Alright, you read the title of this suggestion. You might have some big feelings, that immediately gravitate towards skipping the following paragraphs and hastily typing a reply about how the piss colored guy made a silly and bad suggestion. You might no feelings at all, and be willing to read a lengthy post about an idea that could alter game balance a tad. Please, let me hold your hand and walk you through the ins and outs of what this could mean.
"automatically mark innocents that kill traitors as "friend"" would do exact that. If I kill a bad guy during a firefight, whether it's following an active KOS or for a traitorous act I witnessed first had, the tab menu would mark me as friend when I/someone else identifies the body.
Why make this change?
1. Incentivizes different approaches to common scenarios.
It's your classic TTT scenario we have all been in hundreds of times, you turn a blind corner on a map to two players duking it out. A victor emerges, and the typical choice of "Do I make the call to kill this man now or let him ID the body and see what happens" would have it's importance increased because the rest of the surviving innocents would get a friend marked on their tab menu if you give him the chance. On the flipside, this little devil could be the traitor and fake his way towards iding the body and whip a quick headshot on you, abusing the change to his advantage.
2. Times are changing, old man.
It's 2025. For whatever reason, society has been blessed with more distractions and smaller attention spans, whether it's discord pings about rats or my friends dming sauna pics on snapchat. Not even your staff team is safe from this, often times these days lots of regulars and staff alike miss markable information to deduce who the bad boys are. This change, in most cases, would level that playing field against the brainrot and enable our lovable innocents to fret not about missing too much valuable information.
3. Makes Toxic Gameplay more apparent.
It's your classic I killed a traitor the detective kosed and I got his beautiful and sexy teleporter scenario. I've announced I've had it in chat, I've tested with it in my hands, I played show and tell with the detective, and yet some shmucko who can't take his eyes off my beautiful prized teleporter kills me "for having a t weapon". With this change, that kill would go from "he was silly" to "he literally hurt his team's chances".
The Game Balance Discussion.
Game Balance between Traitors and Innocents is vital to keeping TTT interesting. Let's talk about the impact this may have with an almost full house population of 26 active players. Those numbers (assuming no purchases) would break down to 6 traitors, 3 detectives, and 17 innocents. Let's go ahead and say 3 or so of the traitors die off pretty early taking 5 taking 5 innocent lives with them, all killed by innocents in places that the traitors were able to get ided. That would get your pool of alive players down to 3 traitors, 3 detectives, 3 proven innocents, and 9 unproven. While some of those unproven might be able be individually marked innocent by valid koses on traitors/testing, those numbers leave a fair amount of detective work to do still.
This change would definitely put a little more incentive for the traitors to eliminate the detectives first, as well as give the traitors an extra list of proven targets to prioritize. It's worth stating the numbers above are assuming the worst-case scenario for the traitors; they didn't prioritize killing the detectives nor provens, no detectives made any traitor kills, they were killed by innocents instead of being men and jihading themselves, and they died in spots were they were able to be ided. Just looking from the abstract angles, game balance doesnt look like it would be too tilted by such a change.
3 Second Grace Period
This could impact that grace period given after a traitor is identified FOR SURE. And that's a good thing.
Our staff team can tell you time and time again how many times they had to spell out the 3 second grace period, and why it's there for confusion purposes. If this is implemented, it could cut out some of that confusion and avoid some scenarios entirely. While it's not something to get in the weeds about here, it's something worth noting that could be discussed.
Proven Innocents and the extended rulebook
This is where shit gets fun boys and girls. This suggestion would require a decent amount of review of our extended rulebook and how to best apply revelant detective adjacent rulings, since these are undisputed innocent beings we are working with here. There's some messy stuff that definitely needs discussed on how you could potentially do things, and definitely not all of it should apply. I started going through the rulebook and piecing things out that might work, but there's so much to discuss (damaging health stations/testers is a fun one!) I don't have the time or crayons to cover it right now.
Thank you for reading my mess. If you do crucify me for this, I'd appreciate my view to be west facing.
"automatically mark innocents that kill traitors as "friend"" would do exact that. If I kill a bad guy during a firefight, whether it's following an active KOS or for a traitorous act I witnessed first had, the tab menu would mark me as friend when I/someone else identifies the body.
Why make this change?
1. Incentivizes different approaches to common scenarios.
It's your classic TTT scenario we have all been in hundreds of times, you turn a blind corner on a map to two players duking it out. A victor emerges, and the typical choice of "Do I make the call to kill this man now or let him ID the body and see what happens" would have it's importance increased because the rest of the surviving innocents would get a friend marked on their tab menu if you give him the chance. On the flipside, this little devil could be the traitor and fake his way towards iding the body and whip a quick headshot on you, abusing the change to his advantage.
2. Times are changing, old man.
It's 2025. For whatever reason, society has been blessed with more distractions and smaller attention spans, whether it's discord pings about rats or my friends dming sauna pics on snapchat. Not even your staff team is safe from this, often times these days lots of regulars and staff alike miss markable information to deduce who the bad boys are. This change, in most cases, would level that playing field against the brainrot and enable our lovable innocents to fret not about missing too much valuable information.
3. Makes Toxic Gameplay more apparent.
It's your classic I killed a traitor the detective kosed and I got his beautiful and sexy teleporter scenario. I've announced I've had it in chat, I've tested with it in my hands, I played show and tell with the detective, and yet some shmucko who can't take his eyes off my beautiful prized teleporter kills me "for having a t weapon". With this change, that kill would go from "he was silly" to "he literally hurt his team's chances".
The Game Balance Discussion.
Game Balance between Traitors and Innocents is vital to keeping TTT interesting. Let's talk about the impact this may have with an almost full house population of 26 active players. Those numbers (assuming no purchases) would break down to 6 traitors, 3 detectives, and 17 innocents. Let's go ahead and say 3 or so of the traitors die off pretty early taking 5 taking 5 innocent lives with them, all killed by innocents in places that the traitors were able to get ided. That would get your pool of alive players down to 3 traitors, 3 detectives, 3 proven innocents, and 9 unproven. While some of those unproven might be able be individually marked innocent by valid koses on traitors/testing, those numbers leave a fair amount of detective work to do still.
This change would definitely put a little more incentive for the traitors to eliminate the detectives first, as well as give the traitors an extra list of proven targets to prioritize. It's worth stating the numbers above are assuming the worst-case scenario for the traitors; they didn't prioritize killing the detectives nor provens, no detectives made any traitor kills, they were killed by innocents instead of being men and jihading themselves, and they died in spots were they were able to be ided. Just looking from the abstract angles, game balance doesnt look like it would be too tilted by such a change.
3 Second Grace Period
This could impact that grace period given after a traitor is identified FOR SURE. And that's a good thing.
Our staff team can tell you time and time again how many times they had to spell out the 3 second grace period, and why it's there for confusion purposes. If this is implemented, it could cut out some of that confusion and avoid some scenarios entirely. While it's not something to get in the weeds about here, it's something worth noting that could be discussed.
Proven Innocents and the extended rulebook
This is where shit gets fun boys and girls. This suggestion would require a decent amount of review of our extended rulebook and how to best apply revelant detective adjacent rulings, since these are undisputed innocent beings we are working with here. There's some messy stuff that definitely needs discussed on how you could potentially do things, and definitely not all of it should apply. I started going through the rulebook and piecing things out that might work, but there's so much to discuss (damaging health stations/testers is a fun one!) I don't have the time or crayons to cover it right now.
Thank you for reading my mess. If you do crucify me for this, I'd appreciate my view to be west facing.