ASSASSINATION CLASSROOM [SIDE MISSION]

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ASSASSINATION CLASSROOM [SIDE MISSION]

#1

Post by Quin »

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A game for 19 players


THE ‘END’ CLASS (CIVILIANS)
Must eliminate the mafia team to win. All students (minus Karma Akabane, Kaede Kayano, and Nagisa Shiota) begin as vanilla until their latent abilities are unlocked.

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Karma Akabane: A sadistic yet skilled member of Class 3-E. His aptitude for leadership allows him to control the vote of one player each day. However, Karma is so manipulative that the player will not be aware that they have been targeted. *Secrets*

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Yuma Isogai: The male Representative of Class 3-E. The real nature of his relationship with Megu Kataoka is rumoured among his classmates. Once Isogai has had his latent ability unlocked, their mutual positions as class representatives will provide them with the ability to add an additional vote on to their target if they vote together during any day phase.

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Hinata Okano: An agile classmate who specialises in close range combat. Every odd night she can incapacitate a player, silencing and role blocking them during the next day phase.

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Megu Kataoka: The female Representative of Class 3-E. The real nature of her relationship with Yuma Isogai is rumoured among her classmates. Once Kataoka has had her latent ability unlocked, their influence as a couple will develop and they will gain BTSC.

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Kaede Kayano: A well-beloved student of Class 3-E. Kayano can use her charm to make her vote count for two during two separate lynches. *Secrets*

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Justice Kimura: The fastest runner out of all of his classmates. Kimura can attempt to outrun those who would vote for him with a 50% chance of evading the first lynch attempt on his life.

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Nagisa Shiota: The figurehead of Class 3-E with a deep level of respect for Koro-Sensei. During each day phase he may help a student unlock their latent ability, in which case the respective player will no longer be a vanilla civilian. *Secrets*

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Sosuke Sugaya: He is the most artistically inclined student in the class and has shown the ability to work well under intense pressure. Each night, Sugaya can protect a player of his choice by substituting them with a dummy disguised as that player.

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Ryunosuke Chiba: One of the best snipers in the class. He carries a rifle with one bullet that he can fire at any point in the game, with a 75% chance of killing the player of his choosing. Firing his rifle during the daytime will result in his vote not being counted during that day, in exchange for the time taken to find an ideal sniping position. If used at night, the kill may be interrupted by relevant night actions or powers.

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Ryoma Terasaka: Easily the most durable member of Class 3-E. His physical strength and endurance allows grants him a bulletproof vest that allows him to survive the first attempt on his life.

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Rinka Hayami: One of the best snipers in the class. She carries a rifle with one bullet that she can fire at any point in the game, with a 75% chance of killing the player of her choosing. Firing her rifle during the daytime will result in her vote not being counted during that day, in exchange for the time taken to find an ideal sniping position. If used at night, the kill may be interrupted by relevant night actions or powers.

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Yuzuki Fuwa: She has a knack for solving mysteries and is able to identify strange aspects of any situation. At the end of each day phase, Fuwa will be provided with a lynch poll that reflects all vote manipulation.

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Toka Yada: Yada has shown incredible skill in negotiation and persuasion. She has the ability to redirect a players night action onto a target of her choice. If Toka uses this role on a mafia member, she will redirect the players secondary ability as opposed to the night kill.

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Taisei Yoshida: An independent member of class 3-E with a knack for mechanics and engineering. He carries a stun-gun that he can use to role block a player every even night.


ASSASSINS (MAFIA)
Share BTSC and a nightly kill. Must outnumber the civilians in a scenario where the assassins can no longer possibly be killed in order to win.

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Smog: An assassin well-trained in the creation and use of various poisons. In addition to the night kill, Smog can use one of his poisons to paralyse and role block one student each night.

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Grip: An eccentric assassin who takes pride in his combat skills and grip strength. In addition to the night kill, Grip can incapacitate a player each night, silencing them during the next day phase.

