#Midnight Mechanic to Work in Tandem w/ The Wildling Rework

61 messages · Page 1 of 1 (latest)

wispy hull
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I’ve seen discussion with one of the Wildling Rework, primarily the one with the ability “Sixth Sense”. This basically allows it to receive live feedback during the night, which would be an incredibly important niche for the Coven to utilise. Allowing them to plan around TK, TP, and possibly even TI. The only issue with this is the clause, which says that if the selected Townie doesn’t select an ability within the given timeframe, then they face an Unknown Obstacle. This is very clunky and I don’t feel like I need to explain why, whilst this rework is something I heavily agree with, I just feel like it needs some fine-tuning. So let me explain.

Midnight will be a certain time throughout the night when Town-Aligned Players will no longer be able to switch their target.

This gives Factional Roles much more needed time to converse during the night and gather information. Additionally with Neutral Killing overall just having more time to plan out and think. However, it can also allow Town time to write down whomever they visit without rushing it in the beginning of the next day. These of course, are just all the indirect positives of having this feature. As for the more mechanical side of things…

Certain non-Town roles may be able to gather information after Midnight strikes, allowing them to relay it back to their Coven. For example, Wildlings Sixth Sense, which would fulfil that niche of receiving live feedback, without the clunkiness of passing out Unknown Obstacles. Additionally, this may also solve a few other issues present within the game.

With this, you could also give Enchanter, Illusionist, and other Deceptive roles the possibility to fake visits.

For Enchanter, you can decide where your target will appear to visit for Lookout, Tracker, and other relevant TI.

For Illusionist, your Illusioned Coven can decide where they’d want to appear to visit. Alternatively, you can just have them not appear to visit at all but that would overall mess up Tracker results.

This would work similarly for other Deceptive roles, such as Soul Collector, who would be able to pretty much do the same thing as I previously mentioned with Enchanter.

Overall, I want to hear feedback over how this feature could play out within the game. There are the negatives of this, like forcing Town players into a sort of purgatory state for a few seconds, or increasing the overall duration of games. But the positives of this also shouldn’t be overlooked.

So yeah, I heard this concept before but I forgot who I heard it from so whoever I did props to you.

TLDR: Basically a point during the night where Town players are no longer able to switch their abilities, gives Coven and Apoc more time to conversate. And also fixes the clunkiness of the proposed Wildling rework.

rotund rover
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TLDR please?

feral sedge
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ok but night should be longer

wispy hull
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yeah ik this wouldnt take away from the current night

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youd have to increase total night length by a few for this to work

feral sedge
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1 minute night real

wispy hull
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sadly the average tos player attention span is too short so people would definitely complain about it

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maybe i could add a clause saying that family guy funny moments will play for all town aligned roles after midnight

feral sedge
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i don’t particularly care what they have to say

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if they cant stand 1 minute nights

feral sedge
wispy hull
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being serious though i feel like this is a necessary step to polishing the game out

feral sedge
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yeah

wispy hull
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not having illusions/enchanters/other deceptive mechanics fool all TI is a large issue

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cause if you have illusionist

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cool

feral sedge
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illusionist is actually useful

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(how could this be)

wispy hull
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but a tracker spawned instead of a sheriff

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sooo

feral sedge
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allow customizable visits

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for illu

feral sedge
wispy hull
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allowing coven to fake visits to lo and tracker would be a great way to reduce the viability of town auto confirms

feral sedge
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yeah

wispy hull
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the only thing is that im not sure how detection immunity could play into it unless you would allow nk to fake their visits

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that seems very extra

feral sedge
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let nk have more deception tools

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that would be ideal

wispy hull
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mhm

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give werewolf channeling and remove full moon real

feral sedge
wispy hull
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i think aslong as all the nks have some form of deception utility they can use then its fine

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the sk rework seems... ok? i like the concept in theory

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disguise feels like a sort of last ditch effort or a way to maybe confirm yourself

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it would probably work better with secret killers on

wispy hull
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added TLDR

exotic oak
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The Witching Hour would be a cool name

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:P

cloud dew
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don't get me wrong, it is a super cool name

exotic oak
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B)

wispy hull
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"A mystifying aura has fallen upon the Town. Midnight has struck!"

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possible flavour text ^

wispy hull
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theres a tdlr

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ok to be fair though alot of this is yap

cloud dew
exotic oak
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The word "Aurora" has been ruined for me by my own creation

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-# don't ask

merry mirage
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Hmm ok

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So this is a more extreme version of my midnight suggestion

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I would support this if it didn't upset a ton of players

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Atm I'm not sure if it will

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But longer nights would be a great change for more reasons than one, so this is a plus all things considered

wispy hull
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hi

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i forgot i was gonna resuggest this without making it like 4 paragraphs long