Yea, I enjoyed this setup. Next time, I think that I would be able to do a better job as traitor. Its really important for spy to be in close communication with the traitor.
Different set up from the standard few setups played, so that's good.
It seems like this one will be very mafia sided, even with time. With 2 millers, innos from real cop pretty much out BG to mafia. If mafia kills bg or cop (or even blue, as that really narrows down the bg for mafia) d1, it's very hard to win as town.
It's decent for town if mafia hits traiter or bp. I just won as town, but that was because cop was uncc'd, both millers got shot, and cop got guilty.
We'll see how it works out. Maybe have 2 bps instead of blue and bp if it mafia sided (and if not, then keep it the same of course!).
Haha what sucks is I've tried a version with two bulletproof's (I think it was the third one in this series) and it was horribly townsided. Thanks for the comments regardless.
I think replacing a miller with agent would balance it, although that might push it townsided. It also seems smarter to me to have a mafia CC cop compared to traitor, since traitor will show up inno but mafia won't. Mafia are throwing away a false clear by having the traitor CC.