Damn it May 
For what itâs worth âwolf autohammerâ is typically my go to, but primarily because my games often feature wacky and nonstandard endgames that can fuck shit up if we tried to use the typical vote lock
anyway, as I said elsewhere i think playtesting Vote Unlock where the playerbase need to Vote To Switch On Votes (it also automatically happens 50% or 75% of the way into the day) could be interesting, as it might overcome some of peopleâs irrationality around locked votes
(to be clear once votes are unlocked those votes would be lock votes, duh)
I recommend against complicated voting rules
I donât know what you mean by this, never heard about a complicated voting rule or at least donât know example.
anything more complex than current standards is considered complex
Snap vote still sucks, I wouldnât say skill issue or game throwing. Itâs nothing complex talking about alternatives.
Thatâd just be structural compensation for skill issues and honestly combine the worst of both worlds Iâm not gonna lie
You donât choose locked votes for locked votes, you choose it to not pick autohammer and vice versa
Okay. I will go against that.
Idea for a system:
At either MYLO or LYLO (or both), in 1st half of the day there are no locks. However, all Townâs votes are locked by the middle of the day, and no Town can vote anymore.
(Itâs stupid because it only halves the time Town can vote, while unnecessarily giving Mafia the time to decide how they want to end the game in the latter half of the day.)
Oh, hell nah.
If votes being locked was informed,
and the players still snap vote,
then thatâs on them for snap voting.
Thatâs a skill issue.
Player agency
Skill issue