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TL Mafia Idea Factory - Page 21

Forum Index > TL Mafia
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Unentschieden
Profile Joined August 2007
Germany1471 Posts
July 24 2012 13:06 GMT
#401
On July 24 2012 05:24 iGrok wrote:
Show nested quote +
On July 24 2012 05:00 Blazinghand wrote:
On July 24 2012 04:56 iGrok wrote:
Clues games are as balanced as you make them. Balancing roles is irrelevant when your clue can basically be "iGrok is scum"


Ah yes, I can see it now. "Day 5: The gateway explodes in an oddly iGrok-ey way, as though iGrok walked over to it and delivered the kp last night." Well, barring egregious bad balance issues, I guess clues can push it wherever it needs to go ;_;

Exactly. And this is why I abhor clues games.


The fundamental point of a clue is to push the game towards being a logicpuzzle. Naturally there can be degrees of quality between useless and dead giveaway. That isn´t inherently bad for a forumgame but it contradicts the fundamental point of "mafia": lies.
If the point is to enhance the mafia experience new mechanics should be introduced to increase lying not counter it by enabling verification or dismissal of player statements. A close second is naturally gamebalance.

Regarding the proposed game: smells too much of mechanics dictated by theme.
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
July 24 2012 17:22 GMT
#402
On July 24 2012 22:06 Unentschieden wrote:
Show nested quote +
On July 24 2012 05:24 iGrok wrote:
On July 24 2012 05:00 Blazinghand wrote:
On July 24 2012 04:56 iGrok wrote:
Clues games are as balanced as you make them. Balancing roles is irrelevant when your clue can basically be "iGrok is scum"


Ah yes, I can see it now. "Day 5: The gateway explodes in an oddly iGrok-ey way, as though iGrok walked over to it and delivered the kp last night." Well, barring egregious bad balance issues, I guess clues can push it wherever it needs to go ;_;

Exactly. And this is why I abhor clues games.


The fundamental point of a clue is to push the game towards being a logicpuzzle. Naturally there can be degrees of quality between useless and dead giveaway. That isn´t inherently bad for a forumgame but it contradicts the fundamental point of "mafia": lies.
If the point is to enhance the mafia experience new mechanics should be introduced to increase lying not counter it by enabling verification or dismissal of player statements. A close second is naturally gamebalance.

Regarding the proposed game: smells too much of mechanics dictated by theme.


I don't think mechanics dictated by theme is necessarily a problem, and given that the only unique mechanic in the game is Artosis Pylon, I kinda was hoping to clean that up a bit. The other roles are just reflavored standard roles. Cannon is Jack, Core is Vigi, Battery is Medic, Observatory is Tracker, Robo is Cop of questionable Sanity, Lucky Stargate is JK, Unlucky Stargate is RB, and Severely Unlucky Stargate is making mafia rolecops sad. Marine Bunker is a goon, Firebat Bunker is a mafia RB, Proxy Factory is a semi-called-shot Mafia Vig (like the Acolyte in Purgatory Mafia), Ghost Bunker is the pylon-killer Proxy Sci Fac is a rolecop, Proxy Academy is a Janitor.


On July 24 2012 17:03 Acrofales wrote:
Show nested quote +

Assimilator - You win with the Protoss, but should the Terrans win by killing the Artosis Pylon, you get a partial victory.


Correct way to play this role: roleclaim D1. AFK.

Assimilator should be given some incentive to actually play on 1 faction or the other, or maybe be 3rd party. I just got a wacky idea:

Your only goal in life is to get some gas. It's why you volunteered for the assimilator job in the first place. But your Player keeps using it on crap like corsairs and observers. That shit aint fair, so you've decided to siphon some off the top. You don't care anymore about helping the protoss. All you care about is getting enough vespene gas for your old age. You win the game when you have X gas. You can siphon off 1 gas per cycle without the Player noticing.

My iniitial idea was that X should be greater than 6 to give the assimilator some incentive to try to prevent the mafia from shooting the artosis pylon every night. However, that might be too hard.


