random chance, and the game's human-sided enough as it is.  If there are going to be four special humans, each one of the wolves should have a badass power.

On FSM's:  I'm not really sure what direction you're trying to take with this game.  Is the Traitor an independent?  The role is listed under independents but calling him a traitor indicates that he's a player who counts for the humans but wins if the wolves win.  Additionally, I think Mutou's role is a bit problematic for the game.  It means that nobody will claim any role.  You have a lot of seers, but seer results mean little in the way of organizing alliances because of the way the game's designed.  Fat camp is better-designed in my opinion because there's a way to develop strategy.  In A Blast From the Past, a lack of claims or alliances and an abundance of powers mean that the game result will be likely grounded in random chance rather than the skill of the players.  Do the independents get a night killing?  If not, I think they need more power relative to the wolves, and that both need less power relative to the humans.

Yugi

#296
Quote from: FSM-Reapr on October 02, 2012, 11:09:18 AMThis post will still be edited. But now you can comment. The roles are now final.

TWG: A Blast From The Past

The basic idea is Wolves vs. Independents vs. Humans.
Wolves win, when Wolves outnumber Humans and all Independents are dead. If there is a same amount of Wolves and Humans, Humans lose, but they can still vote in lynchings or use their powers.
Independents win, when
1) Humans have lost to the Wolves and all the wolves are dead.
2) All Wolves are dead before Humans have lost and all Humans are dead.
Humans win, when both teams have been eliminated and Wolves haven't outnumbered Humans.

No team knows their partners.

Wolves:
Wolves don't know each other.
1. Sir Deku
Has normal seering powers. If a potion is used on him, he turns into Count Dekula and can vigi.If he correctly Pm's the Host the identity of thye vampire, he wins.(From TWG IV: Don't know the name because the acual name was edited out.2. Mr. Mutou - Wolf
Sends a message to the host every Night Phase with a name of a player. That player's power will fail. Can send a message to the host during any phase, multiple times in the same phase if needed, with the name of a player and a role. If the player and role correlate, the player will die. If not, Mr. Mutou may not expel that role or player from the game.May ONLY USE this Every second night Phase. (From TWG XXX: Disability Girls)
Vampire
Normal Wolf.

Independents:
Independents don't count for any team.

 5. Hero of Breath
Can negate a player's power for the next Day and Night Phase. Sends a PM to the host during night. (From TWG XXXI: Just another SBURB session)
Humans:
7. Granny Riddleton - Seer
Can seer during night. (From TWG XXXV :Professer Laton)
8. Cyber Controller - Guardian (cannot guard self)
Sends a PM to the host during night, telling who she/he wants to guard.(From TWG XXVI :Doctor who)
9. Maya Fay - Medium
Every Night Phase, this player can PM the host two questions to ask any dead player in the game. At the end of the phase, the medium receives the answers to these questions. The dead player doesn't have to be truthful when answering those questions.(?)
10. Mikuru - Human
When Mikuru dies, her color will be shown in the phase update.(Was this even in a game?)
11. Blacksmith - Miller
Will be told he's a human.(From TWG XXXIV: Minecraft)
12. Raiden who hisses - Miller
In the Day Phase update, if Raiden is alive a hiss sound will be heard. Will be told he's a human.(From TWG XXXVIII:Snakes on a plane)
Potion Keeper
Has several Potions, which he can use to mess with Deku.(See Sir Deku)
What about these changes?

vermilionvermin

If the wolves have four members, they're way too powerful.  The Potion Keeper and Deku's additions don't really make sense if they're not on the same team.  Otherwise the Potion Keeper would never use the potions.  I'm guessing that the Independents were designed as a single team.  Having only three players and Kenji choosing the wolves means that at the start of Day 1, there's a good chance that five out of the fourteen players alive are wolves.  That's too many, especially considering the fact that they way Spitllama's doing his wolf and human calculations, it means that the humans have to lynch a wolf every day to win.  I don't think that these edits fixed the problem of nobody claiming, and shifted the balance of the game decidedly in the wolves' favor.

Yugi


davy

#299
Might as well post my own suggestion for the Blast.

Quote from: FSM-Reapr on October 02, 2012, 11:09:18 AMThis post will still be edited. But now you can comment. The roles are now final.

TWG: A Blast From The Past

The basic idea is Wolves vs. Independents vs. Humans.
Wolves win, when Wolves outnumber Humans and all Independents are dead. If there is a same amount of Wolves and Humans, Humans lose, but they can still vote in lynchings or use their powers.
Independents win, when
1) Humans have lost to the Wolves and all the wolves are dead.
2) All Wolves are dead before Humans have lost and all Humans are dead.
Humans win, when both teams have been eliminated and Wolves haven't outnumbered Humans.

