Hey can we stop driving buses?

Bus Driver: Targets 2 people. Anyone targeting target 1 is redirected to target 2, and vice versa. (double reverse martyr, for my fellow people collecting veteran discounts).

For two recent OC games (ipl's Multirecruitment Mafia and UncleSam's Mafia Mafia 3) Bus Driver has shown to be a major force of disruption, partially because it was higher priority than all others. This higher priority is often deemed necessary because otherwise the role becomes a worse version of roleblocker, redirector, martyr, reverse martyr, and so on. But the higher priority also makes it so there is no counterplay. It doesn't help that Bus Driver can usually self-target, which was instrumental to for example the MM3 wolf (Bass) who became effectively unkillable at night, and therefore untouchable for the mafia since they didn't have control of the vote. The endgame of MM3 ended in a weird WIFOM state where some viable plays included mafia goons aiming kills at themselves in the hopes of getting that bus driven into a villager.

It's not uncommon for mafia games to have an element of RNG be big, or even the deciding factor in games. But this seems over the top.

So let's not put Bus Driver in games anymore, maybe?

[Side note: I don't know if standards on this have changed but way back when, redirector was considered too powerful of a role to just hand out as an unlimited use ability, and reverse martyr was considered a fairly average powered role - good due to its synergy with bodyguard, but not broken. Now it seems games have power crept a fair bit, which might be why Bus Driver seems to have become a bit of a staple.]
 

zorbees

Chwa for no reason!
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self targeting on it definitely shouldn't exist

also, if you have a priority system like i'm using in big city, bus driver isn't as big of an issue because you can disrupt it with things like roleblock or martyr or safeguard, while not making those roles too overpowered because you can disrupt those too. this type of priority system avoids the "boogeyman" scenario where the highest priority role will always seem too strong since it cannot have counterplay. the only way you can have something that cannot be disrupted is with passive protection or whatever, like how some of the mm3 neutrals were unaffected by non-killing roles
 

Yeti

dark saturday
is a Community Contributor Alumnus
If you want to use bus driver, imo:
1. Make it unable to self-target
2. Make it run on two separate priority scales:
- the first is the act of bus driving by the role itself, which should be lower than any other disruptive in the game and thus blockable by a hook, jailkeep, etc
- the second is the drive between target 1 and 2, which should be higher priority than any other disruptive so the targets are switched for the purposes of kills, info, etc

This gives the role proper counterplay while still allowing for a skillful use to swap someone into a kill or out of protection
 
I like Yeti's reform ideas. Failing that I think a total removal of unlimited bus drive may be warranted given the relative lack of counterplay + disruption
 

Duskfall98

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Bus driver and redirector, along with other forms of these roles are very common in standard role madness for noc and eimm and I think these probably can be expected in most ocs too since they are role madness.

That being said, I actually think high priority roles are debatably stronger than bus driver, at the very least its the same tier of role. By combining high priority bus driver, who can self target (usually they cant), you make a super op role for sure and I think this version should either be stopped, or at least desgined around to consider counter play.

Typically a bus drive or redirector is not acting before all the other roles in the game, and they also cant self target. This means that as soon as its known, you can disrupt them via a roleblocker, a safeguard or possible other means in the specific game. I don't think there's really a need to veto the usage of these roles in themselves as an idea, but the whole lets supercharge them so they don't fail ever breaks them.

I will add that I personally see a problem in the priority system in the last two oc games (but MUCH more so in ipls). Roles can auto balance themselves more if you don't say "this one absolutely acts first". Example bus driver, and roleblock should be equal priority in my view, and when you get a few roles in a chain conflicting, you should resolve the top of the chain first and work down. This can be a lot more difficult to do as a host, but it allows for players to make much more counterplay in game, so I do feel its worth.

Example: if a busdriver is targetted by a roleblock, the busdrive fails. But if a busdriver succeeds with their action, they would redirect a roleblocker who has also targetted one of their targets.
 
I like bus drivers. It's an interesting role that can carry some risk vs something like a redirector which is single target. It is very strong in a perfect information setting for the owner of the role as it creates uncertainty that can't be solved by other factions. this is not something that happens in NOC very often if at all, hence why it's a relatively common fun role to throw in, as you can't really abuse it like it was used in mm3.

