That version is a bit greedy but it should work. If I were to change anything, I might just lower all of the incorrect prediction gains by 25%, including those of the neutral.
(Hooray! I don't have to be the middle man anymore! Also, this looks less of an overhaul compared to what I have heard before.)
This one is definitely not going to end up in the setup. This is mostly just due to personal preference of how cop role should be working though. Where they should be looking for scum rather then looking to confirm town members. What do you mean by a strongman. Is it killing variant or assigned mafia kill variant? I'd prefer it to be balanced around the neutral trying to win alone and the town/mafia constantly worried about them rather then the town being more worried about the neutral then the mafia. If I did this it'd be 100% of other players incorrect predictions each phase. They should have some form of punishment for guessing wrong. Not going to do this but not for balance reasoning but because on NUF the mafia are very likely to end up lurking in the 24/7 chat rather then actually engaging with the game and the main thread. I won't do 36 hours as I'm fairly likely to be not be there right at the end and I want to make sure that everyone knows exactly when they can no longer bet from a GM announcement rather then just timers.
Yeah, but multiple red checks is one of the swingiest role functions in all of mafia. Unfettered Alignment Cops break games. Twice per game, when they do the factional kill, they may make it unable to be prevented by any means (including Deathproof). If anything if the neutral wins and leaves, the mafia is more worried about the neutral than the town. Neutrals ending games when their win condition doesn't interact with the win conditions of other players usually just makes the other players go "Oh hey, I wasted such-and-such number of days to weeks of my life." Sure. The game is already town-sided as it is. Might as well give the mafia the ability to strategize whenever they so desire. And then just require people to hit a certain number of content posts in the thread regardless of alignment. If people can't post enough, they shouldn't be playing in a mafia game. Ehh, it's mostly arbitrary but 24 is reasonable.
So say a 2 times green check rather then the red-check. I would have thought the other way around as the neutral winning and leaving removes 1 player so it could make it parity and thus a mafia win. Whereas I can't really see much reason for the mafia to actively hunt for the neutral. But the other point is fair. How about a 1 time use kp instead of strongman cause I do want to give the doc the satisfaction of preventing a kill if they get the right person rather then they get the right person but the kill goes through anyway.
The red checks are the problem. Maybe two successful checks at all or two checks of the same alignment? Survivor does slightly town-side usually. This is almost just a true neutral warlock though, but with benefits. Actually, just making it a warlock isn't the worst. (They just need to get two or three successful predictions of any sort.) The main reason for strongman was to get around deathproof, but with it at 75 it's a little rarer. You could make the doc indecisive and then replace the strongman with a rolecop or 1-shot Claimvig.
Oh, also not allowing players to chat about their bets is kinda ehh. Removes the strategy element of it and that's a lot of the fun of it in a game like this.
I put that in because I saw some need for it yesterday but I can't for the life of me remember what the reason was now so yeah I'm going to remove that.
Ah, that time was because the bet was "outside the game", so to speak. This one actually has betting built as a game mechanic, so it's different.
I think I've balanced the game more. Definitely need to review it tomorrow though with a fresh mind....
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