Oh man lol that's a huge hole in the role. Yeah I guess as a third party survivor type the Assimilator needs to have some sort of incentive to not just claim and AFK to victory. I like the idea you've set out there, so here's my new revised set of roles and pylon mechanic which I think should prevent dumb strategies from being dominant:




Artosis Pylon has 6 hp

No Clues

Mafia will have 2 goons, one PR, and one Ghost Bunker, who can either Roleblock or Medic, but on any night he does this, he doesn't shoot the Pylon. Pylon takes 6 shots to kill, which means if the Ghost Bunker only shoots the Pylon, the town has only 2 mislynches alllowed.

Assimilator is how you suggested it, but it needs to live through 7 nights (eek), then it immediately wins and is ejected from the game).

11 townies with some mix of PRs drawn from the PR list, probably like 3-4, and 1 Assimilator.

With an 11-1-4 setup with 1 mafia KP, after 3 mislynches town will be down to 5-1-4 and will need to NOT lynch the ghost bunker last. I think that's not so bad in terms of balance, actually-- it just means that if one specific mafia guy is the last one to live, town loses. I guess I just wouldn't want it to be unfun though, if say town gets down to 5-1-4, lynches right 3 times in a row, then loses anyways because of the Artosis Pylon. Though... I guess that's the point of the mechanic. Should there be a PR that specifically detects or hunts the Ghost Bunker?
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Promethelax
Profile Joined February 2012
Canada7089 Posts
July 25 2012 04:10 GMT
#403
On July 25 2012 02:22 Blazinghand wrote:
Show nested quote +
On July 24 2012 22:06 Unentschieden wrote:
On July 24 2012 05:24 iGrok wrote:
On July 24 2012 05:00 Blazinghand wrote:
On July 24 2012 04:56 iGrok wrote:
Clues games are as balanced as you make them. Balancing roles is irrelevant when your clue can basically be "iGrok is scum"


Ah yes, I can see it now. "Day 5: The gateway explodes in an oddly iGrok-ey way, as though iGrok walked over to it and delivered the kp last night." Well, barring egregious bad balance issues, I guess clues can push it wherever it needs to go ;_;

Exactly. And this is why I abhor clues games.


The fundamental point of a clue is to push the game towards being a logicpuzzle. Naturally there can be degrees of quality between useless and dead giveaway. That isn´t inherently bad for a forumgame but it contradicts the fundamental point of "mafia": lies.
If the point is to enhance the mafia experience new mechanics should be introduced to increase lying not counter it by enabling verification or dismissal of player statements. A close second is naturally gamebalance.

Regarding the proposed game: smells too much of mechanics dictated by theme.


I don't think mechanics dictated by theme is necessarily a problem, and given that the only unique mechanic in the game is Artosis Pylon, I kinda was hoping to clean that up a bit. The other roles are just reflavored standard roles. Cannon is Jack, Core is Vigi, Battery is Medic, Observatory is Tracker, Robo is Cop of questionable Sanity, Lucky Stargate is JK, Unlucky Stargate is RB, and Severely Unlucky Stargate is making mafia rolecops sad. Marine Bunker is a goon, Firebat Bunker is a mafia RB, Proxy Factory is a semi-called-shot Mafia Vig (like the Acolyte in Purgatory Mafia), Ghost Bunker is the pylon-killer Proxy Sci Fac is a rolecop, Proxy Academy is a Janitor.


Show nested quote +
On July 24 2012 17:03 Acrofales wrote:

Assimilator - You win with the Protoss, but should the Terrans win by killing the Artosis Pylon, you get a partial victory.


Correct way to play this role: roleclaim D1. AFK.

Assimilator should be given some incentive to actually play on 1 faction or the other, or maybe be 3rd party. I just got a wacky idea:

Your only goal in life is to get some gas. It's why you volunteered for the assimilator job in the first place. But your Player keeps using it on crap like corsairs and observers. That shit aint fair, so you've decided to siphon some off the top. You don't care anymore about helping the protoss. All you care about is getting enough vespene gas for your old age. You win the game when you have X gas. You can siphon off 1 gas per cycle without the Player noticing.