I don't think it's more unfair than something like a redirector or unblockable/expert kills. the problem with the role as presented is that it's noninteractive which can be remedied by the many suggestions made so far. you could even have it so that it doesn't affect kills. with a little tweaking it's a pretty balanced role i feel
 
I think even with a logic based priority system or more natural checks, the fact is that bus driver is a role with a very high ceiling of effectiveness. A vanilla nightly bus driver, in both of the previous games, was seen as one of the top 3 roles in frankly ridiculously high powered settings. A contributing factor to the power of other roles in those games was the ability to pick up one use of a bus drive.

It is a control and protective role. As a defensive measure, it has the ability to essentially act as an omniguard, and the reward for redirecting a kill is much higher than simply blocking it. Predicting kill targets is also much easier than predicting killers: within a faction kills can often be assigned arbitrarily, making the choice of killer WIFOM. Targets, on the other hand, are chosen by their value to the faction being targeted and place in the longer term endgame. There will always be guesswork over kill targets, but this is more rationally weighted, and the bus driver has the final say in what gets protected. It's measurably stronger and more consistent than a redirect or a BG. Additionally, it's very effective at stripping protection to open the way for killers to take out their own high value targets. Depending on what is allowed to block bus drives, it may be able to "sneak" its way around lots of traditional protection.

I guess what I'm trying to say is that, even if there are countermeasures against it, the versatility and power of a role like this offers a high skill ceiling and an even higher ceiling of possible benefits. Planning actions around a potential opposing bus drive is difficult, and using one creates threats that can force your opponent's hand in ways you can predict and further use to your advantage. I think there are games with roles that can bridge the gap, where every player has lots of decisions to make and lots of upside for playing well. But it should be added with intention, and respect other player's time and interest by including roles just as good for them as well.

As the OC community gets older and smarter I think it's most important to consider the tactics in endgame scenarios where everyone knows everything about each other's roles. I will certainly be doing my best to innovate on this front, but this is one of the main draws of OC (being able to coordinate complex action plans in secret), and I think we can learn a few lessons from how recent games have used bus driving to improve lower power games (by excluding it) and higher power games (by tweaking with the priority and expanding the depth of other roles).
 
Can we PLEASE have a poll on formally banning bus drivers? They have been a problem for the past couple of games and I am just entirely sick of them and I'm pretty sure nobody actually likes playing with them. They encourage RNG and weird strategies such as killing yourself in the hope that the kill gets bus driven to an enemy you want dead and the like. It's just super unfun in general, and the mere presence of the role acts as deterrent for many conventional strategies. Just because Bass had a bus driver and was able to self drive in Samuel's game, nobody even tried targeting him with night actions ever, even though he barely ever used it on himself. The role invalidates any form of protection and hooking and can even be used to ensure kills, it's just too oppressive. There was a reason we had a gentleman's agreement to softban normal redirectors back in the day, but bus drivers are like 10 times worse.

Not to even mention that they make resolving actions a huge mess because they can cause a chain reaction because they have weird interactions with other roles, so their mere presence ups the chance of a host fuckup by 1000%, which can ruin games entirely and cause a lot of salt among the players.
 

LonelyNess

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I second the request for a formal poll to officially ban bus drivers (in big OC games, at least. NOC games can do what they want). At least let's put it to a vote and see how the community feels.
 
I don't think it's more unfair than something like a redirector or unblockable/expert kills. the problem with the role as presented is that it's noninteractive which can be remedied by the many suggestions made so far. you could even have it so that it doesn't affect kills. with a little tweaking it's a pretty balanced role i feel
So this response is like 2 months late but I also think these two roles are a bit too much even in our powercrept meta. Redirector is like a better roleblocker in 99% of cases, and it was only held back in ipl's game due to its low priority. This rendered redirector practically useless for anything but kills, which were semi-randomly assigned. Unblockable kills are terrible for the game and should be heavily limited, not given out for free like they were in ipl's game with roles like Jumpluff and Ninjask. They almost completely invalidate bodyguards and other protective roles.

edit: readability.
 
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I think discussions like this are fine and healthy but formal polls to ban roles seems like a lot. I think any game designer reading this who isn't socially stunted should consider the implications of putting bus drivers or other super high powered roles in their games but outright banning them from doing so is flatly ridiculous.
 