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Gastro: A seasoned veteran who loves the taste of his gun. His incredible skill as a marksman prevents his night kill from being interrupted by any means (with the exception of Koro-Sensei’s protection).

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Akira Takaoka: A trained soldier who once served as the P.E teacher of Class 3-E. In addition to the night kill, his time spent training the class to develop their talents as assassins allows him to determine the role of one player each night.


INDEPENDENT

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Koro-Sensei: The absurd homeroom teacher and unkillable assassination target of Class 3-E. His ability to travel at Mach 20 speed prevents him from being lynched, night killed or targeted by any other actions. Each night, he will nurture a student’s talent, in which case the respective player will no longer be a vanilla civilian. He takes roll-call every phase, and will receive a list of all students that are still alive. *Secrets*
Last edited by Quin on Wed Jun 21, 2017 5:41 pm, edited 12 times in total.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#2

Post by Quin »

I’ve never hosted here on the syndicate, so hopefully this is a game that everyone can enjoy, whenever I decide to host it. This is probably in the final phases of development (hence why I didn’t put it in the basement sub-forum) – I mainly intend on adjusting it based on any criticisms you have about the structure) It’s based on my ultimate favourite anime, and if you’re into it, I sincerely recommend you give this one a shot.

The actual cast of the show is about twice this size, (bigger than Epignosis’ RoT3K, in actuality) so I thought I’d condense it to the size of a side job by covering the Takaoka arc only. This game will include some level of spoilers behind some of the secret roles, so if that’s a problem I’ll change it around, but otherwise I’d just reiterate how much I encourage everyone to give this a go. :grin:

I appreciate any feedback, too. Especially about balance.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#3

Post by Dragon D. Luffy »

Awesome manga. I want to play this.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#4

Post by Ricochet »

I stumbled upon the last few chapters, so I am most informed in this theme. :noble:

Go Quin go!
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#5

Post by Tangrowth »

This looks awesome!!
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#6

Post by Quin »

I'd also be keen on getting someone to co-host this with me, at least to show me how to use all the poll tools and any helpful techniques they have to track role usage :beer:
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#7

Post by Quin »

I have a few questions I'd let to get some feedback on before I submit this into the queue (however that process works, anyway) :P

This questions are probably a bit rambly, so tell me if something I'm saying doesn't make sense.

1) Would it be better to have gunshots by civvies revealed at the end of a phase as opposed to as they happen? It may more efficient to do it that way, because it brings to question how quickly I'm able to respond to it, and given that I'm from a different time zone to most people, that might be a risk. I still think they should be able to kill either day or night. During the day, if someone is shot, their vote won't count, and during the night, they're liable to be protected.

2) Currently I have Nagisa and Koro-Sensei able to unlock the powers of specific characters and NOT specific players. For example, Nagisa would unlock the role of Justice Kimura as opposed to the role of [PLAYER X]. Is this better suited, or does the fact that there's no potential for role misuse overpower the role slightly? Also, should it be revealed in the thread when a player has had their latent ability unlocked, or should that be only revealed to the player benefiting from it? If you prefer the former, should Nagisa and Koro-sensei be kept in the loop so they know which roles have or haven't been unlocked by the other?

3) Should my BTSC civvies be able to establish BTSC even if only one of them have had their ability unlocked? That is to say, if Isogai can search for Kataoka, but Kataoka can't search for Isogai, should it be required that they both have their abilities unlocked before they can communicate? Alternatively, there could be a temporary one-sided BTSC where one could send a message to the other each night, which would evolve into full BTSC once the other is unlocked. In writing this, I feel like these roles are slightly underpowered because first, they have to wait until at least one of their abilities are unlocked, and then they have to search for eachother. I'll have to revisit them.

4) I think having a lie detector amongst so many powerful roles (3 secret roles, vigilantes, etc) overpowers the game in favour of the civs. I'd ideally like to change it to something less powerful that still sort of fits that investigative role. Maybe a cop?