My iniitial idea was that X should be greater than 6 to give the assimilator some incentive to try to prevent the mafia from shooting the artosis pylon every night. However, that might be too hard.


Oh man lol that's a huge hole in the role. Yeah I guess as a third party survivor type the Assimilator needs to have some sort of incentive to not just claim and AFK to victory. I like the idea you've set out there, so here's my new revised set of roles and pylon mechanic which I think should prevent dumb strategies from being dominant:




Artosis Pylon has 6 hp

No Clues

Mafia will have 2 goons, one PR, and one Ghost Bunker, who can either Roleblock or Medic, but on any night he does this, he doesn't shoot the Pylon. Pylon takes 6 shots to kill, which means if the Ghost Bunker only shoots the Pylon, the town has only 2 mislynches alllowed.

Assimilator is how you suggested it, but it needs to live through 7 nights (eek), then it immediately wins and is ejected from the game).

11 townies with some mix of PRs drawn from the PR list, probably like 3-4, and 1 Assimilator.

With an 11-1-4 setup with 1 mafia KP, after 3 mislynches town will be down to 5-1-4 and will need to NOT lynch the ghost bunker last. I think that's not so bad in terms of balance, actually-- it just means that if one specific mafia guy is the last one to live, town loses. I guess I just wouldn't want it to be unfun though, if say town gets down to 5-1-4, lynches right 3 times in a row, then loses anyways because of the Artosis Pylon. Though... I guess that's the point of the mechanic. Should there be a PR that specifically detects or hunts the Ghost Bunker?


Absolutely not, town should win as soon as that bunker is dead since that is the mafia kp.
TL Mafia. Love it. Play it. http://www.teamliquid.net/forum/index.php?show_part=31 I find Kennigit really attractive. If anyone has a picture of him please feel free to PM it to me.
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
July 25 2012 07:56 GMT
#404
On July 25 2012 13:10 Promethelax wrote:
Show nested quote +
On July 25 2012 02:22 Blazinghand wrote:
On July 24 2012 22:06 Unentschieden wrote:
On July 24 2012 05:24 iGrok wrote:
On July 24 2012 05:00 Blazinghand wrote:
On July 24 2012 04:56 iGrok wrote:
Clues games are as balanced as you make them. Balancing roles is irrelevant when your clue can basically be "iGrok is scum"


Ah yes, I can see it now. "Day 5: The gateway explodes in an oddly iGrok-ey way, as though iGrok walked over to it and delivered the kp last night." Well, barring egregious bad balance issues, I guess clues can push it wherever it needs to go ;_;

Exactly. And this is why I abhor clues games.


The fundamental point of a clue is to push the game towards being a logicpuzzle. Naturally there can be degrees of quality between useless and dead giveaway. That isn´t inherently bad for a forumgame but it contradicts the fundamental point of "mafia": lies.
If the point is to enhance the mafia experience new mechanics should be introduced to increase lying not counter it by enabling verification or dismissal of player statements. A close second is naturally gamebalance.

Regarding the proposed game: smells too much of mechanics dictated by theme.


I don't think mechanics dictated by theme is necessarily a problem, and given that the only unique mechanic in the game is Artosis Pylon, I kinda was hoping to clean that up a bit. The other roles are just reflavored standard roles. Cannon is Jack, Core is Vigi, Battery is Medic, Observatory is Tracker, Robo is Cop of questionable Sanity, Lucky Stargate is JK, Unlucky Stargate is RB, and Severely Unlucky Stargate is making mafia rolecops sad. Marine Bunker is a goon, Firebat Bunker is a mafia RB, Proxy Factory is a semi-called-shot Mafia Vig (like the Acolyte in Purgatory Mafia), Ghost Bunker is the pylon-killer Proxy Sci Fac is a rolecop, Proxy Academy is a Janitor.


On July 24 2012 17:03 Acrofales wrote:

Assimilator - You win with the Protoss, but should the Terrans win by killing the Artosis Pylon, you get a partial victory.


