Key roles in a game need to be easily identified so I'm using a costume for that. This is a good visual indicator for the users that this person has special capabilities so it provides a richer, more intuitive experience. Here's the challenges tying costume to role will introduce:
1) Because that role is critical, I have to put each team into a separate "pre-game equipping area" and not let them leave until costume is equipped. Add chips, area, and 2 additional spawn points per team to ink requirements.
2) I need to protect the equipping area by placing it in an inaccessible area otherwise anyone could put the costume on before game start.
3) At game end it gets really ugly. I have to put the costumed player back in the equipping area and not let the next game start until all costumes are removed. Otherwise when the teams are randomized both costumes could be on the same team. More circuits, blocks me from using the scoreboard to start the game because I need to use a button to check the costume states. More cost, less intuitive experience.
To alleviate that we need some enhancements. Dummy equip needs to be role-restrictable. We need a pin that will on input remove the costume, then I can ping the dummies on game end. Ideally a pin that outputs the last equipped player so I can remove their roles, but that would be icing as I can handle that with a minimal amount of circuitry.