5) In regards to both Kayano and Justice's powers, is having a vote counting for two and a -1 vote each day overpowered? I wonder if I should nerf it slightly to be a limited use power.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#8

Post by JaggedJimmyJay »

Quin wrote:1) Would it be better to have gunshots by civvies revealed at the end of a phase as opposed to as they happen? It may more efficient to do it that way, because it brings to question how quickly I'm able to respond to it, and given that I'm from a different time zone to most people, that might be a risk. I still think they should be able to kill either day or night. During the day, if someone is shot, their vote won't count, and during the night, they're liable to be protected.
I think you'd have an easier time, and it'd probably be fairer, if the shots resolve at the end of the phase. Immediate shots have more strategic intent (i.e. "I think this guy is going to say something bad in a few minutes and I want to prevent that") which can only be realized if you're online at all times. You won't be, and I think it'd be better to just allow the civvies with guns to know their strategic limitations from the start.
Quin wrote:2) Currently I have Nagisa and Koro-Sensei able to unlock the powers of specific characters and NOT specific players. For example, Nagisa would unlock the role of Justice Kimura as opposed to the role of [PLAYER X]. Is this better suited, or does the fact that there's no potential for role misuse overpower the role slightly? Also, should it be revealed in the thread when a player has had their latent ability unlocked, or should that be only revealed to the player benefiting from it? If you prefer the former, should Nagisa and Koro-sensei be kept in the loop so they know which roles have or haven't been unlocked by the other?
Any time a role is targeted instead of a player, the ability is more powerful -- so it's good that you're mindful of that. Whether it'd be "overpowered" is dependent upon what roles are being unlocked. If you feel those powers may be significant enough to influence the way players are read publicly, and that the game could easily be decided based on these unlocks -- it might be a better idea to switch to player targets instead of role targets. The alternative is to incorporate a mechanic which does in some way facilitate role misuse (maybe a percentage chance of success, or the slight potential for a negative result instead of an unlock for a student who isn't receptive to the teaching -- a lost vote or something). Between those options I would favor player targeting, since almost any element of unpredictability favors the baddies by default.
Quin wrote:3) Should my BTSC civvies be able to establish BTSC even if only one of them have had their ability unlocked? That is to say, if Isogai can search for Kataoka, but Kataoka can't search for Isogai, should it be required that they both have their abilities unlocked before they can communicate? Alternatively, there could be a temporary one-sided BTSC where one could send a message to the other each night, which would evolve into full BTSC once the other is unlocked. In writing this, I feel like these roles are slightly underpowered because first, they have to wait until at least one of their abilities are unlocked, and then they have to search for eachother. I'll have to revisit them.
I think that generally these sorts of "find player X" BTSC roles are underpowered just because it's so hard to find those people. It's almost random guessing. At the same time though, when BTSC is achieved it is very strong. Perhaps a better compromise in the only-one-is-activated scenario than one-way BTSC would be to allow both parties to participate under their ROLE NAMES instead of their player names. That enables cooperation and dialogue without confirming anyone.
Quin wrote:4) I think having a lie detector amongst so many powerful roles (3 secret roles, vigilantes, etc) overpowers the game in favour of the civs. I'd ideally like to change it to something less powerful that still sort of fits that investigative role. Maybe a cop?
I honestly don't like lie detectors period. I don't think players should have to concern themselves with that kind of thing every single time they make posts. A simple alignment checker is usually better, and in a no infodumping setup it's rarely overpowered. The value of that role depends heavily upon whether you intend to reveal the roles of nightkill victims. If you DO, then the killed alignment checker can be back-analyzed for crucial information (very strong). If not, then their information dies with them and players are still making inferences. This obviously doesn't apply if the role is lynched.
Quin wrote:5) In regards to both Kayano and Justice's powers, is having a vote counting for two and a -1 vote each day overpowered? I wonder if I should nerf it slightly to be a limited use power.
I think the biggest issue to consider with any vote manipulation is that it changes town's control over the tally -- even when it's a town-based power that can be a problem for the faction. If these are roles that must first be activated though that lessens their power nicely. I do think a limited use version would be better though, because every day could potentially turn multiple lynches over. If you make them 1-shot or 2-shot, it forces more strategizing.