Correct way to play this role: roleclaim D1. AFK.

Assimilator should be given some incentive to actually play on 1 faction or the other, or maybe be 3rd party. I just got a wacky idea:

Your only goal in life is to get some gas. It's why you volunteered for the assimilator job in the first place. But your Player keeps using it on crap like corsairs and observers. That shit aint fair, so you've decided to siphon some off the top. You don't care anymore about helping the protoss. All you care about is getting enough vespene gas for your old age. You win the game when you have X gas. You can siphon off 1 gas per cycle without the Player noticing.

My iniitial idea was that X should be greater than 6 to give the assimilator some incentive to try to prevent the mafia from shooting the artosis pylon every night. However, that might be too hard.


Oh man lol that's a huge hole in the role. Yeah I guess as a third party survivor type the Assimilator needs to have some sort of incentive to not just claim and AFK to victory. I like the idea you've set out there, so here's my new revised set of roles and pylon mechanic which I think should prevent dumb strategies from being dominant:




Artosis Pylon has 6 hp

No Clues

Mafia will have 2 goons, one PR, and one Ghost Bunker, who can either Roleblock or Medic, but on any night he does this, he doesn't shoot the Pylon. Pylon takes 6 shots to kill, which means if the Ghost Bunker only shoots the Pylon, the town has only 2 mislynches alllowed.

Assimilator is how you suggested it, but it needs to live through 7 nights (eek), then it immediately wins and is ejected from the game).

11 townies with some mix of PRs drawn from the PR list, probably like 3-4, and 1 Assimilator.

With an 11-1-4 setup with 1 mafia KP, after 3 mislynches town will be down to 5-1-4 and will need to NOT lynch the ghost bunker last. I think that's not so bad in terms of balance, actually-- it just means that if one specific mafia guy is the last one to live, town loses. I guess I just wouldn't want it to be unfun though, if say town gets down to 5-1-4, lynches right 3 times in a row, then loses anyways because of the Artosis Pylon. Though... I guess that's the point of the mechanic. Should there be a PR that specifically detects or hunts the Ghost Bunker?


Absolutely not, town should win as soon as that bunker is dead since that is the mafia kp.


Oh, I meant that scum will also have faction KP that can be delivered by scum guys. The Ghost Bunker is just an additional way they can win, and assuming the ghost bunker shoots every night, it means town has one less mislynch (if they lynch the bunker last)
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Acrofales
Profile Joined August 2010
Spain17947 Posts
Last Edited: 2012-07-25 08:10:55
July 25 2012 07:59 GMT
#405
Hrmmm, if the alternative route to winning is 4 mislynches then scum wouldn't bother trying to shoot the artosis pylon and would just use the roleblocker/medic role instead. Game needs more VTs. You also shouldn't post your entire setup here unless you plan on the game being open

EDIT: 15 townies should do it. That makes the proportions town-not-town 3:1. Additionally, you could limit scum KP to the number of regular bunkers they have: if the regular bunkers die then the ghost bunker can take over the KP (but can obviously not shoot the pylon). If all bunkers are dead and the only scum role is left is a factory or so, then scum is without KP.

Analysis: assume town is terrible and strings together mislynches (assuming no vigis for sake of ease). It goes 15-12-9-6. So 4 mislynches until lylo. That means 5 mislynches to win the game. That seems like enough incentive to start shooting that artosis pylon. In fact, scum can choose to play a straight up game, or have the ghost bunker be as townie as all hell, bus the crap out of his buddies and shoot the pylon to win the game after 6 nights.
Lokian
Profile Joined March 2010
United States699 Posts
Last Edited: 2012-08-04 12:47:48
August 04 2012 03:58 GMT
#406
please do not quote this post specifically the roles. Hello TL Mafia. I am new here and would like some feedback on my current mafia setup.

My game holds around 20-25 players. It's for a smaller community where everyone knows everyone's names. Each player has a life point meter in the form of sanity. Once a player loses all sanity, they commit suicide. Only the Maniacal Towner role is revealed to the public. There are only nights.

