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(→‎Variations: and mention the "mistake variation")
(a lot of the wording was unclear (normal vs Normal), very personal language in the modding section best used in the player section. basically proofread and slapped two new sections onto it.)
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The name "'''Hider'''" describes a set of closely related roles. Each of them are active roles in which the user flavourfully "hides behind" the target of their [[night choice]], typically making the user less vulnerable to actions used directly on them, but more vulnerable to their target and people attacking their target. However, the details vary by version.
The name "'''Hider'''" describes a set of closely related roles. Each of them are active roles in which the user flavourfully "hides behind" the target of their [[night choice]], typically making the user less vulnerable to actions used directly on them, but more vulnerable to their target and people attacking their target. However, the details vary by version.


== Normal Guidelines ==
== Normal Guidelines ==


The [[Normal]] version of the Hider is one of the simplest: the Hider, when they use their ability, cannot be killed by actions targeted at them; however, if their target dies as a result of an active killing action (e.g. a [[factional kill]] or [[Vigilante]] shot), the Hider will also die. The role is effectively a [[Babysitter]] in reverse (and thus sometimes called "inverse Babysitter" to distinguish it from other Hider variants).
The [[Normal]] version of the Hider is one of the simplest: the Hider, when they use their ability, they cannot be killed by actions targeted at them; however, if their target dies as a result of an active killing action (e.g. a [[factional kill]] or [[Vigilante]] shot), the Hider will also die.  


As usual with Normals, modifiers can be attached to the role to make it into related roles; the first variant listed below is a [[Weak]] Hider.
==Variations==
 
A [[Weak]] Hider is the original form of the Hider. This modified role is the most common version of this role. A Weak role will die upon targetting a [[scum]] player.
 
==Use & Power==
 
The Weak variant of Hider is a fairly powerful investigative role due to its ability to investigate and self-protect at the same time. It would be best to treat a Weak Hider as an inferior [[Cop]] that will have to play differently to deliver [[Innocent|innocents]] and [[Guilty|guilties]].
 
A pure Normal Hider is, perhaps paradoxically, a substantially weaker role than the Weak variants. In the best case a Normal Hider is conditionally [Bulletproof]]: by hiding behind players who are unlikely to be killed, such as the [[scummy|scummiest]] looking player, the Hider will effectively protect itself. This tactic can be subverted by any [[Vigilante]] in the game, although this may be welcome from a balance perspective so long as the Hider is not caught off guard by their presence.
 
A Normal Hider may be a very advantageous ability for a Town [[Jack of all Trades]] as unlike it's original form, it no longer offers an extra investigative ability to the Town.
 
It's important to be sure of the wording of Hider PM to ensure that they only die if their target is killed, opposed to their target simply dying (such a [[Suicidal]] Townie). Although, some mods may consider this to be a feature, not a bug!
 
==Play Advice==
 
===Normal Hider===


==Variations==
A standard Hider should opt to protect the player they believe most strongly to be scum, effectively becoming bulletproof for the night. While a Hider may [[gambit]] to draw a night kill, unless the setup seems to reward this type of play, a Hider should simply try to be as town as possible. Managing to draw a kill as a Hider is a two-for-one deal: a kill on a Hider is not a kill that is likely to succeed on other members of the Town, and a kill on a Hider is not a kill on their target, further adding to its power.
 
===Weak Hider===
 
A Weak Hider has two options:


It is very common for a Hider to die if they attempt to hide behind [[scum]] (presumably, the Mafia or Werewolf being hidden behind takes issue with it and kills the Hider). Many players will take this for granted upon seeing the role name "Hider", but in a Normal game, a modifier must be used to clarify this point.
1) Hide behind the least likely town kill, becoming unkillable for that night and [[Innocent|confirming]] that person as town.


Some moderators treat kills performed on a Hider's target as being copied onto the Hider, rather than having the Hider's death trigger off the death of the hidee. This would change the result if, e.g., a Doctor was targeting the hidee directly (the variant Hider would die in that situation, whereas a Normal Hider would survive).
2) Hide behind the player most likely to be scum: and make no secret that if you end up dead, that is what likely happened during the night phase. This can effectively be a [[guilty]] on a player.


Some moderators cause hiding to apply to things other than kills. This commonly happens defensively; instead of being [[Bulletproof]] against direct actions while hiding, the Hider would be treated as a [[Commuter]] for direct actions. When treating actions as being copied (as in the previous variation), actions other than kills might also be copied; so the Doctor would now protect both targets, but a [[Cop]] would (perhaps unexpectedly) get two results. This variant is often difficult to moderate as some interactions can be hard to resolve sensibly; a [[Roleblocker]] on the Hider's target would block the Hider if and only if it didn't block the Hider, which doesn't make much sense.
==Sample Role PM==


It is easy to accidentally misword a role PM so that it implies that the Hider will die if their target dies due to, e.g., being [[Suicidal]] or targeting a [[Paranoid Gun Owner]], rather than due to being targeted for a kill. This could be considered a variant of Hider in its own right, even though most moderators tend to avoid this for flavour reasons.
{{RolePM|THider}}