Yeti

dark saturday
is a Community Contributor Alumnus
I think the problem is not actually the roles themselves, but rather modern hosts' lack of understanding of WHAT the roles are supposed to be doing, how they wind up interacting with other disruptives/lower-speed roles, and most importantly, the void that currently exists where "an understanding of how to make a functional priority system for a high-disruptive game" should be.

Let's take IPL's interpretation of bus driver vs redirector:
Bus Driver: outsped almost every other disruptive, could not be blocked, could disrupt every other disruptive, is useful defensively (though it carries some risk) and offensively (to circumvent defenses) based on knowing a target of value and/or non-value
Redirector: was outsped by almost every other disruptive, could not disrupt the others, could only redirect lower-speed, is useful defensively if you know a protective role to redirect (that does not outspeed it, such as self-BG) to your target of value, is not very useful non-lethal offensively because so few disruptives can be redirected by it, is only circumstantially useful lethally because you need to know/guess who is killing
Now, what are the problems here:
1. Bus driver is very versatile, particularly when used offensively to bypass protection
2. Bus driver is also very strong, since nothing can disrupt it
3. Redirector is more situational without info on what you are redirecting
4. Redirector is slower
5. If Redirector outspeeds and targets Bus driver, what happens? Does USER1 become the Redirector's redirection target, does USER2, does the bus driver "only" target the redirected target and thus is essentially hooked because half of a bus isn't going anywhere fast? What is the interaction between these two disruptives?
6. If bus driver can self target, are they able to bypass redirector targeting them if RD and BD are the same speed tier?

I think the issue that all 3 bigs have encountered is that hosts are just plain not spending enough time in the weeds of their roles. All 3 games were rushed out in their finished state. All 3 needed more time. People want more and more disruptives and flashy roles that can MAKE BIG PLAYS without ever considering what these roles' niches SHOULD be, and how to make them be balanced within that niche.

If bus driver is meant to bypass bodyguards to let teams kill around protection, or to prevent someone from being inspected, THEN it should not be impervious to other disruptives.
If redirector is meant to allow a team with well-placed info roles to abuse the opposing role they found, THEN it must outspeed other disruptives.
Is safeguard meant to disrupt bodyguard, or is it meant to block hooks and info roles?

When you cannot decide what safeguard is meant to do in your game, you get a crappy, bloated setup where safeguard doesn't actually do much, is bypassed by too many things, there are too many disruptives because you think SG needs more things to block since you have too many ways around it, and the person who is the SG feels like they couldn't help their team.

The other big problem is people just don't understand how to make a priority system for these high-disruptive games. Generic "tiers" do not work, unless there is an established tiebreaker like IPL's game where the triangle dictated who won speed ties. Someone ALWAYS has to go first. ALWAYS. They cannot operate at the same speed as each other without you planning out PRE-GAME to avoid influencing the outcome who will win the tie.
For example:
Mekkah is a hooker. He hooks Blazade. Blazade is a redirector. He redirects Mekkah to Yeti.
What happens? Is Blazade hooked, or is Mekkah redirected and Yeti is hooked?
If you cannot answer this off the top of your head about your game, do not post your signups. You are not ready.
If your answer is "they are both disruptives they operate at the same speed" well no, they darn well don't, because if Blazade is the kill carrier, either he's hooked by Mekkah and his kill fails, or Yeti is the one hooked, and Blazade kills someone. Which is it? This isn't a decision you should be making midgame.
There is also the matter of "the act of bus driving" and "being bus driven" operating on the same speed. When Sam did this in MM3, everyone was upset. His logic was that BD must always act before hooker if it's meant to swap hook targets. The problem was, this made "the act of bus driving" immune to other disruptives, and set it to be OP. I propose that roles don't operate on such a strict system, but instead the two separate pieces operate at different speeds.
"The act of bus driving" is the slowest disruptive. Everything else in the game can stop it, if the BD is targeted by one.
"Being bus driven" outspeeds the other disruptives. Everything else in the game is subject to targeting the swapped users.
Is BD still OP? Is it still broken? It's pretty darn easy to counter it now. Maybe the team uses their SG on the BD so it can't be disrupted. Well, then the SG is sunk on the BD and not on anyone else, so you've forced another role to be used to secure the drive.
The tier system works in a NOC where the only two disruptives are town BD no self-target and mafia hooker, because either town BD is hooked or they aren't. When you overload your game with disruptives because you want more more more and this team needs a flashy role and that team needs something to counteract it, and now the third team needs something cool too, that system falls apart. Because again, one of those roles needs to execute first.

