Yeah this sounds good. I agree that Good and Evil need their escape methods to more directly conflict. And since each Evil need 4, they will compete even with each other.
I’m planning on making evils far stronger to compensate, tbfh.
Like, Death City was an evil stomp as evils were not only stronger, but also collaborated better.
You forgot to mention the part where goods were killing each other.
SMH Bastard Sword when
Which is partially why I removed execution-related wincons.
That’s probably a good call.
This sounds like an improvment
Should be mildly less chaotic but still chaotic
Yeah I like the changes looks good
I think you mentioned it, but making crits more sparse is probably a good idea.
I think you’re making it too hard on evils with destroying 4 crystals. They all essentially can’t ally with each other and they also need to beat a collective good, because they all need to escape. You also now made it known that destroying relics is important for evils, so there will be more scrutiny on who received what when. No relics will be given away as easily. I had tailor made abilities for hunting relics and had the item to hunt for them and I was still in hot water around the time I reached 3/4 relics. Now evils still need to reach a second win condition on top of that.
Or you’re making crystals a lot more abundant on the map, but I’d rather have them remain special and scarce and lower the requirement.
Like evil won the first game by a big margin, but I think that’s also just how the players let it play out. Personally, I don’t see a big problem with evils being able to cooperate to a degree anyway. Maybe less mechanical alignment information should be given, if this is something you do not want, so it’s really about being able to read others, instead of just outright discouraging cooperation through wincons.
You already have enough of a NK like alignment in typically having to be the one to survive to endgame.
On a different note, maybe killers should have a grace period of like 1 hour on being able to get loot first, either chest or on a corpse, so that they actually are surer to get something through killing. Ideally, it wouldn’t show the killer in the dorms then either.
I had actually thought this was a bit on the high end, too. I considered asking Alice around how many total she planned to have to compensate for this, but then thought she might not want to get into those details.
Actually I was also curious if Alice has a ratio of Good to Evil she has in mind as ideally escaping. Good basically has an all-or-nothing with escaping. They need to pool together resources so everyone can escape or else no one will. So I could see how she might expect that if Good actually manages to activate the Gate, then the ratio of Good to Evil should be high. Like maybe double? Not sure what’s fair.
Or I guess it’s more like Alice must have in mind a max number of Evil allowed to escape based on the number of crystals she’ll make available. Whereas Good doesn’t really have a max, but the number of crystals will affect the likely chance any will escape. I wonder if she’s willing to get into those details.
I don’t think it’d be that much of a pain for evils to win. I’m planning for them to have far better tools now since I’m designing for less co-op. Also goods have no idea who else is good, so there’s still a chance infighting can stop good from cooperating.
Ample ways of solving this issue. Evils can choose to not announce that they found a crystal, or they can claim that their crystal was stolen somehow. I’m reducing the number to 3 as well.
I’m planning to do this. Most of the mech stuff was there to help evils cooperated. Turns out evils cooperate ended up far stronger than I thought.
I didn’t get sleep
I want to get sleep
This gives 2x damage right?
This is way too high.
Change the base to 4% tbh.
I would tone down the dmg to like 1.33 rather than the chance
although either works idk which is better
Dmg is fine. Just go for a figure around Pokemon’s level.