==Use and Power==
==See Also==


The Weak variants of Hider are fairly powerful investigative roles due to their ability to investigate and self-protect at the same time. The Mafia can deal with most claimed investigative roles using their factional kill, but a Normal Hider typically requires the use of a power role to stop (and for some abNormal variants, even that may not be enough). Note that your choice of target is somewhat constrained: Weak investigations are often more useful finding town than finding scum – especially as the latter leads to ambiguous results – and you definitely want to avoid hiding behind someone that the scum could plausibly decide to nightkill. A Weak Hider is probably about on par with a Cop; although they have several disadvantages, they also have several unique advantages. Perhaps a good way to think about it is that a Cop is powerful but vulnerable, whereas a Hider is a bit less powerful but a bit less vulnerable.
===Similar Roles===


A pure Normal Hider is, perhaps paradoxically, a substantially weaker role than the Weak variants. The best you're likely to be able to do is to treat it as a slightly imperfect form of [[Bulletproof]] by hiding behind players who are unlikely to be killed; the scummiest-looking player is likely the best choice, unless there's the possibility of a [[Vigilante]] in the game, in which case dodging both kills may be difficult.
Any [[Weak]] role offers information in the same way the original Hider did.


==Play Advice==
A [[Commuter]] may choose each night to commute out of town, becoming untargettable by any night action.


If you have investigative ability (e.g. via a [[Weak]] modifier), it's normally a good idea to try to draw the kill via claiming the fact that you can investigate (especially if you're playing a Hider variant that can dodge a [[Roleblocker]] shot aimed directly at it), whilst hiding the self-protective parts of the role; note that you should do this in a circumstance in which it would be plausible for a [[Cop]] (or whatever) to claim, because being disbelieved due to an implausible claim timing would be fairly bad. This allows you to effectively investigate and protect the Mafia's second choice nightkill target at the same time.
A [[Bulletproof]] player is immune to night kills.

Revision as of 23:39, 20 May 2018

Hider
T-hider.png
Alias: none
Alignment:
Role type:
  • Protective
  • Informative
Choice:
  • Night

The name "Hider" describes a set of closely related roles. Each of them are active roles in which the user flavourfully "hides behind" the target of their night choice, typically making the user less vulnerable to actions used directly on them, but more vulnerable to their target and people attacking their target. However, the details vary by version.

Normal Guidelines

The Normal version of the Hider is one of the simplest: the Hider, when they use their ability, they cannot be killed by actions targeted at them; however, if their target dies as a result of an active killing action (e.g. a factional kill or Vigilante shot), the Hider will also die.

Variations

A Weak Hider is the original form of the Hider. This modified role is the most common version of this role. A Weak role will die upon targetting a scum player.

Use & Power

The Weak variant of Hider is a fairly powerful investigative role due to its ability to investigate and self-protect at the same time. It would be best to treat a Weak Hider as an inferior Cop that will have to play differently to deliver innocents and guilties.

A pure Normal Hider is, perhaps paradoxically, a substantially weaker role than the Weak variants. In the best case a Normal Hider is conditionally [Bulletproof]]: by hiding behind players who are unlikely to be killed, such as the scummiest looking player, the Hider will effectively protect itself. This tactic can be subverted by any Vigilante in the game, although this may be welcome from a balance perspective so long as the Hider is not caught off guard by their presence.

A Normal Hider may be a very advantageous ability for a Town Jack of all Trades as unlike it's original form, it no longer offers an extra investigative ability to the Town.

It's important to be sure of the wording of Hider PM to ensure that they only die if their target is killed, opposed to their target simply dying (such a Suicidal Townie). Although, some mods may consider this to be a feature, not a bug!

Play Advice

Normal Hider

A standard Hider should opt to protect the player they believe most strongly to be scum, effectively becoming bulletproof for the night. While a Hider may gambit to draw a night kill, unless the setup seems to reward this type of play, a Hider should simply try to be as town as possible. Managing to draw a kill as a Hider is a two-for-one deal: a kill on a Hider is not a kill that is likely to succeed on other members of the Town, and a kill on a Hider is not a kill on their target, further adding to its power.

Weak Hider

A Weak Hider has two options:

1) Hide behind the least likely town kill, becoming unkillable for that night and confirming that person as town.

2) Hide behind the player most likely to be scum: and make no secret that if you end up dead, that is what likely happened during the night phase. This can effectively be a guilty on a player.

Sample Role PM

Town Hider

Welcome, [Player]! You are a Town Hider.

Abilities:

  • Hide: Each night phase, you may target another player in the game to hide behind, rendering yourself immune to all nightkills that phase. However, if your target dies that phase, you also die.

Win Conditions:

  • You win if all threats to the town are eliminated and at least one town-aligned player is alive.

See Also

Similar Roles

Any Weak role offers information in the same way the original Hider did.

A Commuter may choose each night to commute out of town, becoming untargettable by any night action.

A Bulletproof player is immune to night kills.