Tabletop Simulator

Tabletop Simulator

+ The Resistance CS +
GiantDwarf01  [developer] 3 Jan, 2017 @ 9:48am
Requested Features
Any ideas for features I may have missed? Let me know and if it's a good idea I might add it!
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Showing 1-11 of 11 comments
QuakeNLD  [developer] 5 Jan, 2017 @ 11:54am 
After playing this a while with a couple of people, I gotten some notes of some things that maybe could be expanded upon:

1. Can you make it that after a Vote has been passed/failed, that the Vote Tokens stay visible for a longer amount of time. Maybe even make them locked until it is time for the next vote.

In an example:
In 1 game where we played Assassin Module, we had a Commander player, and I was a Spy. After every vote was failed (and we failed a lot) we had a lot of spies in every mission up until the fifth and final one. But I couldn't see which resistance kept rejecting the missions as to try and sniff him out as a Commander. The Vote Tokens after the mission was failed, immediatly went back to everyone's hand and when the next leader places a single Team Token to a player (which that player obviously always starts by giving it to himself) then the vote results also went away on the Notes. This was very annoying in trying to sniff out the commander and for the resistance to sniff out the spies. Voting is an intergral part of this game to sniff out the bad guys. And I believe it is too difficult to see which player voted what.

How to Fix:
Keep the Vote Tokens on your personal board (can I call it that?) until the next Leader assigned his Team completely. Once that is done, then take back all the votes. Also, would help to keep the previous result in the Notes at all time.

2. There was a cheater in our game, risk of playing with randoms. But 1 resistance member actually once played a Fail Card. (I knew this because I was a Spy and the mission was only filled with Resistance) And there is not a single method of trying to figure out which resistance member did it. It's a risk I get it, since even in real life people can cheat in this manner.

It could be a fix to make it that if you are Resistance you only get 2 Success Cards instead of 1 Success and 1 Fail. In other words, make it that every role has a select couple of cards they can receive.
Darkindica  [developer] 5 Jan, 2017 @ 6:00pm 
I like the 2 success card idea, but does that interfere with special roles? Also there is a scripting in secret hitler that detects and manages the vote cards. i think its functionality is perfect for this mod as well. once all votes are thrown the script auto flips everyones cards. the player is then responsible for dragging them back.

in addition it posts and keeps track of last vote.
Darkindica  [developer] 5 Jan, 2017 @ 6:02pm 
As for the player frame issue we are having i propose floating the hidden zones on a small board that sits on top of the hands frame. it will be black barley noticable, and should not effct function. I hope this to possibly stop the hidden zone from picking up the player frame and hidding it.
GiantDwarf01  [developer] 5 Jan, 2017 @ 6:14pm 
Hey guys - update rolled out that fixes all the issues (theoretically). The hidden zones are put else where until the everything loads then is moved into the right spots. Mission results now hand out only cards (and copy of cards to prevent and mouse over cheating) that the player is allowed to play. The mission votes still sorta a work in progress but I changed when it'll remove them and update the side bars. If all else fails Secrect Hitler style is last resort. But I have a few other potential ideas if the current iteration doesn't hold up.
A bigger zone to drop our cards in would make for a smoother game. Often we have cards slightly dropped off to the side that need to be readjusted.
GiantDwarf01  [developer] 6 Jan, 2017 @ 9:21am 
Originally posted by jiubjub:
A bigger zone to drop our cards in would make for a smoother game. Often we have cards slightly dropped off to the side that need to be readjusted.
Which cards are you refering to?
Voting and success cards
GiantDwarf01  [developer] 6 Jan, 2017 @ 7:39pm 
Originally posted by jiubjub:
Voting and success cards
Actually you can place the cards anywhere on the placemat and it'll register, the desperate areas are just for those like myself who like organized places for everything ha, but I can take a look at just making the boards bigger. The trick with the mission cards is they have to be in a deck no matter what. Doesn't have to be centered on the mission may so you could just highlight, press G (I think that's the group hockey) and it'll work regardless of where on the placemat it is. There may be a way to increase snap point sizes so I'll look into that for sure.
Darkindica  [developer] 7 Jan, 2017 @ 12:05am 
just to confirm cause i witnessed this. jiubjub is referring to the small area where players must submit their mission pass/fail cards for the current mission. it is cumbersome to stack the cards.
Wilson 22 Jan, 2017 @ 10:56am 
I felt like the voting cards were too small and it can be hard to quickly see who voted what. I think it would be nice to have alternative voting cards that were bigger and perhaps visually more distinct (contrasting colours) so that it is easier to see at a glance who passed or failed the mission.
Darkindica  [developer] 22 Jan, 2017 @ 5:32pm 
It's current intended use is that people are not supposed to be pulling votes back. The script returns them to the players hands at the proper time.

All votes from the previous round should be out and visable as the next leader makes their choice.

Also the auto note taking script displays the results of the latest vote at the top.

The cards used are the original art, and relative size.
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