All players have two distinct votes. Majority will result in loss of 1 sanity. So essentially, 2 sanity is lost through public voting each night. Because of the low amount of players, I want the pacing to be just right by not having 3/4 kills per night.

Players cannot use role abilities to target themselves

Night precedence:
Public majority
Team powers
Innocent powers

Once resolved, only players with 0 sanity will be dead. Players can reach 0 sanity but be +1 to stay alive before night is resolved.

Thread posts for Night Results will only display players that die and their alignment. Those that lose sanity and not die will be personal messaged.

Here is my role list:

+ Show Spoiler +
Mafia Henchman
Team Alliance: [mafia henchman1][mafia henchman2][mafia boss]; Initial Sanity: 3
provoke: once per night
Target player loses 1 sanity.
Enrage: passive
If 2 mafias are dead, gain their active abilities.

Mafia Boss
Team Alliance: [mafia henchman1][mafia henchman2][mafia boss]; Initial Sanity: 4
Mark of Death: 3 total uses; once per night
Target player continuously lose 1 sanity per night until death.
Berserk: passive
If a mafia dies, gain their active abilities and 1 mark of death.

Detective
Innocent Alliance; Initial Sanity: 3
Role Check: 6 total uses; once per night
Receive a personal message revealing target player’s alignment.
Satisfaction: passive
Restore 1 sanity if message reveals a team player.
Detective cannot “Role Check” the same player consecutively.

Porn Star
Innocent Alliance; Initial Sanity: 3
Charm: 4 total restorable sanity; once per night
Restore up to 2 sanity of target player.

Mother
Innocent Alliance; Initial Sanity: 3
A Mother’s Touch: 3 total uses; once per night
Target player cannot lose sanity for the next night.

Police
Innocent Alliance; Initial Sanity: 3
Arrest: once per night
Target player cannot use any abilities for the next night.
Upon use ability will be displayed in night results.

Gravedigger
Innocent Alliance; Initial Sanity: 3
A Closer Look: 4 total uses; once per night
Receive a personal message revealing target dead player’s role sheet and list history.

Maniacal Towner
Innocent Alliance; Initial Sanity: 3
Torture: 1 total use
Target player loses 1 sanity.

Curious George
Innocent Alliance; Initial Sanity: 3
Search: once per night
Receive a message revealing target player’s list from the previous night.

Drug Lord
Team Alliance: [Drug Lord1][Drug Lord2]; Initial Sanity: 6
Sleeping Gas: Passive
All night abilities that target a Drug Lord will be nullified. As a result, the Drug Lord will lose 1 sanity for every target on the Drug Lord. Drug Lords are immune to majority votes when Drug Lords have 4 or more sanity.
Mass Mania: 1 total use
Drug Lord must have 3 or less sanity to use Mass Mania.
Target dead innocent player is able to post in the game thread as an “Illusion” without any abilities until the end of the game.
*Illusions do not count as a live player. Illusions are not part of the Drug Lord team and the game.
*Illusions can be targeted and will be role checked as evil.
*Illusions cannot reveal any new information prior to their original death
*Illusions can vote but their votes do not count.
*Illusions wont be informed of their incapabilities

Witch
Innocent Alliance; Initial Sanity: 3
Soul Link: 3 total use; once per night
Target live player gains abilities from target dead innocent player until the end of the next night.
Death’s Touch: passive
Witch is always dreamed as Evil.

Counselor
Innocent Alliance; Initial Sanity: 3
Diagnosis: 4 total use; once per night
Receive a personal message revealing target player’s amount of sanity.

Priest
Innocent Alliance; Initial Sanity: 3
Encourage: 3 total use; once per night
Target player’s sanity is increased by 1.
Priest cannot use encourage on the same player more than once.

Necromancer
Innocent Alliance; Initial Sanity: 3
Ressurect: 2 total use; once per night
Target dead player is alive with 1 sanity.



