Some of this, I say no to. People die too quickly and I wouldn't want to change up how MM is right now. It would be too confusing. I'd much rather have the Doctor be able to "save their lives" within 30 seconds of their death. Let's say someone dies. The doctor (or someone else) finds the corpse (and brings it to the doctor). The doctor can preform something that will respawn or "heal" them. But if they've been disfigured by the Crazy, they cannot be saved.
Just don't use it on a mafia...
You're aware that the idea is to have multiple types of guns, some with longer deaths and some with shorter ones?
You've got a point, though, that currently they're difficult to save. Perhaps that's fitting, though. Slowest/(whatever attribute) gun should be most lethal.
EDIT:
i've been thinking about how different guns could vary and they just might vary outside of stats, with specific effects such as ability scrambling/disabling
- Misc Inno Ability for Consideration: One use per night, ability to scramble, disable, or make utterly unreliable for one night/day the abilities of any individual, maf or inno. Would provide a way to thwart possible threats without murder. Possible idea for all vanilla innos to use.
not things like poison, exactly. they have to be abilities that both innos and mafs can find useful, and super-slow acting death would not aid the innos in reducing maf threats without endangering innos. (and this is kind of how some guns are already planned to work, albeit with less ridiculously less massive death times)
hm
oh yeah, there could be guns whose bullets can cause weapons to be disabled (though increased inaccuracy or something would probably be better. people would just plead for mercy if they were completely unable to attack) (however the founding idea behind disabling is the discarded idea of the jailer made to silence chaotic disputes before bloodshed) (maybe this gun does no damage) (edit: maybe it only pushes) (that sounds neat), can reduce the mobility of the victim, (or perhaps even mute/deafen but that might not be a good idea).
though i'm worried these will be lame because of self-doubt.hm
always interested in a gun that only pushes (and possibly does very slow killing or no damage at all)
6/6/13 at 08:55:16 AM EDIT:
an interesting idea that might be cool as a counter to the push-and-disarm gun would be a gun type that would be impossible to disarm
(important to note: all guns have different, distinguishable models.)
(important to note: "disarm" here does not mean remove from inventory, but temporarily disable functionality of)
6/7/13 at 09:07:16 AM EDIT:
- Additive Concept for Medic/Doctor: Based off of ideas from traditional Mafia games, Medic can select one person during the night to be able to survive being hit by one (1) bullet without dying. Additive effects are probably still effective. (Compensation for rapid-fire weapons: second-or-more invulnerability on first hit, followed by loss of invulnerability?) (Must decide whether or not this only applies to rapid-fire projectiles or all. Having it specific to rapid-fire may complicate coding and may produce odd or confusing gameplay.)
- Additive Gamemode Concept: To deal with worries that adding too many powers to roles may overcomplicate and damage gameplay, it should be possible to activate and deactivate any powers from any role in accordance with invented gamemodes.
why am i worrying that i am making things "too perfect" i hate my mind
i'm too concerned that i'll never be happy