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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#9

Post by JaggedJimmyJay »

Another thing to consider with your two civilian gunmen is that if they fire during the day, they cannot be roleblocked or prevented at all. This means that firing at night would be nigh pointless, as far as I can tell (because at night they can be blocked). One idea I've just had to offset that imbalance could be:

If the gunmen fire during the day phase, they may only target a player who received a final vote from someone else that day phase (specifically someone else so they can't confirm themselves by voting alone and shooting the same person). That way there's a drawback both ways: at night there's the chance of a roleblock, and during the day the options are more limited.

Just one idea though, and it only matters if you're concerned with the problem. It looks like a neat game.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#10

Post by Quin »

JaggedJimmyJay wrote:Another thing to consider with your two civilian gunmen is that if they fire during the day, they cannot be roleblocked or prevented at all. This means that firing at night would be nigh pointless, as far as I can tell (because at night they can be blocked). One idea I've just had to offset that imbalance could be:

If the gunmen fire during the day phase, they may only target a player who received a final vote from someone else that day phase (specifically someone else so they can't confirm themselves by voting alone and shooting the same person). That way there's a drawback both ways: at night there's the chance of a roleblock, and during the day the options are more limited.

Just one idea though, and it only matters if you're concerned with the problem. It looks like a neat game.
So you're saying that (during the day) I could restrict target options to those who have more than one vote? That sounds like a neat idea, but it does make confirming relatively easy depending on how many people voted for the person. I could instead make it so they can only shoot at night, but I'll mull the options over for a while.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#11

Post by Quin »

JaggedJimmyJay wrote:
Quin wrote:1) Would it be better to have gunshots by civvies revealed at the end of a phase as opposed to as they happen? It may more efficient to do it that way, because it brings to question how quickly I'm able to respond to it, and given that I'm from a different time zone to most people, that might be a risk. I still think they should be able to kill either day or night. During the day, if someone is shot, their vote won't count, and during the night, they're liable to be protected.
I think you'd have an easier time, and it'd probably be fairer, if the shots resolve at the end of the phase. Immediate shots have more strategic intent (i.e. "I think this guy is going to say something bad in a few minutes and I want to prevent that") which can only be realized if you're online at all times. You won't be, and I think it'd be better to just allow the civvies with guns to know their strategic limitations from the start.

I agree. I'll make it so shots are revealed at the end of the day.
Quin wrote:2) Currently I have Nagisa and Koro-Sensei able to unlock the powers of specific characters and NOT specific players. For example, Nagisa would unlock the role of Justice Kimura as opposed to the role of [PLAYER X]. Is this better suited, or does the fact that there's no potential for role misuse overpower the role slightly? Also, should it be revealed in the thread when a player has had their latent ability unlocked, or should that be only revealed to the player benefiting from it? If you prefer the former, should Nagisa and Koro-sensei be kept in the loop so they know which roles have or haven't been unlocked by the other?
Any time a role is targeted instead of a player, the ability is more powerful -- so it's good that you're mindful of that. Whether it'd be "overpowered" is dependent upon what roles are being unlocked. If you feel those powers may be significant enough to influence the way players are read publicly, and that the game could easily be decided based on these unlocks -- it might be a better idea to switch to player targets instead of role targets. The alternative is to incorporate a mechanic which does in some way facilitate role misuse (maybe a percentage chance of success, or the slight potential for a negative result instead of an unlock for a student who isn't receptive to the teaching -- a lost vote or something). Between those options I would favor player targeting, since almost any element of unpredictability favors the baddies by default.