Win condition is traditional.
Watch my gaming channel: http://www.youtube.com/user/BedinSpace
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
August 05 2012 19:44 GMT
#407
So I was thinking we could do a China themed mafia or a Fallout themed mafia.
Что?
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 05 2012 20:03 GMT
#408
I think there is a fallout mafia
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
HiroPro
Profile Joined March 2012
United States2624 Posts
August 05 2012 20:19 GMT
#409
On August 06 2012 04:44 Shady Sands wrote:
So I was thinking we could do a China themed mafia or a Fallout themed mafia.



Three Kingdoms Mafia
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
August 05 2012 20:54 GMT
#410
On August 06 2012 05:19 HiroPro wrote:
Show nested quote +
On August 06 2012 04:44 Shady Sands wrote:
So I was thinking we could do a China themed mafia or a Fallout themed mafia.



Three Kingdoms Mafia


Ah, ok. Hmm, I may have a different idea for a mafia then. brb editing
Что?
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
Last Edited: 2012-08-05 21:23:21
August 05 2012 20:54 GMT
#411
So basically this is a classic split-mafia variant (2 competing mafias) with a Cold War 3rd World country theme.




+ Show Spoiler [OP] +

Cold War Africa


[image loading]
Where the sun shines so bright, it even turned the Cold War hot.


Flavor text: It's the year 1978. It's been 18 years since your country, Birindi, jumped out of the frying pan of colonialism and into the fire of the US-Soviet tug-of-war. The struggle shows no signs of abating. But recently, for the first time in ages, free elections have been held in your country. You, along with your twenty-three other comrades I mean, friends, are the new cream of the crop. Lawyers, doctors, the only college educated individuals in the country--you guys compose the Birindi High Council, and it is up to you, my friends, to fight to keep your country truly independent from the clutches of both the CIA and KGB.

Your weapon? Like any self-respecting third world government--purges, of course! Every day, you may select one of your fellow High Council members to be purged, in a democratic fashion, of course. Upon death, their true identities will be revealed.

But be careful. Amongst your ranks, Quislings lurk, eager to sell out your beloved country to either the capitalist pigdogs or the proletarian vanguard. Once per night, each group of CIA or KGB traitors may shoot some of you. But fear not! For our beloved Birindi has men truly capable at the helm. The sun shines bright above our fair nation. Can we keep it that way?




[image loading]

*Cohost is helping me co-host this game. Any questions can be directed towards him/her or myself.

The coaches for this game are: coach1, coach2, etc.. Please consult them if you want advice on playing the game.

Cold War Africa

+ Show Spoiler [Important Posts] +
Links to day/night posts go here!



Introduction:

Mafia is an educated guessing game of epic proportions. The objective of the game is to lynch or kill all mafia members before they outnumber the rest of the town. It's much like a game of poker because mafia members are also part of the town during the day and may manipulate the vote to their liking. If the mafia at any time outnumber or equal the townspeople, they win. The town's goal is to lynch all the members of the mafia.

The game is typically very active, so the thread will get big quickly. However, it is essential to read the thread to play the game. If you do not have the time or patience to read the whole thread, do not play. I will not compensate for ignorance.


Rules:

Cheating:
Cheating includes (but is not limited to):
1. Posting after death. You may have one polite goodbye post, but it may not contain any potentially game-changing information.
2. Ruining the game by doing something like hand out your mafia's member list to the town.
3. Logging on to someone else's account to get their role or looking over someone's shoulder to get their role.
4. Comparing role PM times to determine roles.
5. Posting screenshots of your inbox.
6. Posting or sharing any PM you receive from a host.
7. Getting yourself modkilled to help your team. Your non-majority-decided death may not be used as a bargaining chip.
8. Signing up more than once using smurf accounts.
9. Betting items outside of the game in exchange for in-game benefits.
10. Sharing accounts with other players unless cleared by the host in advance. Otherwise, only you may post on your account.
11. Breadcrumbing the specific phrasing of your role PM. Do not compare the phrasing in your role PM to prove your alignment. You can claim the abilities you have, but you can't use the specific phrasing of your role PM.
12. Posting a false role PM phrased as if you received it from the host. You can still fake roleclaim, but you cannot make it look like you are posting a PM you received from the host.
Cheating is not tolerated here. The punishment will be severe.

