#Make TT Hunt Fail if There's >7 Players

76 messages · Page 1 of 1 (latest)

rancid crest
#

No normal role can win a 1v7 when their win condition is about getting majority. If a traitor pulls themselves into this situation, it's better just to end their suffering than to try to "balance" it.

#

@lost rampart I'd love to hear your opinion on why 1v7-10 town traitor hunts are preferable, or if you have another reason to dislike this.

#

👀

stuck rapids
#

i do not think tt hunt needs to fail unless it meets a player count

#

extending the timer based on alive players should be the way to go

rancid crest
#

That'd be really long though

#

Coven gets wiped off the face of the earth and now it's 1v11

#

How long do we need to postpone this game

stuck rapids
rancid crest
#

What do you mean?

stuck rapids
#

that the problem might actually lie in other roles / mechanics, and not just in town traitor specifically

#

(i.e veteran)

rancid crest
#

Well that's an extreme example of course

#

But let's say you just had a really bad game

#

Got caught every day

#

Hit a barrier

#

You get 2 kills off before your whole team dies

#

1v9

rancid crest
#

And rather than trying to tackle every factor that can lead to these incredibly drawn out games right away, it might be better to prevent the issue caused by games where coven gets wiped

uncut tundra
#

Common TT mode L

rancid crest
#

How are you inquisitor I haven't seen you speak in years

stuck rapids
#

odd considering ive seen them speak often

uncut tundra
#

I'm always lurking

#

:Wildling:

rancid crest
rancid crest
#

Or would you prefer to allow very slow paced games on occasion and focus efforts on a much larger scale of balance changes?

#

What kind of day limit are you thinking of? The ideal one (with zero incentives to stall or throw) would be roughly player_count - 2, but that can get really long.

uncut tundra
#

Enable Slow Mode once TT Hunt starts Antics

rancid crest
#

Lagspikes quit lurking

#

Coward

#

Fight me

stuck rapids
#

uhh let me read

stuck rapids
#

if games are too slow, giving tt the necronomicon would be a possibility (however isn’t mandated because you can just not submit an attack)

stuck rapids
#

games lasting to d3 to where games that go to what tos1 games used to end at being considered “very slow” is whack

rancid crest
#

Necronomicon is a bit weird. Can you be caught by Investigator/Tracker/Lookout now? Also would confirm anyone who is repeatedly using their ability e.g. Tavern Keeper

stuck rapids
#

im not sure on the “perfect number” because thats a little too much effort for something that will basically never be implemented

stuck rapids
rancid crest
#

If you wanted to skip out on a number, you could give the TT an ability that makes it so they win after 1 day & night at the cost of revealing them. You win the moment you are ready to prove that town has no power.

#

It gets complicated if there's other evils though

#

Only really works in a 1vX against town

lost rampart
#

it's just boring

rancid crest
#

I'm interested in Lagspike's position tbh. I'm investigation TownInvestigative

#

It sounds very similar to an alternative position I hold that was also very unpopular

rancid crest
stuck rapids
#

i think having to survive to an x player count (or day) would be preferable rather than final 2

#

if thats what you mean

rancid crest
#

Aw, you were so close to my alternative position but fall just to the side

stuck rapids
#

the tt killing would be an alternative yeah

rancid crest
#

An alternative to having a survival count at all?

#

Maj based win?

stuck rapids
#

something like that

rancid crest
#

That actually solves... just about every problem

#

Even the weird edge cases I was ignoring

#

I'm a bit worried about them getting in a standoff

#

like town stalling to get the TT to make a kill for their trackers & investigators

#

Obviously stalling isn't allowed, but I don't want to give them a reason to regardless

#

A few options:

  1. Don't give the TT necro until the final 2-3 players, preventing any potential standoff until that number
  2. Make the necro visit-less, crimeless, and happen at the same time as your real visit (o.g. necro attack basically)
  3. Make it so that a draw makes town lose, so they auto-fail a standoff if they try
#

1 is easy, but swaps between limiting TT's options and created standoffs.
2 is harder to implement, and technically makes you a stronger CK which might have unforeseen consequences...? It's setting off red flags but haven't found an exact problem yet.
3 is easy, and I don't see a downside to making this part of the TT modifier.

rancid crest
#

Though, if we're not encouraging using the book early, it's again going to be a really, really long game

mild kiln
#

7 feels too low

rancid crest
#

9 happens if you break exactly evenly with no bonus CK kill

#

Which is terrible

hexed spruce
# stuck rapids extending the timer based on alive players should be the way to go

Assuming the popular suggestion is to extend the TT hunt timer until it can naturally reach a 1v1 (TT vs Town), maybe even remove TT hunt as a whole and just auto-win at the start/end of the day in a 1v1 scenario (no edge cases, like non-vigi TT vs vigi with bullet, or TT vs Marsh with Tribunal charges vs TT, game will just end with a TT victory)

#

Of course, shit like that funny Feelin Lucky Token modifier would softlock the game, but that's an issue with that modifier lol

rancid crest
#

Marshal would still be able to save their ability to the end. I think allowing 1 day/night on the 1v1 is fine. A TT marshal could say “no no let me live so I can eliminate everyone else” as well.