TL Mafia Idea Factory - Page 13
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gonzaw
Uruguay4911 Posts
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Hassybaby
United Kingdom10823 Posts
On April 06 2012 05:45 EchelonTee wrote: @Hassybaby, you should include Dota 1 heroes if they fit xp me+gonzaw claim Inception Mafia. would have a game within a game. possible a game within a game within a game. This game is already a mindfuck, having the likes of meepo make mess things up even more | ||
gonzaw
Uruguay4911 Posts
On April 06 2012 03:40 redFF wrote: Swedish House Mafia by Deconduo I think. Omg Omg omg That games needs to happen again SOON!! It's so awesome. Hopefully I'm town and live till the end there though, makes it x100 times more fun. | ||
Artanis[Xp]
Netherlands12968 Posts
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MrZentor
United States1648 Posts
Every 12 hours everybody gets 1 coin. They will be able to buy abilities from a store with their cash, but they won't be able to use it until the night of the day after they bought the item. For instance, you can buy a DT check the first day and try to sell it to somebody the second day for a profit. You can also buy an ability that gives you more cash than usual every 12 hours. You get a certain amount of interest at the end of each day for the amount of coins you have. The store is closed during the night. Some examples of abilities that can be bought from the store: ability to shoot one person at night, ability to protect a person at night, extra votes, increasing day time, role block, ability to check somebody's alignment, etc. All the town blue roles would have something to do with the money and the abilities you can buy, such as getting more money, increased interest, reduced price for things at the store, forcing a trade with somebody, etc. Mafia roles would be things such as closing the store, stealing somebody's money, etc. | ||
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GMarshal
United States22154 Posts
On April 06 2012 12:21 MrZentor wrote: Merchant Mafia Every 12 hours everybody gets 1 coin. They will be able to buy abilities from a store with their cash, but they won't be able to use it until the night of the day after they bought the item. For instance, you can buy a DT check the first day and try to sell it to somebody the second day for a profit. You can also buy an ability that gives you more cash than usual every 12 hours. You get a certain amount of interest at the end of each day for the amount of coins you have. The store is closed during the night. Some examples of abilities that can be bought from the store: ability to shoot one person at night, ability to protect a person at night, extra votes, increasing day time, role block, ability to check somebody's alignment, etc. All the town blue roles would have something to do with the money and the abilities you can buy, such as getting more money, increased interest, reduced price for things at the store, forcing a trade with somebody, etc. Mafia roles would be things such as closing the store, stealing somebody's money, etc. Mech mini 1 and 2 hosted by LSB | ||
Bluelightz
Indonesia2463 Posts
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blubbdavid
Switzerland2412 Posts
Minority Mini Mafia Most of the rules are the same except that the Day is broken into two equal parts, so a Day/Night cycle would look like this: 24/24/24. Now the catch: In the first 24 h, the host asks a question which can be answered by yay or nay.(like: "Is Flash the king of the kongo?", "Is money the most important thing in life?") The players then send in their answer (yay or nay) to the hosts. At the end of the 24h, the votes will be publically evaluated. Those who voted for the minority answer will be save from lynching for the rest of the day. So to avoid getting lynched, you need to look that you don't send in the same answer like the majority. Then, for the next 24h, it will be proceeded with normal lynching of one of the guys who are in the majority. If a player sends in no answer, he will be automatically sent on the "lynchable" list. If there is no majority in answers, then the side with the guy who sent in his answer last will get declared as the "majority side". | ||
Radfield
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Canada2720 Posts