One of the things I wanted to see was how the two roles would prioritise the unlocking of specific roles - what's more important, a lie detector or a roleblocker? So ideally, I'd like to keep the idea of role targeting. I'm not an experienced host by any means so maybe I'm throwing out the balance by doing so - and I'll take the brunt of that if it in some way is detrimental to baddies. I do have a few ideas in my head about how I can compensate for this.
Quin wrote:3) Should my BTSC civvies be able to establish BTSC even if only one of them have had their ability unlocked? That is to say, if Isogai can search for Kataoka, but Kataoka can't search for Isogai, should it be required that they both have their abilities unlocked before they can communicate? Alternatively, there could be a temporary one-sided BTSC where one could send a message to the other each night, which would evolve into full BTSC once the other is unlocked. In writing this, I feel like these roles are slightly underpowered because first, they have to wait until at least one of their abilities are unlocked, and then they have to search for eachother. I'll have to revisit them.
I think that generally these sorts of "find player X" BTSC roles are underpowered just because it's so hard to find those people. It's almost random guessing. At the same time though, when BTSC is achieved it is very strong. Perhaps a better compromise in the only-one-is-activated scenario than one-way BTSC would be to allow both parties to participate under their ROLE NAMES instead of their player names. That enables cooperation and dialogue without confirming anyone.

I could create a chatzy group for the two of them to use, and after one of them has had their ability unlocked they could use it under their role name. If the second player then gets targeted, they can swap out for their actual player name. That removes the whole 'find player x' scenario, which I agree is kind of underpowered. I'd just have to stress that they make no hints about their actual identity, and I'd moderate the chat.
Quin wrote:4) I think having a lie detector amongst so many powerful roles (3 secret roles, vigilantes, etc) overpowers the game in favour of the civs. I'd ideally like to change it to something less powerful that still sort of fits that investigative role. Maybe a cop?
I honestly don't like lie detectors period. I don't think players should have to concern themselves with that kind of thing every single time they make posts. A simple alignment checker is usually better, and in a no infodumping setup it's rarely overpowered. The value of that role depends heavily upon whether you intend to reveal the roles of nightkill victims. If you DO, then the killed alignment checker can be back-analyzed for crucial information (very strong). If not, then their information dies with them and players are still making inferences. This obviously doesn't apply if the role is lynched.

I considered this again and found a way to maybe balance this out alongside the Kayano/Kimura thing, which I'll mention in a sec.lol no that didn't work

For the record, I don't intend on revealing nightkill victim's roles.

Quin wrote:5) In regards to both Kayano and Justice's powers, is having a vote counting for two and a -1 vote each day overpowered? I wonder if I should nerf it slightly to be a limited use power.
I think the biggest issue to consider with any vote manipulation is that it changes town's control over the tally -- even when it's a town-based power that can be a problem for the faction. If these are roles that must first be activated though that lessens their power nicely. I do think a limited use version would be better though, because every day could potentially turn multiple lynches over. If you make them 1-shot or 2-shot, it forces more strategizing.

I think it makes sense to nerf both of their roles to probably about 2 uses each. As for the lie detector, I want to scrap it and possibly replace it with a one-time use to see the actual tally of a specific day phase. I'm talking myself out of this idea already because of the low chance that this will actually reveal any 'actionable' information. This character doesn't really have much going for her beside the 'investigator' trope so ideally I'd like to scrap her, but I can't because it'd break the entire point of this theme :| I still need to think about this role some more, I think.

My dos pesos.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#12

Post by Quin »

In keeping the idea of role unlocking powers able to target specific roles, a potential misuse of the role might be in that neither will be aware of which players the other has targeted. So, for example; Nagisa targeting Hayami, and Koro-Sensei also doing so at a later time.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#13

Post by Quin »

I had another idea in regards to my shooters and the potential vote tally analyser:

If the shooter fires their guns during the day, their vote during that day won't count. I guess this makes sense from the perspective that snipers (which is what these characters are) need to take time to find a prime sniping position. I'd have to make a note to prevent this being abused by someone intentionally not voting in order to clear themselves, though.