Part of designing and balancing your game is, in fact, charting out the priority system. Maybe the village's hooker is faster than the mafia's hooker, but the mafia's redirector is faster than the village's in exchange. Maybe it works in a triangle like IPL's. Maybe two disruptives disrupting each other simply cancels out, and both users fail.

One other thing is like Mekkah said, the roles like Jumpluff and Ninjask/Blaziken where they were just unstoppable killers and there was nothing anyone could do about them. Bad design. There should always be something TO do about roles like this. What is the counterplay? What is a team meant to do? Boosting above a BG or a bus drive or a jailkeep/kidnap should require investment by the other team. There can be a prio booster who boosts for the following night, but if they are hooked, or the boost-target is SGed, the boost fails. Now, you need to choose your boost target better, or SG your booster, requiring investment to pierce the BG.

There's also a bad emphasis on modifying roles to "make mine better" by simply... compounding power onto the role. For instance, people used to grumble about full inspectors being too good. In one game, I made three roles (I think these were the inspectors' sanities, anyway, maybe it was 1 sane 1 insane, it's been a while. Point is they did not receive 100% truthful results):
1. A paranoid inspector
2. A naive inspector
3. A role that, when used on one of the above 2, gave them sane results and allowed them to pierce godfather/dickens type roles
The village is still able to get accurate information to scumhunt with, but perhaps the inspectors will need to take a moment to figure out what their sanity is before just merrily voting or trusting someone. And, there's a villager who instead of being vanilla has a low-power but impactful role. Nobody respected the Bamboozle Insurance at the time but I maintain it was a far better solution to modifying standard roles than some takes are, which just push the role in a less interactive and more frustrating direction.

tl;dr I think that hosts need to slow tf down with rushing their large games out and consider first:
1. What do I want this role to actually do in my game?
2. How does this role interact with others in my game, mainly opposing roles that counter it, or it should counter?
3. What happens if X targets Y, and Y targets X? Do I know whose action goes first?
4. Do I have every single role assigned a priority? Note that stuff like info roles doesn't really need a separate speed for each individual roles, but for roles that do interact with each other in the night, you should know which team's X will act first
5. Do I want this role to be unblockable, and have I budgeted the power properly FOR it to lack counterplay? Does its team have a weakness elsewhere, is it a one-shot and will be a vanilla once blown, or will people just find it cheap?
6. Do I just plain have too many dang disruptives in my game and I am sabotaging myself by overloading my game with conflicting roles? 40 or 50 roles is a lot to fill, but are they best filled by letting 17 mafia members hook in one night or giving every team a two-target jailkeeper that also inspects?
 
"Mekkah is a hooker. He hooks Blazade. Blazade is a redirector. He redirects Mekkah to Yeti.
What happens?"

Mekkahs action succeeds.
However, and maybe my philosophy diverges from Smogon here.. if Mekkah targeted AngryPidgeon, I would say that Blazade does succeed in redirecting Mekkah to Yeti in that case. I dont see hooker as faster than redirect inherently. Presuming nothing affected Blazades action, I would resolve it first.


Edit to add: I agree with duskfall. Role priority should be looked at as a stack. If A hooks B, B hooks C and C hooks the cop then.. id resolve A first, so B is hooked. Then C successfully hooks the cop.

Obviously you could end up with a cycle which you'd need a plan to resolve.

I think bus drivers are ok but definitely should never be allowed to self target and should be susceptible to roleblocks.

Im not sure about redirecters. Since a bus doesnt exactly target one person, you could make a case that they are immune to redirects, or blocked by redirects or a redirect actually does move half the bus. Id potentially buy any of that.

I also agree that bus is a high power role and should not be casually stuffed into any mid power game.
 
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Yeti

dark saturday
is a Community Contributor Alumnus
"Mekkah is a hooker. He hooks Blazade. Blazade is a redirector. He redirects Mekkah to Yeti.
What happens?"

