We have a sister issue but meh i hate big sprawling issues.
Some masks that we have docs for that I think we should probably just remove or massively rework:
- Angel:
I'm not a strong believer in the explicit guesser gameplay that was theorized about and I think this has weird incentives. As it stands you should pretty much always just tell an angel your mask, especially since lying doesn't really have any negative effects on the people around them. I think it would be a lot less of "try and deduce these masks" and a lot more 'hey tell me your mask for free heals' which is just very unsimulated and themeless.
- Bomber:
I think the intent of this design is not very strong and it basically just serves as a middle finger. The condition for placing bombs is significantly overcomplicated and pretty much impossible to track. In practice I imagine you would probably just play the game normally and then sometimes fucking explode with no way of telling why.
- Mind Reader:
AVGN voice: What the fuck were they thinking? This design is really just nothing, especially with clues being so much less prevalent.
- Rebel:
Should really just be the vandal + tweaks for mask modifiers. Nothing it's doing right now is particularly special.
- Tracker:
The concept of picking people who then become protect objectives at some % is actually pretty cool. I just think that all of the codeword integration/physical tracking stuff is really weird and only really justified through the weird dichotomy with the Bomber. This could be massively simplified and implemented fairly easily, i would think.
We have a sister issue but meh i hate big sprawling issues.
Some masks that we have docs for that I think we should probably just remove or massively rework:
I'm not a strong believer in the explicit guesser gameplay that was theorized about and I think this has weird incentives. As it stands you should pretty much always just tell an angel your mask, especially since lying doesn't really have any negative effects on the people around them. I think it would be a lot less of "try and deduce these masks" and a lot more 'hey tell me your mask for free heals' which is just very unsimulated and themeless.
I think the intent of this design is not very strong and it basically just serves as a middle finger. The condition for placing bombs is significantly overcomplicated and pretty much impossible to track. In practice I imagine you would probably just play the game normally and then sometimes fucking explode with no way of telling why.
AVGN voice: What the fuck were they thinking? This design is really just nothing, especially with clues being so much less prevalent.
Should really just be the vandal + tweaks for mask modifiers. Nothing it's doing right now is particularly special.
The concept of picking people who then become protect objectives at some % is actually pretty cool. I just think that all of the codeword integration/physical tracking stuff is really weird and only really justified through the weird dichotomy with the Bomber. This could be massively simplified and implemented fairly easily, i would think.