My lie detector role could be turned into a role that allows the player to receive a correct tally every day, and I've also added something to Karmas role that would involve the player he targets not knowing they've been targeted.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#14

Post by Quin »

I've updated the roles to reflect any changes I've made.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#15

Post by Quin »

I'm also considering nerfing Okano's silencing ability to a limited use power, because there could be some balance issues if both her and the baddie silencer were alive at end game.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#16

Post by Quin »

Same with the civ role blocker tbh
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#17

Post by Tangrowth »

Hey Quin! I'd be more than happy to take a detailed look at this and address your concerns and questions with respect to balance. I'm busy today, but I should have time this weekend. Shoot me a PM and remind me so that I don't forget.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#18

Post by Quin »

Game Mechanics

Days will last 24 hours, as will nights. Day 0 will last 24 hours. All polls will end at 9am AEST (unless specified by the host), so you should find a time zone conversion website if you don’t know what time that is for you. For reference, 9am AEST converts to 6pm EST.

The game is broken up into factions of 14 civilians (The E Class), 4 mafia (Assassins) and 1 independent (Koro-Sensei).

In this game, all civilians (bar a new named in the character list) will begin as vanilla civilians. Roles exist in the game which serve to ‘unlock’ the powers of each character. When/if this happens to you, you will be informed appropriately.

As long as your faction wins, you win. You do not need to be alive at the end of the game in order to be credited with victory.

Rules

1. There is no participation score requirement in order to play this game, nor is there a score penalty for non-participation. All that is expected is that you contribute to the best of your ability. I value activity above all else, so while I’m not enforcing a certain degree of participation, I’d still suggest that if you’re likely to be unable to participate for long periods of time, you probably shouldn’t sign up.

2. Unless given express permission by the host, players are not to engage in any form of BTSC. Players with BTSC will be provided with a Chatzy link to use, which should be the only platform used to communicate. Dead players may never post on topic in their respective BTSC chats.

3. Any questions about the game must be posted in-thread, unless it is specific to your role or puts you at danger of being outed as a mafia. This is in order to prevent one player from receiving an advantage over anyone else.

4. No role or info hinting and/or dumping. This includes fake claims as well as the reproduction of information provided to you privately by the host. You may of course, speculate about roles or powers to your hearts content.

5. Dead players and non-players should never speak on topic. You should always colour your posts appropriately to distinguish yourselves as such.

6. Votes are changeable. It’s also appreciated (though not necessary) if all votes are stated publicly in the thread.

7. Be respectful, and remember to act in the spirit of the game. If tension between yourself and another arises, don’t let it derail the thread – instead, contact the MoD.

8. The rules of this game are much like any other, so if I’ve forgotten something, or if there’s something you’re unsure about, please send me a PM before you do it.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#19

Post by sig »

I'm ready to play this! I should also finish watching the first season at some point.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#20

Post by juliets »

Quin, we don't have a lot of 24 hour day games because people usually want more time to vote, especially people who work. It might be a good idea to ask in sign ups if people would prefer 24 or 48 hour days.
JaggedJimmyJay wrote: Sat Aug 21, 2021 3:24 pm Always good to remember that there is no such thing as a Mafia circumstance that is worth real human emotion. Sometimes it will naturally come out, but it can be contained if we just remember that this is a game on a message board forum that 99.99% of the population of the Earth has never heard of before. No matter how successful anyone is, it means just about nothing.

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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#21

Post by Golden »

juliets wrote:Quin, we don't have a lot of 24 hour day games because people usually want more time to vote, especially people who work. It might be a good idea to ask in sign ups if people would prefer 24 or 48 hour days.
I think the rules on side missions now prohibit 48 hour days.
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Canucklehead wrote:Civ Golden is a hurricane of self-assurance.
G-Man wrote: Coward
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#22

Post by juliets »

Golden wrote:
juliets wrote:Quin, we don't have a lot of 24 hour day games because people usually want more time to vote, especially people who work. It might be a good idea to ask in sign ups if people would prefer 24 or 48 hour days.
I think the rules on side missions now prohibit 48 hour days.
They do? Wow.
JaggedJimmyJay wrote: Sat Aug 21, 2021 3:24 pm Always good to remember that there is no such thing as a Mafia circumstance that is worth real human emotion. Sometimes it will naturally come out, but it can be contained if we just remember that this is a game on a message board forum that 99.99% of the population of the Earth has never heard of before. No matter how successful anyone is, it means just about nothing.

