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==Setup Design==
The vigilante is a very swingy role; on the one hand, a vigilante who only shoots town hastens the defeat of their own team; on the other hand, a vigilante who shoots scum can win the game on their own even if the rest of the town plays horridly (see [http://www.mafiascum.net/forum/viewtopic.php?t=16200|Mini 1115 Ozy and Millie Mafia], where the town mislynched every Day but won because of the vigilante).  The strength of this role is tied much closer to the skill of the player than in other roles such as [[Cop]] or [[Doctor]].
Within a setup, a vigilante puts more deaths under town control.  Consider a setup of 10 [[Vanilla Townie|Vanilla Townies]] versus 2 [[Mafia Goon|Mafia Goons]].  The town controls 50% of the deaths -- 1 lynch for every mafia kill.  However, if you throw in a vigilante, the town now controls 66% of the deaths -- 1 lynch and 1 vigilante kill for every mafia kill.
Note that vigilantes allow the town to rid themselves of burdensome players (such as [[Lurker|lurkers]]) without using the lynch on them.  Furthermore, because the vigilante power is "confirmable", a vigilante can often claim if they are in danger of being lynched, shooting as the town dictates.  It is rare, if not downright suicidal, for a vigilante to be counterclaimed by the mafia.
Vigilantes are most often limited by making them [[X-Shot]], or by limiting their shots to only on even Nights or odd Nights.

Revision as of 03:06, 14 July 2011

Vigilante
Alias:
  • Vig
Alignment:
Role type:
  • Killing
Choice:
  • Night
  • Day

The vigilante is a killer on the town side. Depending on the variation, they may be able to kill every night, or be limited to a certain number of times during the game. Sometimes, instead of killing during the night, the vigilante will be able to kill during the Day, thus becoming a Daytime Vigilante. Typically Vigilante killing methods do not vary significantly from Mafia ones.


It is often argued that a vigilante should kill night 0 and every night after. This topic is most supported by Pie is good and PokerFace. Pie is good argues that vigilantes should kill night 0 because statistically it should be to the town's advantage to introduce a random kill that cannot hit the vigilante himself. PokerFace agrees with this philosophy however does not like the idea of depriving good players of games they could have enjoyed. He has a set criteria for determining the night 0 kill. He'll only kill players with a history of purposely playing anti-town or a history of almost banable offenses on night 0. And if no said player exists, PF will hold his fire.


Pronunciation Controversy

Note: There has been some discussion as to the proper pronunciation of "Vig".

Setup Design

The vigilante is a very swingy role; on the one hand, a vigilante who only shoots town hastens the defeat of their own team; on the other hand, a vigilante who shoots scum can win the game on their own even if the rest of the town plays horridly (see 1115 Ozy and Millie Mafia, where the town mislynched every Day but won because of the vigilante). The strength of this role is tied much closer to the skill of the player than in other roles such as Cop or Doctor.

Within a setup, a vigilante puts more deaths under town control. Consider a setup of 10 Vanilla Townies versus 2 Mafia Goons. The town controls 50% of the deaths -- 1 lynch for every mafia kill. However, if you throw in a vigilante, the town now controls 66% of the deaths -- 1 lynch and 1 vigilante kill for every mafia kill.

Note that vigilantes allow the town to rid themselves of burdensome players (such as lurkers) without using the lynch on them. Furthermore, because the vigilante power is "confirmable", a vigilante can often claim if they are in danger of being lynched, shooting as the town dictates. It is rare, if not downright suicidal, for a vigilante to be counterclaimed by the mafia.

Vigilantes are most often limited by making them X-Shot, or by limiting their shots to only on even Nights or odd Nights.