You don't _need_ that claim if you play well.
TL Mafia Idea Factory - Page 15
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Palmar
Iceland22632 Posts
You don't _need_ that claim if you play well. | ||
Acrofales
Spain17951 Posts
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marvellosity
United Kingdom36160 Posts
On May 16 2012 18:24 Palmar wrote: Just play around it, I see no such rule needed, there are deadlines that are good for both europeans and amurrikanz depending on who's hosting, although I guess the australians and bluelightz can sometimes be screwed. You don't _need_ that claim if you play well. Stupid comment. | ||
Tunkeg
Norway1235 Posts
On May 16 2012 18:24 Palmar wrote: Just play around it, I see no such rule needed, there are deadlines that are good for both europeans and amurrikanz depending on who's hosting, although I guess the australians and bluelightz can sometimes be screwed. You don't _need_ that claim if you play well. I agree that we can play mafia perfectly fine without such an option. And I agree that we can play mafia perfectly fine without a vig-claim secounds before day post. But I'd like the option, and I can see other cases where such an option would be nice. It was just a suggestion, and not something I would force on every host. But maybe a host will try it out sometime. | ||
zelblade
Australia901 Posts
On May 16 2012 16:41 Tunkeg wrote: I have a suggestion that I want in every game here. That is a closed envelope kind of option. What is this, and why do I want it? What? It is basicly a pm you send to the host(s), which you want them to post together with the day post. It is basicly a post made at the deadline, when you can't be around at the deadline. Why? TL Mafia is played with players from all around the world. And in nearly every game there will be people sleeping around the time of the deadlines. And no matter how seriously we play the game, we can't be expected to be awake in the middle of the night to be able to post near the deadline. If you for instance roll Vigilante you might want to claim your shot as close to the deadline as possible. But if you go to bed 4 hours before the deadline a claim will be weaker (as in scum might just lynch you as they know you pretty much will be confirmed town after your shot) and sometimes cause your shot to fail. The strength of a role shouldn't be determined by which timezone you live in, and Vigilante is a role that are stronger if able to claim close to deadline. I approve of this I miss every deadline on weekdays T_T | ||
Palmar
Iceland22632 Posts
On May 16 2012 21:22 Tunkeg wrote: I agree that we can play mafia perfectly fine without such an option. And I agree that we can play mafia perfectly fine without a vig-claim secounds before day post. But I'd like the option, and I can see other cases where such an option would be nice. It was just a suggestion, and not something I would force on every host. But maybe a host will try it out sometime. Maybe. And it's possible that the reason I wouldn't like any such thing is that I don't like time-based mafia games in general. I like to think of it as a turn based game so I get mad when people attempt to do shit within the last moments of a phase. There is nothing I hate more than stupid shit like getting killed by a day vigilante before I wake up. I would actually propose an alternate solution in forcing everyone to have submitted their actions 8 or 12 hours before the day post. That way you can freely claim whatever you want in the latter half of the night, and since all actions have been submitted neither party can change their actions to react to this kind of stuff. In theory, both mafia and town have all the information they need to perform their actions once the lynch flips, so there is no need to give them 24 hours to act. | ||
Tunkeg
Norway1235 Posts
On May 17 2012 01:29 Palmar wrote: Maybe. And it's possible that the reason I wouldn't like any such thing is that I don't like time-based mafia games in general. I like to think of it as a turn based game so I get mad when people attempt to do shit within the last moments of a phase. There is nothing I hate more than stupid shit like getting killed by a day vigilante before I wake up. I would actually propose an alternate solution in forcing everyone to have submitted their actions 8 or 12 hours before the day post. That way you can freely claim whatever you want in the latter half of the night, and since all actions have been submitted neither party can change their actions to react to this kind of stuff. In theory, both mafia and town have all the information they need to perform their actions once the lynch flips, so there is no need to give them 24 hours to act. In fact this might be a better idea then my idea. Simply because the host don't get the burden of having to post the claims in his day post, and because you can spend the reminder of the night after actions are locked in a more constructive manner. | ||
Forumite
Sweden3280 Posts
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Palmar
Iceland22632 Posts
edit: to clarify, I mean that once night post goes up, no one is allowed to post until next day phase. | ||
Dirkzor
Denmark1944 Posts
On May 17 2012 02:31 Forumite wrote: I´m thinking about having an hour before the deadline as silent time where noone is allowed to post. This hour is there so that everything said during the night is known before the deadline for nightactions. It would be more like IRL-mafia, where noone talks during the night. An hour is to little for the purpose that Palmar is suggesting. I think that either the entire night should be silent or not at all. Reason for that is that with timezones and such someone will miss something if you divide the night. | ||
ghost_403
United States1825 Posts
