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#1
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Modding a game, advice?
Hi,
because there is no way to get a turbo started here [img]/images/graemlins/frown.gif[/img] I have decided to mod a game at another forum (totally not WW related University forum) to get some interest going there. Any advice would be welcome, I want to keep it as simple as possible (villagers, wolves, seer, maybe angel, probably not) Basically my questions are: - What's a good distribution of roles to make the game balanced (I remember 12-4 bit I'm not sure) - What happens in case of a vote tie, I could work around this by an odd number of players and no angel Any other suggestions etc. are more than welcome [img]/images/graemlins/smile.gif[/img] |
#2
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Re: Modding a game, advice?
i think a pattons baby role is mandatory
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#3
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Re: Modding a game, advice?
13 man turbo = 3 wolves, 1 seer who gets a n0 peek, 9 villagers
11 man turbo = 2 wolves, 1 seer who doesn't get a n0 peek, 8 villagers 9 man turbo = 2 wolves, 1 seer who does get a n0 peek, 6 villagers don't put angels in turbos omfg |
#4
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Re: Modding a game, advice?
[ QUOTE ]
13 man turbo = 3 wolves, 1 seer who gets a n0 peek, 9 villagers 11 man turbo = 2 wolves, 1 seer who doesn't get a n0 peek, 8 villagers 9 man turbo = 2 wolves, 1 seer who does get a n0 peek, 6 villagers don't put angels in turbos omfg [/ QUOTE ] Are these all equally balanced? It seems that losing 2 villagers for a n0 peek is bad for the village (from the 11 player game to the 9 player one) |
#5
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Re: Modding a game, advice?
[ QUOTE ]
[ QUOTE ] 13 man turbo = 3 wolves, 1 seer who gets a n0 peek, 9 villagers 11 man turbo = 2 wolves, 1 seer who doesn't get a n0 peek, 8 villagers 9 man turbo = 2 wolves, 1 seer who does get a n0 peek, 6 villagers don't put angels in turbos omfg [/ QUOTE ] Are these all equally balanced? It seems that losing 2 villagers for a n0 peek is bad for the village (from the 11 player game to the 9 player one) [/ QUOTE ] imagine there's a guaranteed lynch of a villager that isn't the seer, and that the seer doesn't get eaten. then you gain a day of info, making the 11 man favor the village more. however that isn't guaranteed to happen (like the game nuggetz eskimo and I ate bluffblank the seer before he got a peek, that was sweet [img]/images/graemlins/smile.gif[/img] ). the chance for that to happen balances against the day of info for the village 13 man adds one wolf and one villager (advantage +wolf) but also gives the seer his n0 peek back (advantage +village) |
#6
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Re: Modding a game, advice?
i just posted this in the average speed 9 signup thread
13 - 3 / 1 / 9 peek 15 - 3 / 1 / 11 no peek 17 - 4 / 1 / 12 peek 19 - 4 / 1 / 14 no peek 21 - 5 / 1 / 15 peek (this is debatable) 23 - 5 / 2 / 16 no peek 25 - 6 / 2 / 17 peek 27 - 6 / 2 / 19 no peek that seems right to me... 3 * 2 / 1 * 2 / 9 * 2 + 1 (compared to a 13 man turbo) there's an extra villager but no peek ------ around 21 it gets weird whether you should add the 2nd seer or not yet |
#7
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Re: Modding a game, advice?
If you're modding a turbo and want to make a good impression, then 13 is the LEAST amount of players you should have. (9/3/1)
If you want to mod a long game, well then I don't really know, but it depends on how many players you think will actually play |
#8
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Re: Modding a game, advice?
Maybe I was unclear. The game is not supposed to be a turbo. Because only players who never played before will participate (and on of them mods) I don't think that is a good idea.
the turbo part of my post was just general frustration [img]/images/graemlins/laugh.gif[/img] Edit: I assume around 20 wil play and thanks for the advice so far. |
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