|
Post by pede on Mar 6, 2009 22:00:06 GMT -5
Because the game is almost over, I feel like talking about it from that perspective.
Anyway, if I could go back and change things, here's what I would change: - Remove Princess Peach's Instant Death, and Pollen potions. I think, at the start, the game was slightly unbalanced in favor of the scum, and removing Peach's extra kill would put things back into balance. The Pollen was completely unnecessary. - Remove the block aspect from Toon Link. The idea of the Commuter/Doctor was an interesting one. Instead of how to protect, the question became, when? The goal was to be free when a cop-like role claimed, or when he was attacked. The role was balanced without the paranoia aspect. - Make Jigglypuff a simple Paranoid Doc. That role could have been an endgame juggernaut, something I hadn't thought of. She was way too powerful originally, though the point was moot in-game.
Other than that, though...I think everything turned out well.
|
|
|
Post by nanook on Mar 6, 2009 22:55:47 GMT -5
Too many extra kills for scum. We could practically double kill every other night. This is ridiculous overpowered.
Ditch the poisoner role altogether. In game roles should never be linked to OOG fluff. It just ruins the social aspects of the game.
Neat concept though. It reminds me of Batman, where the bad guys were really the good guys.
|
|
|
Post by pede on Mar 8, 2009 9:15:08 GMT -5
Yes, the plot was particularly enjoyable to write, and I think it will have a very satisfying conclusion, especially if the SCUM manage to lynch shaggy toDay.
Other things I liked: -Captain Olimar (Minion Master). Okay, yes, he was a bit overpowered (I really overfactored the fact that he couldn't reliably do the scum's night kill--him and Princess Peach and Sheik, which, I think, is what overpowered the scum a bit). However, the concept for his role is really cool, and very applicable (It is not, however, mine. I stole it from Pollux Oil, specifically the necromancer). Simply put, there are a wealth of options with the role, all of which are fully balanceable. Where the minions come from, what they do, how many actions the minion master can take...it's a whole class of options.
-Zelda (Delay Doc/Governor/Lover). The idea of a delay doc is an interesting one. It's certainly weaker than an ordinary doctor by itself, so it's best used as a nerfing tool. That said, it's an interesting nerfing tool, and one that does not hurt the experienced player much.
-Toon Link (Paranoid Doc/Commuter). Again, the paranoia aspect was not necessary on him. The interesting aspect of his role was that it changed 'Who do I protect' into 'When do I protect'. Basically, he wants to be able to protect when a critical target claims, or when he claims. And so he's constantly playing a game of chicken with the scum...do I do nothing, and hope the scum don't attack me, or do I protect, and hope that no-one really important claims?
-Diddy Kong (War/Sidekick). The idea of an enhancer is just really cool (again, not mine--Either storyteller's or Kat's, from Skrull Planet (one of the tabled roles)). It only works in a game with almost all power roles, but when it is there the role becomes powerful, and tricky. Also, the idea of War as a third party is interesting. Basically, War wants to prolong the game as long as possible (again, stolen from Pollux Oil). As such, he's got an interesting conflict. He needs to stay alive, yes, but he also doesn't want either side to gain too much of an advantage--how to do so?
Mario (Coroner). This role proved to be about as powerful as I expected--able to deduce a few things about the game, outing a scum, but not much power overall. It's very fascinating, though, because that player has a completely unique perspective on the game. As the powers and numbers make themselves clear in the main game, the Coroner can see how they were shaped in relation to the roles that didn't.
-Pit (Aegis). It's a shame he didn't really get much opportunity to shine, because I thought this role was really clever. It only works in a game with lots of power roles, but when it's there it leads to some interesting thoughts. Do I protect the obscure claim, or wait for the investigator to clear him? Do I keep her from getting roleblocked, or keep him from getting killed? And so on.
|
|
|
Post by molefan1981 on Mar 13, 2009 20:46:18 GMT -5
Too many extra kills for scum. We could practically double kill every other night. This is ridiculous overpowered. I actually disagree with this, although it occurred to me early on. It's easy to say now that the scum were overpowered, but town made a lot of mistakes - both vigs, for example, were taken out by townies. And if Zeriel had survived and Special Ed had been taken out instead during night one, they'd have had a daykill and a nightkill vig.
|
|