No team knows their partners.

Wolves:
1. Skuntank - Master Wolf Coroner (wolf seer'd blue)
Every time a player dies, this player will be told the dead player's role. (TWG XXXIX: Perfect Apples)
2. Mr. Mutou - Negation Wolf Expeller
Sends a message to the host every Night Phase with a name of a player. That player's power will fail. Can send a message to the host during any phase, multiple times in the same phase if needed, with the name of a player and a role. If the player and role correlate, the player will die. If not, Mr. Mutou may not expel that role or player from the game. (TWG XXX: Disability Girls)
3. Andrew Jackson - Duelist wolf
If in a KitB he will always survive. In the result of a KitB with three or more players, he can choose a player that will be ignored in the dice roll (a free pass). Unlimited uses. (TWG XXXVII: Time for a History lesson)

Independents:
Independents don't count for any team.

4. Messenger sends the name of one player every phase to the Host. At the end of that Phase, that player and the Messenger will both be aware of the player's role. (However, the player will not know who the Messenger is.) (TWG XIX: Mind Games)
Has normal seering powers. Can seer during night.
5. Strange Man - Wolfsbane Can guess the names of all players with laterns during the night phase. If he's correct, those players and all players seer'd red (wolves except for skuntank and millers) will die and the laterns will be lost. (TWG IX: The Latern keeper)

Humans:
6. Traitor Wins with the wolves, but counts for the humans. (TWG XXII: Theater)
7. Magnus - Morph During the day he will select a username (by PM) and effectively "become" that player for the course of the following night. (Ex/ If Magnus selects a wolf, he may vote for wolfings). Cannot morph into Ã,me de Sol. If this player attempts to morph into the Strange man, the morphing will result in becomming a normal human. If this player morphs into Mr. Mutou, he'll die at the end of the night phase. (TWG XL: Uprising Madness).
8.Ã,me de Sol - ReviverWhen a Player is lynched during the Day phase; the Ã,me de Sol can revive said lynched player (with a 50% chance of them coming back as a Green, otherwise they will join the wolf side of things as a red), and after reviving the player, they become an ordinary human, but still Seer'd Purple. Also has wolfsbane powers that dissapear when wolfed the first time. (TWG XI: Beyond Azincourt)
9. Maya Fey - Medium (TWG XVI: Objection!)
Every Night Phase, this player can PM the host two questions to ask any dead player in the game. At the end of the phase, the medium receives the answers to these questions. The dead player doesn't have to be truthful when answering those questions.
10. Millwright
Will be told he's a human. (TWG XXIV: Sauce is pretty coll)
11. Scientist - Herring
Will be told he's a human. (TWG XXVIII: Pokémon Black and White)
12. Raiden who hisses - Miller
In the Day Phase update, if Raiden is alive a hiss sound will be heard. Will be told he's a human. (TWG XXXVIII: Snakes on a Plane)

Items:
Armor of Achilles - This item is sent to a random human at the start of the game. This armor, when in the possession of a player, will protect him from being wolfed, but not lynched. So long as this player has the armor, he is protected from being wolfed. If the player is lynched with the armor, then the armor is lost forever. The player can choose to send the armor to any other player by PM'ing the host and letting him now which player to send it to. (TWG VI: Rise of the Olympians)
3 Lanterns of the Night: These Lanterns are given to three random members, but not to Independents. Also, if the first two Laterns are given to wolves or the traitor, the final one will be given to a random human (except traitor) so that there's always at least one Latern in human possesion. Holding a Lantern allows the player to know the name of the other players with Lanterns. Every Night phase, the three players with lanterns will submit one vote each to the host in order to choose one person who is currently holding a lantern to be seer'd. The person with the most votes is then seer'd. The seering results will then be sent to the other two players with lanterns who were not seer'd. A lantern can be passed to another player through a PM to the host during the Night phase only. The players with Lanterns will always know who has the other lanterns. Whether or not they allow anyone who doesn't hold a lantern to possess their knowledge is entirely up to them. However, if a Latern would be given to an independent, it's sent to another random player instead if a player holding a latern dies, he'll keep the latern in his tomb (as in the strange man must still guess that person). (TWG IX: The Latern Keeper)

Finished, you can now comment on this.
Quote from: NocturneOfShadow
[davy]'s in a way different time zone so basically he pops in at like 2 AM and posts 500 words and wins the game