On May 17 2012 02:45 Palmar wrote: silent night phase sounds good actually. completely fixes the problem. edit: to clarify, I mean that once night post goes up, no one is allowed to post until next day phase. In that case, why wouldn't you just have a nightless game, like Werewolves II? I played scum that game, and it felt really rushed with the 48hr cycles. IMO, 48hrs is too short for a nightless day/night cycle, and 72hrs would be way too long. And no talking at night seems like it would be a waste of time. 48-23-1 sounds fine to me. | ||
HiroPro
United States2624 Posts
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Tunkeg
Norway1235 Posts
On May 17 2012 02:31 Forumite wrote: I´m thinking about having an hour before the deadline as silent time where noone is allowed to post. This hour is there so that everything said during the night is known before the deadline for nightactions. It would be more like IRL-mafia, where noone talks during the night. This suggestion is to avoid anyone claiming anything, and that is also ok. It depends on what kind of game you want, if you want to make it so that vigilante can't claim, but only breadcrumb, this is the way to go. If you want them to be able to claim every time, you go with my idea or palmars idea. And if you want them to work for it, you leave the games as they are ![]() | ||
Radfield
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Canada2720 Posts
Each Townie, at the beginning of the game is given a choice to be a townie or a traitor. There are scum in the game as per usual, though perhaps a slightly reduced amount and a reduced amount of KP. Traitors win with scum, do not know who the scum team are and are immune to night hits from scum. They also may or may not have a check ability where they can find out if a player is a traitor/scum or a townie. Townies all have special guns. Guns that only kill traitors. However, each townie only has 1 shot. If they miss, then they are out of bullets. If they successfully hit a traitor, then they get their bullet refunded and may shoot again. They may also get a special lategame one-time ability where they can shoot as many players as they like, but have to be right with every single name. It's possible that townies could also shoot scum with their bullets. It's also possible that traitors should not be invulnerable to mafia night-hits. Town wincon would probably be that they have to kill all scum and traitors. Scum wincon I'm not sure, but probably just that they have to outnumber the townies(without including traitors). Just a thought. It might be too hard to balance though. | ||
Forumite
Sweden3280 Posts
On May 18 2012 07:50 Radfield wrote: Traitor Game Each Townie, at the beginning of the game is given a choice to be a townie or a traitor. There are scum in the game as per usual, though perhaps a slightly reduced amount and a reduced amount of KP. Traitors win with scum, do not know who the scum team are and are immune to night hits from scum. They also may or may not have a check ability where they can find out if a player is a traitor/scum or a townie. Townies all have special guns. Guns that only kill traitors. However, each townie only has 1 shot. If they miss, then they are out of bullets. If they successfully hit a traitor, then they get their bullet refunded and may shoot again. They may also get a special lategame one-time ability where they can shoot as many players as they like, but have to be right with every single name. It's possible that townies could also shoot scum with their bullets. It's also possible that traitors should not be invulnerable to mafia night-hits. Town wincon would probably be that they have to kill all scum and traitors. Scum wincon I'm not sure, but probably just that they have to outnumber the townies(without including traitors). Just a thought. It might be too hard to balance though. It sounds like a game of 2 teams where all the teammates are unknown, weird. Perhaps if there are some big advantage to being the smaller team. Information roles that identify teammates is a must. I wonder how it would work. Calling someone scum may get you lynched because you are anti-scum. | ||
Acrofales
Spain17951 Posts
I don't really know how you'd even start balancing this. | ||
wherebugsgo
Japan10647 Posts
though indeed not balanced at all | ||
Radfield
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Canada2720 Posts
The idea though is that each time a townie misfires, he loses his shot, but also confirms someone as town. Traitors have to play pro-town, because otherwise they will get capped by like 5 different players. Scum have to try to fire and not hit traitors, or else they can't pare down the townies. It's possible that town needs some way to deal with the scum, and some form of medic protection. Perhaps if you target a townie with your shot, it turns into medic protection(though you still lose the shot). | ||
Palmar
Iceland22632 Posts
On May 17 2012 03:47 ghost_403 wrote: In that case, why wouldn't you just have a nightless game, like Werewolves II? I played scum that game, and it felt really rushed with the 48hr cycles. IMO, 48hrs is too short for a nightless day/night cycle, and 72hrs would be way too long. And no talking at night seems like it would be a waste of time. 48-23-1 sounds fine to me. Cause scum and powerroles need information from the flip to decide their next move. | ||
Palmar
Iceland22632 Posts
On May 17 2012 03:47 ghost_403 wrote: In that case, why wouldn't you just have a nightless game, like Werewolves II? I played scum that game, and it felt really rushed with the 48hr cycles. IMO, 48hrs is too short for a nightless day/night cycle, and 72hrs would be way too long. And no talking at night seems like it would be a waste of time. 48-23-1 sounds fine to me. 48-23-1 is pointless, it's exactly the same as 48-24 seriously, playing mafia so much has made me forget about the edit button, sorry for two posts. | ||
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