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'''Loyal''' is a conceptual [[role modifier]] developed by Kaiveran in the early stages of [[C18++]] (although it is not present in the current version.) A Loyal role can only use its role action on a player of the ''same alignment''; if they attempt to use their power(s) on someone who is not of their alignment/team, the power fails.
'''Loyal''' is a conceptual [[role modifier]], originally designed during Kaiveran while investigating possible roles that might be of use to [[C18++]]. If a player is Loyal, then any attempts by that player to use a night action on a player with a different alignment will fail (as though they had been roleblocked). As such, a Loyal player can only succeed with actions when targeting a player of the same alignment.
 


==Use and Power==
==Use and Power==
Obviously its potential has not been explored yet, but making a role Loyal can possibly "debug" some powers and/or power combinations to prevent unintended or broken uses.
There are two main influences a Loyal role can have a setup.


The original example was that of a scum team with a couple of [[Power Roles]] such as Roleblocker and Role Cop, in which one scum was made a Jailkeeper in order to counter killing roles. On its face, it was a neat trade-off effect; the scum could prevent an important Power Role from being killed during the night, in exchange for them not being able to use their power that night. However, since there were no limitations on who the Jailkeeper could target, in practice the JK could act as a second Roleblocker for the scum, greatly increasing their power. Making the JK Loyal solved the issue, making sure it would be used for the protective purposes it was meant for.
One is to avoid combinations of actions that the moderator feels would be overpowered, underpowered, or excessively swingy. If a member of the [[Mafia]] has a Loyal role, then they will know who they can and can't use it on (thus making the ability entirely [[Negative Utility]] in this case); the original example was a Mafia Loyal [[Jailkeeper]], intended to help the team out slightly by allowing them to save other Mafia members from the nightkill of rival factions, at the cost of losing their night actions for the night. Without the Loyal modifier, that role would be considerably more powerful, effectively giving the Mafia a [[Roleblocker]]. This kind of "toning down" of actions can happen in the [[Town]] too; a Town Loyal [[Tracker]] will be unable to catch a player performing the kill, thus removing the highest-variance outcome, and thus making the role considerably less swingy (in addition to making it considerably less powerful, as the removed outcome is very good for town).


In some cases, a role can be made more powerful via the addition of this modifier; a Loyal [[Doctor]] is better in town's hands than a regular Doctor, and potentially gamebreaking if a [[Vigilante]] is available to shoot at the loyal Doctor's targets. In general, if you have a Loyal role as town, consider whether it's possible to gain [[investigative]]-style information from the fact that the role fails on anti-Town players.
Alternatively, there are cases in which a role can be made more powerful via the addition of this modifier; a Loyal [[Doctor]] is better in town's hands than a regular Doctor, and potentially gamebreaking if a [[Vigilante]] is available to shoot at the loyal Doctor's targets. In general, if you have a Loyal role as town, consider whether it's possible to gain [[investigative]]-style information from the fact that the role fails on anti-Town players.


[[Category:Roles]]
[[Category:Roles]]
[[Category:Role Modifiers]]
[[Category:Role Modifiers]]

Revision as of 07:13, 5 December 2016

Loyal
Alias: none
Alignment:
Role type:
  • Negative Utility
  • Passive
Choice:
  • Varies

Loyal is a conceptual role modifier, originally designed during Kaiveran while investigating possible roles that might be of use to C18++. If a player is Loyal, then any attempts by that player to use a night action on a player with a different alignment will fail (as though they had been roleblocked). As such, a Loyal player can only succeed with actions when targeting a player of the same alignment.

Use and Power

There are two main influences a Loyal role can have a setup.

One is to avoid combinations of actions that the moderator feels would be overpowered, underpowered, or excessively swingy. If a member of the Mafia has a Loyal role, then they will know who they can and can't use it on (thus making the ability entirely Negative Utility in this case); the original example was a Mafia Loyal Jailkeeper, intended to help the team out slightly by allowing them to save other Mafia members from the nightkill of rival factions, at the cost of losing their night actions for the night. Without the Loyal modifier, that role would be considerably more powerful, effectively giving the Mafia a Roleblocker. This kind of "toning down" of actions can happen in the Town too; a Town Loyal Tracker will be unable to catch a player performing the kill, thus removing the highest-variance outcome, and thus making the role considerably less swingy (in addition to making it considerably less powerful, as the removed outcome is very good for town).

Alternatively, there are cases in which a role can be made more powerful via the addition of this modifier; a Loyal Doctor is better in town's hands than a regular Doctor, and potentially gamebreaking if a Vigilante is available to shoot at the loyal Doctor's targets. In general, if you have a Loyal role as town, consider whether it's possible to gain investigative-style information from the fact that the role fails on anti-Town players.