Mekkahs action succeeds.
However, and maybe my philosophy diverges from Smogon here.. if Mekkah targeted AngryPidgeon, I would say that Blazade does succeed in redirecting Mekkah to Yeti in that case. I dont see hooker as faster than redirect inherently. Presuming nothing affected Blazades action, I would resolve it first.
I don't think there is a universal Smogon philosophy on this subject. In IPL's game, redirector was slower than hooker, and could not redirect it. So if Mekkah hooked AngryPidgeon, Blazade would still be too slow to redirect Mekkah to Yeti, under that system. I think we agree this is a little silly and made redirector bizarrely bad.

The REAL problem, though, is what happens when there is a loop? It's pretty straight-forward to resolve what Mekkah and Blazade do when only one of them is targeting the other. But if they hook each other, or are doing something that disrupts the other, like if Mekkah hooks Blazade, and Blazade redirects other-hooker Duskfall to Mekkah. Then what?

Edit to add: I agree with duskfall. Role priority should be looked at as a stack. If A hooks B, B hooks C and C hooks the cop then.. id resolve A first, so B is hooked. Then C successfully hooks the cop.

Obviously you could end up with a cycle which you'd need a plan to resolve.
That's my point :p is that people need to know before it's relevant in-game what they will do if a chain of disruptives happens. A hooking B, B hooking C, and C hooking the cop doesn't really have a conflict, because none of the hooks are crossing.

A hooking B while B tries to hook A is something hosts need to know what will happen, BEFORE it matters. If you're making the choice about which disruptive in a chain of 5 that are all cross-targeting goes first while the game happens, you may be influenced by the actual circumstances, which isn't necessarily fair. If it was set up beforehand that A's hook always outspeeds B's, then it's completely fair that A hooks B, which stops B's kill and B's cop. If you didn't decide beforehand, during the game you might be tempted to choose B's hook going first, because B's team really needs their kill to go off.

I don't think the 'stack' necessarily works unless you've assigned priority to each one preemptively. Like if your sheet is ordered by villagers, mafia1, mafia2, the 'first' one will always be the villager, and mafia2's hooker will always be outsped. Except that'll be the same for any interaction, because mafia2 is the last team on your sheet. So you need to have established who wins what in a fair manner.

Hooker A targets redirector B who targets bus driver C who's targeting safeguard D and hooker E but E was hooking D so does E self-hook or does D safeguard B. That's why I think it's very important to have each role possess a unique speed and not a tier or stack, so there is a logical place to 'begin' the loop (or end it). It may not be something newer hosts consider when making an OC game wherein everyone has a night role, but when you have 40+ roles, you need to have spent the time knowing how they interact.
 
The REAL problem, though, is what happens when there is a loop? It's pretty straight-forward to resolve what Mekkah and Blazade do when only one of them is targeting the other. But if they hook each other, or are doing something that disrupts the other, like if Mekkah hooks Blazade, and Blazade redirects other-hooker Duskfall to Mekkah. Then what?
For a loop, I would give priority to roleblockers. So if a redirecter and blocker target each other, block works. In the other case, if Mekkah hooks Blazade who is redirecting a hook to Mekkah, I would process Mekkahs action first because no one is targeting Mekkah directly. So Blazade is blocked and Duskfalls action proceeds as he originally sent it.

I see that case of a redirecter having a primary targret and a secondary target. Who they are redirecting is the primary and to whom is incidental.

In the case of two blockers targeting each other and one has the kill.. my first suggestion would be to disallow one user taking multiple actions in the same night (boo hiss, how boring). Ok fine, if the mafia wants to block and kill same night, and ends up in a loop with a town blocker, Id probably say the blocks both succeed and the kill fails because its a slower action.

In cases like that Id err on the side of giving blockers priority.

Now bussers are something I would personally tend to avoid just because they throw a wrench into my resolution policy. Since bussers dont really have a primary target, its unclear to me how I would resolve any loops or redirects involving bussers. I might default to saying the bus fails in cases where its unclear, like a redirecter targeting a busdriver.

I agree with what you are saying. I think you do need some sort of priority system, even if that system is only really used to resolve loops/cycles. And like I said, Id personally have to spend time thinking about bussers before including them because their action not having a "primary" target makes them unusual to me.
 

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