Spoiler: show
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#23

Post by Golden »

juliets wrote:
Golden wrote:
juliets wrote:Quin, we don't have a lot of 24 hour day games because people usually want more time to vote, especially people who work. It might be a good idea to ask in sign ups if people would prefer 24 or 48 hour days.
I think the rules on side missions now prohibit 48 hour days.
They do? Wow.
They are 'speed games'. Any other type can have 48 hours I think.
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Canucklehead wrote:Civ Golden is a hurricane of self-assurance.
G-Man wrote: Coward
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#24

Post by Tangrowth »

Golden wrote:
juliets wrote:Quin, we don't have a lot of 24 hour day games because people usually want more time to vote, especially people who work. It might be a good idea to ask in sign ups if people would prefer 24 or 48 hour days.
I think the rules on side missions now prohibit 48 hour days.
This is correct. GY!BE will be the last Side Mission with 48 hour days.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#25

Post by Ricochet »

MovingPictures07 wrote:
Golden wrote:
juliets wrote:Quin, we don't have a lot of 24 hour day games because people usually want more time to vote, especially people who work. It might be a good idea to ask in sign ups if people would prefer 24 or 48 hour days.
I think the rules on side missions now prohibit 48 hour days.
This is correct. GY!BE will be the last Side Mission with 48 hour days.
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Whoops. :ninja:
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#26

Post by juliets »

In that case Quin I suggest you push your end time back as far as you can so it will be later in the evening american east coast time. People who work will have to review the whole day when they get home and then determine who they are going to vote for, else they will have to vote early in the morning before anything has happened in the mafia day.
JaggedJimmyJay wrote: Sat Aug 21, 2021 3:24 pm Always good to remember that there is no such thing as a Mafia circumstance that is worth real human emotion. Sometimes it will naturally come out, but it can be contained if we just remember that this is a game on a message board forum that 99.99% of the population of the Earth has never heard of before. No matter how successful anyone is, it means just about nothing.

Spoiler: show
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#27

Post by Quin »

juliets wrote:In that case Quin I suggest you push your end time back as far as you can so it will be later in the evening american east coast time. People who work will have to review the whole day when they get home and then determine who they are going to vote for, else they will have to vote early in the morning before anything has happened in the mafia day.
Alright. This is one of the fun things about hosting when your time zone is out of whack with everyone else :p

I'll move it up another two hours, hopefully there's no schedule conflicts, but that's looking a bit further down the line so I'll have to revisit it.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#28

Post by Quin »

Quin wrote: Sat Nov 12, 2016 11:32 pm
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A game for 19 players


THE ‘END’ CLASS (CIVILIANS)
Must eliminate the mafia team to win. All students (minus Karma, Kaede, and Nagisa) begin as vanilla until their latent abilities are unlocked.

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Karma Akabane: A sadistic and skilled member of Class 3-E. His aptitude for leadership allows him to control the vote of one player each day. However, Karma is so manipulative that the player will not be aware that they have been targeted. *Secrets*

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Yuma Isogai: The male Representative of Class 3-E. The true nature of his relationship with Megu Kataoka is rumoured among his classmates. Their mutual positions as class representatives will strengthen the power of Isogai's vote by 1 if they vote together during any day phase.

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Hinata Okano: An agile classmate who specialises in close range combat. Targets that she visits on odds nights are disabled and become unable to act.

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Megu Kataoka: The female Representative of Class 3-E. The true nature of her relationship with Yuma Isogai is rumoured among her classmates. Her closeness with Isogai provides them with BTSC for as long as they are both alive.