Posting:

Mod Font:
This is mod font. It is reserved for moderators. Please do not use it.

Question Font:
This is question font. Use it to ask the moderators questions about the rules. Please do us a favor and read the rules before you ask anything.

Activity:
You must post in this thread once per day/night cycle and vote every day while you are alive. If you fail to do so, you will be modkilled.

Smurfs:
On April 26 2011 13:22 mikeymoo wrote:
Smurfs must PM the host because TL doesn't allow multiple accounts otherwise. If the host is unaware of smurfs, you (and/or your smurf) can be banned for having multiple accounts.


Spam:
Spam is not tolerated, nor is any off-topic material. Do not discuss Proleague here. Do not talk about Starcraft II here. Play Mafia here. This also means you should condense your posts when possible. 15 one-liners in 30 minutes is unacceptable.

Editing:
Editing is not allowed for any reason. Editing will result in a warning. After that, you will be modkilled. This is the one part of the site where it is okay to be double posting, even triple-posting. While I ask for everybody to post as concisely as possible, post again if you have to edit anything.

Inappropriate posts:
If you want to post something insulting or inappropriate and know the TL mods would have a problem with it elsewhere, don't post it here. If you do, a host will warn you or modkill you and request that you be banned from future games. The hosts have the final say on what is inappropriate. If you do not like how someone is talking to you, please PM a host, Flamewheel, or Mig before involving the TL staff. If you are unsatisfied with how the situation is resolved, then you can appeal to the TL staff normally.

Reporting posts:
The report button is a nice feature for regular TL, but not for this forum. We prefer to deal with things in house if possible to avoid confusion among the TL staff. If you have a problem with how someone is posting, talk to the host, co-host, Flamewheel, or Mig before using your report button. Please do not use your report button for anything other than inappropriate posts which you feel are not being dealt with adequately.

Ban discussions:
Please wait until this game is over to talk about modkills and bans resulting from this game.

Play to win.
This means you play your best to help your team win while you are alive and in the game. However, this does not mean that you should try to win by being a jerk to the other players so they all want to quit playing.

This also means that you cannot leave the game without a good reason without a ban. These situations will be dealt with on a case by case basis. PM your host if you need to leave the game.

You have been warned.



Out of thread communication:

It is common for mafia (and town circles if PMs are allowed) to use a medium outside of TL such as QuickTopics or IRC to communicate during the game. Please be mindful that other players may be more tech savvy than you and they may attempt impersonate members of your team or attempt to infiltrate your chat. You use these media at your own risk.



Voting rules:

1. Voting is done in this thread. Do not PM me your vote.
2. Please vote in the following format: ##Vote Qatol. Votes not done in the correct fashion will not be counted. I will update vote counts whenever I get the chance.
3. No conditional voting.
4. You may vote for yourself. You may not vote for anyone dead or outside the game.
5. In the event of a tie the person with the most votes first wins (or loses).
6. Voting is mandatory. You may NOT abstain.


Signups:

This game is open to anyone (with preference for experienced players). Signups will remain open until all 24 spots have been filled.


Game-specific rules:

Modkills:
This game follows the TL Mafia Ban List. If you are modkilled, your punishment will go beyond being eliminated from this game. Please refer to it for questions about your punishment. If you want to use this game to sit out your ban, please PM Flamewheel or post in the Ban List.

Replacements
This game uses replacements. Replacements will be made in the game until time in the game. If a player is modkilled during the designated time, then they will be replaced by a player on the replacement list.

Clues:
There will be clues.

PMs
PMs are not allowed in this game.

Time Cycle:
This game will follow a 24 hour night/48 hour day cycle. In case I am not able to post around deadline, any votes after the 48 hour mark will not count and the game will be put on halt until the night post is up. Currently the deadline is time, but that is subject to change. Actions/votes will be accepted up to and including the posted time, but not after.


Credits:
Thanks to anyone who has ever hosted a game. This list grows ever longer.
Thanks to everyone who helped balance this game.

