Board Thread:Role Ideas (Neutral)/@comment-31167710-20170217042306/@comment-31167710-20170218000727

@HAWIIANpikachu

The idea behind allowing transporters to transfer bombs to other players, was to add a slight advantage to the Town, that served equally as a debuff. Sure, they could use their powers to give bombs to suspicious players ala Vigilante, but they might just as well drop a bomb on the retributionist. The problem with this is that it allows the transporter to test suspected Spuds far too easily. Swap the player holding a Potato with the player who think is Spud. If they live, they're probably the Spud. This is not as viable, due to the detonation timer being unknown to all players save the Spud who armed the starch, but it seems like a bit of an unneeded extra in hindsight.

Kill count seems to be the biggest problem that you've brought up for this role. As it stands, you can kill 4 players in 8 nights at most. That's not quite as many as we'd like. Also, if you want to use the instant detonation Potato, there are only 4 players that you can use it on. Here are my potatntial fixes to this problem:

Idea Number 1: Have detonation kill players visiting in addition to the target: By doing this, kill counts can change from 4 to 10 depending on how the town plays. This also would add a layer of depth to the explosives. A town might try tell the player holding the potato to throw it to Player_13 so that they can check Player_14 safely. If the player holding the potato wants to kill the investigator, then they could deliver their weapon to Player_14. This would make them immediately suspicious, but this may be what that player wants (Jester).

Why that might be bad: Killing visiting players is kind of the WW's thing, and I'd hate to encroach.

Idea Number 2: Explosions kill the person delivering the Potato AND the person receiving it: This obviously wouldn't apply to Spud. How this would work is, when you deliver a Potato set to blow that night, it explodes on both you and the player you were going to give it to. The For the Spud, players who receive 1 day timers will always die, giving you a definite target. For the Town, the uncertainty of whether or not the person carrying a Potato will be killed that night could affect how likely they'd be to protect them from danger. It might also make anyone holding a Potato more likely to give out whatever information they have, as they're already carrying a bomb. This would double the amount of people you'd be able to kill in an 8 day match.

Why that might be bad: For starters, that kills two players in one night, which would probably be an issue for someone. Secondly, there are many people who simply wouldn't deliver their Potatoes. That mostly applies to Mediums and Retributionists (Post revival).

On the topic of range, it should be noted that I feel some restrictions are necessary. You're a class that doesn't have to visit the player that you end up killing, so some restrictions should apply. However, there are alternative ways to handle it, that I wouldn't mind considering. That all depends on how big of an issue everyone feels the current range setup is.