Hello!
TT Hunt is clearly a loved part of BToS2 because it adds a true measure of social deduction independent from all of the confirmability that the game provides through role mechanics. However, everyone has probably experienced the sheer pain of trying to deal with a 10 person TT hunt with no hard-confirmed townies when evils decide to not try or get found very early (by bussing or otherwise). With only three days and three hangs in the worst case (having a marshal and jailor/vig can help but those are in no way guaranteed), town gets punished hard for finding evils early with a massive TT hunt with too many question marks. Often times this is so appealing that if an evil is found on N1, coven/pand/apoc/evils pivot instantly to play for TT hunt.
At least to me, the natural thing to do if town is being punished for finding evils too efficiently is to allow for strategies that give town more of an advantage during or up to TT hunt. Why should town be punished for having TIs that do their job, or why should evils be rewarded for poor play? But no, we currently just outright ban any method of intentionally stalling hunt because stalling is too effective.
I don't think this is the right way to fix TT hunts. Fundamentally, rewarding a faction for being eliminated early is NOT balance. Imagine if you played a game of Chess, and you lose your queen, but there was a rule that if you lose your queen, you get two moves for every turn you get. Or imagine that you're playing a competitive shooter, and if an enemy player DCs, the enemy team unlocks significantly better weapons.
I mean, how many times have evils said, after the results of D2 where one or more pand/cov/apoc have been outed, "We play for TT hunt?" We know that playing for TT hunt is a powerful strategy. We have banned intentionally forcing TT hunt as evils because of this.
How about, instead of banning strategies around TT hunt, we just fix TT hunt so that it just works?
(Just to make this clear, I am not arguing that the TT Hunt is always advantaged to evils. That's an argument best saved for log file analysis, which I don't have the ability to do. What I am arguing is, fundamentally, evils should not be incentivized to play poorly just because they are outed early, or be rewarded for dying early.)
What could fixing TT Hunt look like? I have two categories of ideas.
Variable Hunt Length
This idea is simple. The length of the TT Hunt is determined by the number of players alive at the start of the hunt. For example, the length of a hunt could be given by ceil(players alive at start of hunt / 2). If all evils die quickly, then town gets more chances to eliminate the TT. This method would need to be balanced with the presence of extra eliminations in mind. One potential way to balance around this is to change the timer from number of days to number of eliminations - a counter that is set at the start of the hunt and decremented whenever a player dies for any reason (hung, shot, executed, etc). This has the additional benefit that Marshals do not necessarily need to feel pressured to hold Tribunals for TT hunt. This method would require that at least one hang occurs every day (or the TT wins on the spot) to avoid excessive stalling.
Penalty for Evil Faction
If we want to disincentivize evils from playing for a large or early TT Hunt, we can impose a penalty on the TT if certain criteria are met at the start of the hunt. Potential example criteria include:
- Hunt starting on D4 or earlier.
- Hunt starting with 8 or more people alive.
- Hunt starting with no mislynches.
The example numbers given are just that, examples for you to consider.
Potential penalties include: - Being findable to TIs (sus, trespass on townies, etc)
- Public information that eliminates TT possibilities
Thank you for considering! I understand that many people like social deduction in, well, a social deduction game! Let's make TT Hunts less frustrating for us all.