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Kk, I'd like to hear them.Will post my thoughts on the setups later.
I'm still not impressed because it's hardly an improvement compared to the first setup and I still consider the absence of a mafioso to be problematic.You misunderstand the intention of having 2 cultists to begin with in the second setup. They're aligned and working together for the same cult faction, there simply isn't a leader system for recruitment: instead the concept is any remaining cult can recruit during Even nights as if it were a mafia nightkill in a pool of goons. (That being to prevent the game from literally stopping once the cult leader is killed, as it'd be impossible to mislynch under the mechanics I proposed)
It prevents cult from losing D1 while not making it unwinnable for town. That's the entire intent of that variation really. Comparison cop simply because I find a straight "Yes or no" cult finding role lame.I'm still not impressed because it's hardly an improvement compared to the first setup and I still consider the absence of a mafioso to be problematic.
I did the math, and it's always 3 mislynches for a Town loss in the Even Night, no townkill setup. Town can win in as few as 2 lynches if they get lucky early, but for every mislynch they attempt they need another correct lynch in total to win due to cult recruitment. (so if they miss twice off the bat they have to lynch correctly 4 times overall to pull out the win, which is a bit tough but doable. If they miss once, they have to succeed three times overall. It's hard but they have a cop and a one day clear every time they miss on odd days. Most importantly to me though the setup stops cult from losing D1 no matter what. Whether that sounds too hard to people or not I'll leave to you guys to decide)The trick with cultists is that you can increase the number of required lynches while decreasing the number of required mislynches. I think the even-night mechanic definitely helps tip the balance back in town's favor, but it still creates a situation where it could easily take 3 correct lynches for a town win, but only 2 mislynches for a town loss.
/in to host