Nemomon wrote:If You want the players finf both the Spy and the Informant,the Informant must appear on all of lists. Otherwise the Civilians have to find 2 random peolle without having any clues about them. And frankly I dont like the idea that we have to find both of them. The Spy csn kill smarter people and what the Civilians can do? Nothing. Anf even their Detective is half-assed, and must spend years to find a single Spy. He will never find two.
If the informant is on all lists, he'd be easy to find. I'll explain bellow in more detail what would be going on.
Iwamoto Yuri wrote:Wait, why would we remove the permanent spot for the informant?! We already have zero signs and a weakened Detective as is! Once the detective is dead, the civilians have zero things to use as a way to guide them because lists can be faked.
I'm not sure of the kill both informant and spy thing either, nor the detective in training addition. Shouldn't we figure out a way the civilians can do more than guess and randomly accuse?
In essence, what I meant with those changes is that we'd have two spies and two detectives, but they can't act at the same time.
So the informant becomes the spy after the original spy dies, and the detective-in-training becomes detective after the original detective dies.
While town has to find two spies, the spies also have to find two detectives.
A problem with the game is that if the Spy or the Detective is killed early, the game ends too fast and there's not too much going on.
This should keep the game going long enough so people get to talk and be active.
Maybe instead of removing the informants, we should add detective-in-training to the lists (so that 3 slots in the lists are occupied).
PS: Right now I'm trying to explain better what I have in mind. I don't think those changes are necessarily good, but I want to make sure you understand what I mean (I've been in a discussion about a game design where people were thinking something completely different from me -actually, every single person had their own idea-, and we argued for about an hour.).
Another way we could go about this is add some new actions (to civilians), but that could be tricky to balance.
Maybe they can "visit" another player every number of phases. The action can have two results: "already visited this player" or "first time visiting this player".
Let's have this scenario:
Meme, the spy, kills Stopwatch Day 1 and bash, a civilian, visits Stopwatch Day 1. (his very first visit!!)
If bash ever visits Meme in the following, he will get "already visited this player", since they "already met" when they killed Stop.
*/me needs sleep right now*