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[werewolf] illusionist disguise half life
- To: Werewolf Users Group <werewolf-users@gamerz.net>
- Subject: [werewolf] illusionist disguise half life
- From: Mark Hartwell <hartwell@copper.net>
- Date: Fri, 07 Jan 2005 11:26:19 -0500
- In-reply-to: <pbmserv.1105114483.8286.60682a@play.gamerz.net>
- References: <pbmserv.1105114483.8286.60682a@play.gamerz.net>
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moved herre from 149
flig writes: (quoting hartwell)
h> 3) illusionist got lucky fooling the seer.
> H> (have we thought about
H> giving illusionist disguises a half-life?)
Thought, yes. Implemented, no.
the only thing i don't like about half life is, it adds a random element
to the game play. right now, the only random elements from the GAME are
assignment of roles.
under the current scheme, the illusionist disguises one player for one
night. if the seer happens to investigate that player, then they get
bad info.
with half life, the illusionist's disguises last longer. the first
night, the spell is 100% effective. the next night, he can cast another
100% effective spell, AND the first one is now 50% effective. so. this
makes the illusionist more powerful. ALSO, i think these spells would
continue after the illusionist were killed.
perhaps the illusionist is already too powerful.
How's that bite command coming along, rathkopf? I haven't bugged you about it yet this year. :)
i like the bite idea, but didn't one version of bite also involve a
chance that it wouldn't work? more randomness from the game.