More people = more graph edges. It is unlikely that you will end up with a straight list like graph, you will just end up with 2-3 densely connected clusters instead. Aka info will flow, only that there will be your local cluster - near players and other clusters - far players. So you will instead end up with choices in which cluster too go with every night. Due to more people = more edges, the graph will be more likely to be fully connected aka it will be more possible to have nights where there is always a way for 2 players to communicate too. Not particularly useful as you would not want to talk beyond say 3 peeps, but possible. I agree with the kill abilities though, then again some mafia kill roles have similar problems n1 - n2. This is one hell of a solid change btw. 2 connections means now, The graph is more densely connected, aka more info. Clustering increases even more, which puts a lot of initiative on the central player butis equally deadly. There are now more paths between two players. So now you can verify info my asking the question through two sources. Ally connections have lower downsides as they only take 1 of 2 connections. Night Knife usage is now to be done quite carefully. There is an higher variance too though, the cluster centers can be pretty fucked due to the sheer number of knives they can get stabbed with. MORE CHAOS
Well, with you participating, the player count is already filled... >.> So uhn... We don't need to summon much! xD Well, the main difference between Mafia and KR, is that KR is a FFA game, while Mafia is a team game. The first few town deaths can often times be random, but that's alright because you'll still win for as long as your teammates can beat the Mafia. On KR OTOH, dying basically means losing for 90% of the roles. So we have to be a bit more careful with how the game's design works so as to avoid random whimsical killing as much as possible. ... Not saying it can't happen though, just saying that the design should push in the opposite direction as much as possible. Aye aye, though we also ended up needing to change the HP and the knife damage to balance things out because of this change... Turns out having an average of 4 night chats per person meant that it was stupidly easy for someone to die by stabs (You only needed two stabs to die at that point)... Which ended up discouraging people from choosing 2 partners in the same night, which made the change a lot less relevant... >.> Now that you need 3 stabs to die though, chatting to tons of people ends up being quite safe~ Ah, and the Chaos aspect is also a really nice upside on my view btw. Because like... This is supposed to be a Murder Mayhem game mode, so having a lot of chaos was important~
Both assassins share a secret codeword to identify each other. Their line of work requires them to go undercover quite often and after many years, they have both become masters at makeup. The westy King, a sly and untrusting person hired a sorcerer to secretly place a binding on assassin A preventing them from speaking for the duration of their contract and forcing the task of killing royalty. Due to the sloppy nature of the sorcerer, the contract had a loophole allowing the assassin the chance to kill all kings. Thus the assassin A full of rage spent much of their time in isolation plotting the death of their enemies. While assassin B was working with the Parth king, helping to commit sabotage and plot the downfall of his enemies, they secretly started to develop feelings for the king. However unfortunately the Parth King already had someone else in their heart(???) thus assassin B became blinded by jealousy. If they can't have them, no one can. Their mental condition had deteriorated to a degree. Due to the vengefulness of A and the yandere awakening of B they were too preoccupied to contact each other and confirm the identity of the other till the conference began. Plus A was still cursed. Basically nope <.<
Unification War requires 10 players, and I hear that Martial is also joining, so the OP is not updated yet.