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Kaede Kayano: A well-beloved classmate. For every lynch in which she takes no votes, her vote will be worth two the following day. *Secrets*

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Justice Kimura: The fastest runner out of all of his classmates. Kimura can attempt to outrun those who would vote for him with a 50% chance of evading the first lynch attempt on his life.

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Nagisa Shiota: The figurehead of Class 3-E with a deep level of respect for Koro-Sensei. During each day phase he may help a student unlock their latent ability, in which case the respective player will no longer be a vanilla civilian. *Secrets*

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Sosuke Sugaya: He is the most artistically inclined student in the class and has shown the ability to work well under intense pressure. Each night, Sugaya can protect a player of his choice by substituting them with a well-crafted dummy.

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Ryunosuke Chiba: The best long-distance sniper in the class. During one night phase, he has a 90% chance of killing the player of his choosing. However, Chiba's accuracy will drop by 20% for every night action used on him the night he takes his shot.

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Ryoma Terasaka: Easily the most durable member of Class 3-E. His physical strength and endurance allows him to survive the first non-lynch attempt on his life.

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Rinka Hayami: A sniper with less range and accuracy than Chiba, but one who can take down any moving target. During one night phase, she has a 75 percent chance of killing a player who received votes in the last lynch. If her target is also targeting her, she will fire with 100% accuracy.

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Yuzuki Fuwa: She has a knack for solving mysteries and is able to identify strange aspects of any situation. If a lynch does not go as expected, she will be provided with a lynch poll that reflects all vote manipulation.

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Toka Yada: Yada has shown incredible skill in negotiation and persuasion. She has the ability to redirect a players night action onto a target of her choice. If Toka uses this role on a mafia member, she will redirect the players secondary ability as opposed to the night kill.

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Taisei Yoshida: An independent member of class 3-E with a knack for mechanics and engineering. He carries a stun-gun that he can use to role block a player every even night.


ASSASSINS (MAFIA)
Share BTSC and a nightly kill. Must outnumber the civilians in a scenario where the assassins can no longer possibly be killed in order to win.

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Smog: An assassin well-trained in the creation and use of various poisons. In addition to the night kill, Smog can use one of his poisons to paralyse and role block one student each night.

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Grip: An eccentric assassin who takes pride in the strength of his grip. In addition to the night kill, Grip chokes out a player each night, silencing them during the next day phase.

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Gastro: A seasoned veteran who loves the taste of his gun. His incredible skill as a marksman prevents his night kill from being interrupted by any means (with the exception of Koro-Sensei’s protection).

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Akira Takaoka: A trained soldier who once served as the P.E teacher of Class 3-E. In addition to the night kill, his time spent training the class to develop their talents as assassins allows him to determine the role of one player each night.


INDEPENDENT

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Koro-Sensei: The absurd homeroom teacher and unkillable assassination target of Class 3-E. His ability to travel at Mach 20 speed prevents him from being lynched, night killed or targeted by any other actions. Each night, he will nurture a student’s talent, in which case the respective player will no longer be a vanilla civilian. He takes roll-call every phase, and will receive a list of all students that are still alive. *Secrets*
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#29

Post by Quin »

Just tinkering with this setup. Feedback would be appreciated tho

I need to dial back on the vote manipulation because mafia haven't got a counter.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#30

Post by dunya »

personally in a role madness game, I feel 14 v 4 v 1 in a setup where night kill roles won't be revealed feels a little difficult for civvies.

I haven't checked the roles in detail apart the mafia team, which is pretty strong as it is.
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Re: ASSASSINATION CLASSROOM [SIDE MISSION]

#31

Post by Quin »

dunya wrote: Wed Jan 17, 2018 6:40 am personally in a role madness game, I feel 14 v 4 v 1 in a setup where night kill roles won't be revealed feels a little difficult for civvies.

I haven't checked the roles in detail apart the mafia team, which is pretty strong as it is.
I've changed it so all roles flip and I'm adding another civilian. At some point the max number of players got bumped to 20 so yay :workit:
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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