Fair Play Joat: Has a number of abilities at his disposal: investigate, medic, vet, vig, etc. However, each time the joat chooses to use an action, he knows the mafia also gets a 1-shot action the following night. He can use the abilities as often or infrequently as he wants. Ideally, the power that mafia get is slightly more powerful than the power that the joat uses, hence the joat will need to smartly use his powers to make them pay off. I imagine it something like this: If he uses a... DT Check, mafia gets an extra KP Medic Protection, mafia gets a roleblock Vig Shot, mafia get an unblockable kill Veteran, mafia get a frame Of course this could all be adjusted, but you get the idea. Disaster Response Specialist: Can choose to protect 5 players at night, however if any are scum than none of the 5 players is protected. | ||
chaoser
United States5541 Posts
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syllogism
Finland5948 Posts
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prplhz
Denmark8045 Posts
DT check: Mafia gets frame - Mafia has to figure out who FPJoaT will check and frame that person. Medic Protection: Mafia gets one of their KP upgraded to a double hit - Mafia has to figure out who will be medic protected and they can just double hit that guy. Vigilante Shot: Dunno maybe a medic protect for mafia would be too powerful, maybe the vigilante shot would just be a self-conscious vigilante shot? (FPJoaT dies if he flips a town) Maybe the vigilante hit could be a hatter bomb instead and mafia could get a roleblock? Veteran: Mafia gets a roleblock - Mafia can roleblock with a hit to negate this power. Dunno, I think it would be cool if it could be adjusted so it becomes a FPJoaT v. Mafia competition. The Disaster Response Specialist seems potentially very very powerful ![]() | ||
iGrok
United States5142 Posts
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Mementoss
Canada2595 Posts
Like say it starts off 19 townies to 1 infected. Town can double lynch everyday, can also do single, or no-lynch. Every night the infected has 1 KP and 1 IP(Infect power). The infect power allows them to pick a player to infect, thus bringing them on their team, and changing their win condition. As well as probably like 4 townies would be given the power of being immune, aka cannot be infected. So after night 1 if there was a double mislynch and successful night cycle it would be 15 townies to 2 mafia. After another double mislynch and successful night cycle it would be 11 townies to 3 mafia. Obviously this requires some tweaks for balance. A more solid starting number of townies and infected and immune. Maybe a KP and IP formula. It seems like it would make for a really fun game, but would be hard to balance. Could be extremely epic, or a game that ends day 1 lol. | ||
Ace
United States16096 Posts
However I have read games on mafiascum where it looked OK. Back up power roles seem to solve some of the issues associated with those games. | ||
Mementoss
Canada2595 Posts
On April 27 2012 07:45 Ace wrote: The reason why no one does that is because it has the same base problem as Cultists: Players changing alignment in the middle of the game can screw things up and cause mass chaos with balance. However I have read games on mafiascum where it looked OK. Back up power roles seem to solve some of the issues associated with those games. Yeah, it would be hard to balance for sure. Analysing play would have to be more focused on a mid game sorta " is this player playing differently now sort of thing". And a lot of analysis would have to be current day stuff as you wouldn't know if players switched win condition over night. Other power roles could be added in too, like a immune DT, if the above seemed op for mafia, due to hard infected hunting conditions. | ||
Ace
United States16096 Posts
1 Cultist/Plague Carrier that can infect 1 player every night. 1 Cult Member/Zombie that starts infected with the Cultist. If the Cultist/PC dies Day/Night 1 they automatically become the head. Otherwise they are normal. 1 Priest that can protect a player from being infected but can't turn them back to Town side. From there you can do things like: 1.) Cultist knows everyone who is a Zombie. Zombies know they are Zombies but don't know other zombies. They may or may not know the total amount of Zombies at any time in the game. 2.) All recruited Zomebies get into the PM/QT group like normal Scum. Zombies lose their Town PRs. This stops a roleclaimed Town player from being recruited and wrecking havoc on balance. Then it's just a matter of giving the Town a small amount but powerful roles with a backup or two. Of course the Town shouldn't know the backup exists. | ||
iGrok
United States5142 Posts
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blubbdavid
Switzerland2412 Posts
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Hassybaby
United Kingdom10823 Posts
On April 06 2012 06:07 Hassybaby wrote: This game is already a mindfuck, having the likes of meepo make mess things up even more I take it back. Every single hero in the Dota Universe will be added :3 | ||
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