Since this game will be a Smalltown setup and all the basic roles will be known to all, I'm going to use this thread to gather thoughts and ideas about the balance of the game as it is right now, so when the game is actually played the game will be as balanced and fun as possible. I'll firstly go over a few special mechanics that you don't usually see in other mafia games and then list the basic roles which will be available. NOTE: This is an experimental setup and the information given here can be considered an alpha release, so things will probably change based on the feedback given here. Basic Roles:
Here is a list of things I have thought about and think is worth discussing. If you have any other issues, please bring them up. I may have missed some things, or I may be able to explain why I don't think they are issues. -8/3/1 split seems a bit too tricky for the townies, especially given that all the townie roles, as well as who has the roles, are known to the anti-town factions. The lack of communication between mafia should mitigate this natural mafia advantage, but I was wondering if another townie or two would be necessary. I do have a few other abilities already drafted, but I just wanted to give you the 12 I would put in the game right now if we were to go with 12. -The major power roles such as doctor, cop and tracker are not as powerful as they usually are, at least at level 1. There is also only a small number of investigative roles, namely the Psion, Diviner and Ranger. Is this an issue? -Other than success in event resolution, the Master will be the primary source of level ups. Right now, I have events planned so on average you should get about two level ups a day if events are resolved successfully. The aim isn't to have everyone reaching their level 3 power, but is that enough?
Even taking into account that mafia/third party will have one of these roles plus an additional role?
before even coming into this thread i kept on thinking that balance in the title was spelt wrong and needed an extra l fuck you ballance fuck you
For balance reasons I'd have the Nightwalker go: Level 1: Blocks 50% Level 2: Blocks 100% Level 3: 100% plus a random. In a game with so many abilities and so many others who can use actions on others or block others as levels build an ability that actually brings confusion into who can and can't do what is more beneficial to scum than one based solely on you. Beserkers levelling is also too harsh in a game this size. What is the point of 3 kills with no second kill at a point in the game that you'd imagine it would no longer be of use. 12 players means killing is very very very special. How many day/night phases do you expect this game to make? And how do you feel leveling will be reflected by this?
Don't really like the idea of having another doctor block. Prefer someone like: Level 1 - 50% chance of success Level 2 - 100% chance of success Level 3 - 100% chance of success. Disables the attacker's ability for one night. I expect the game to go on for six or seven days. I agree the Berserker's scaling is pretty bad. Any ideas on how to make it more worthwhile?
If this is a 12 person game you will have alot of flow on effects. Like if Frost mage? who can role block 3 people essentially in the later stages there might only be 6 people left 6-3-1 = 2 people left with roles they can use Then you add bard into the mix and you have someone who stops people visiting aswell some peoples leveling to me seems like it could just turn the game stale, would be better having a 25%,50%,100% scaling rather than a 1 person,2 person, 2 person + special
It's hard to criticize it until you actually see a game in action imo. From a general glance town seems far too OP largely because mafia can't communicate with each other. What sort of events are you actually talking about?