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Pokemon Malfia-After Disaster
#17
Jonathan Meer Wrote:How, exactly, would we have prevented our deaths John? The Hitmon powers sound all cool, until you sit down and try to do something with them, and you realize they're...kinda useless. It's basically a passive perk that cannot be leveraged.

'OH HEY GUYS, don't lynch Vad because he's hitmon and I'm hitmon and that means that neither of us can be targeted by mafia and blah blah blah'

Townspeople (appropriate and reasonable) response: "lolwut? Just mafia covering for mafia. Kill him.'

Because saying nothing (you) and voting for yourself (Vad) was SO much better than revealing. Remember, we were basically voting on nothing but a 50% wager because nobody was fucking doing anything.

I just want to clarify why the "Granny with Shotgun" role should NOT be put with the Mafia. The game is all about information; gathering for the town, or utilizing with the mafia. Having a role that kills anyone who visits should be a role sided with town, or themselves. Why is that? When it is sided with mafia, they receive too much reward for too little risk. There's no way anyone sided with mafia will be killed from that specific power, giving the mafia even MORE chances to kill than they already have. However, giving it to a townie, there's more play involved. Should you wait to snag a mafia with your power? Should you reveal early to prevent losing an important town role? It has more risk for both mafia and town this way, as well as making the game more balanced.

Likewise, here's a few things to make Mewtwo a lot more balanced.

A: Make Mewtwo's power a one time thing. You are making somebody useless for the rest of the game. Consider that. After Mewtwo gets them, they can't do a damn thing, for the REST OF THE GAME. You're basically killing them. The mafia already kills people, they don't need to have two roles that do that (Kaden already said something like that).

B: Make Mewtwo's power so that it makes people useless for a cycle (Day and Night phase) instead of the whole game. This is basically is the "Hooker" role I've used in both of my games. It's basically a more flexible version of "A" because you could choose to lock a single target for each phase, or select the same target you plan to kill to get a sure thing.

As I've said, I'd love to see this again when it's more polished and balanced. I enjoyed the concept, but the execution was lacking.
[Image: jd-1.jpg]
"I would happily blow 20 guys in an alley with bleedy dicks so I could
get AIDS then fuck a deer and kill it with my AIDS." - Louis C.K.
thanks waff
Kaden Wrote:I wish being ten John Does made me feel better than it actually does.
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Messages In This Thread
Pokemon Malfia-After Disaster - by Mal Nova - 06-14-2011, 12:13 PM
Pokemon Malfia-After Disaster - by Mal Nova - 06-14-2011, 12:23 PM
Pokemon Malfia-After Disaster - by Mal Nova - 06-14-2011, 12:23 PM
Pokemon Malfia-After Disaster - by John Doe - 06-14-2011, 01:19 PM
Pokemon Malfia-After Disaster - by Blue - 06-14-2011, 02:35 PM
Pokemon Malfia-After Disaster - by Jonathan Meer - 06-14-2011, 02:57 PM
Pokemon Malfia-After Disaster - by Tyr - 06-14-2011, 03:06 PM
Pokemon Malfia-After Disaster - by Mal Nova - 06-14-2011, 04:44 PM
Pokemon Malfia-After Disaster - by Jarka - 06-14-2011, 05:15 PM
Pokemon Malfia-After Disaster - by Mal Nova - 06-14-2011, 05:55 PM
Pokemon Malfia-After Disaster - by Kaden - 06-14-2011, 06:00 PM
Pokemon Malfia-After Disaster - by Blue - 06-14-2011, 06:29 PM
Pokemon Malfia-After Disaster - by Tyr - 06-14-2011, 06:50 PM
Pokemon Malfia-After Disaster - by Rafael - 06-14-2011, 09:20 PM
Pokemon Malfia-After Disaster - by Kole T. Merr - 06-14-2011, 10:52 PM
Pokemon Malfia-After Disaster - by Kaden - 06-15-2011, 04:19 AM
Pokemon Malfia-After Disaster - by John Doe - 06-16-2011, 12:49 AM

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