If you have not read all the rules, go back and do so. I will not compensate for ignorance!





+ Show Spoiler [Power roles] +

Town power roles:

Cop (Intelligence Bureau Chief): Standard, sane, cop. One night per game (per mafia faction), the Cop may be bribed, in which case the cop's results that night will all return townie. No one, including the cop, will be told if he/she has been bribed.

Doctor (Doctor): Normal medic. Prevents players from being shot at night.

Vigi (Special Forces Officer): Normal 1-shot vigi.

Harvard Alumni: Basically, like masons, except there is a chance some members of the "trusted network" may be CIA agents.

Moscow State Alumni: Basically, like masons, except there is a chance some members of the "trusted network" may be KGB agents.

There are two mafia factions, CIA and KGB.

Common mafia roles:

Agent: Like a normal mafia goon.

CIA power roles:

Air Force Observer: Basically like a strongman. Once per game, may call down an "airstrike", which is basically an unblockable kill that also kills anyone who visited said individual that night.

Godfather/Eyes in the Sky: Like a watcher, but can mass-observe the entire town. Twice per game, may find out the targets of every single night action that night, as well as the type of action performed (mafia hit, medic block, cop investigation, vigi hit.) May not discover who initiated which action.

Otherwise, behaves like a normal mafia godfather, who will show up as town to all cop checks.

KGB power roles:

Bombmaker: Basically like a mad hatter/arsonist. Once per game, may wire someone up with explosives, and once the individual is wired, may detonate, killing target and anyone else who was visiting them that night. If target was killed before explosives go off, the bomb is lost. If bombmaker is nightkilled, bomb detonates, but if bombmaker is lynched, bomb is defused.

Godfather/Honeypot: Mafia roleblocker as well as Godfather. Four times per game, may block someone else from committing a night action. All blocked night actions are refunded.

Other roles:

Tribesman: Functions as a miller.

The Mugabe: A two-shot serial killer. Wins if he/she is the last townie remaining.
Что?
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 05 2012 21:01 GMT
#412
Theme can be whatever you want... i don't know why you're asking us about theme lol
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
August 05 2012 21:23 GMT
#413
I made some custom power roles to go with it, do you guys think they'd be a good idea?
Что?
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
August 05 2012 21:24 GMT
#414
CIA power roles:

Air Force Observer: Basically like a strongman. Once per game, may call down an "airstrike", which is basically an unblockable kill that also kills anyone who visited said individual that night.

Godfather/Eyes in the Sky: Like a watcher, but can mass-observe the entire town. Twice per game, may find out the targets of every single night action that night, as well as the type of action performed (mafia hit, medic block, cop investigation, vigi hit.) May not discover who initiated which action.

Otherwise, behaves like a normal mafia godfather, who will show up as town to all cop checks.

KGB power roles:

Bombmaker: Basically like a mad hatter/arsonist. Once per game, may wire someone up with explosives, and once the individual is wired, may detonate, killing target and anyone else who was visiting them that night. If target was killed before explosives go off, the bomb is lost. If bombmaker is nightkilled, bomb detonates, but if bombmaker is lynched, bomb is defused.

Godfather/Honeypot: Mafia roleblocker as well as Godfather. Four times per game, may block someone else from committing a night action. All blocked night actions are refunded.

Other roles:

Tribesman: Functions as a miller.

The Mugabe: A two-shot serial killer. Wins if he/she is the last townie remaining.


Here they are.
Что?
kitaman27 *
Profile Blog Joined April 2009
United States9244 Posts
August 05 2012 21:38 GMT
#415
@Lokian, in my opinion, the setup seems a bit town favored.

With so many blue roles, a 3 person mafia team with limited kp output is going to have a tough time. Players who are hit by the mafia kp, but survive the cycle are going to gain a lot of town cred. The role that worries me the most is the Necromancer, as there are a couple abusive role interactions with town that would allow them to revive a confirmed player, such as the detective, heal/protect him at night and allow them to carry the game.
I'm better than dirt. Well, most kinds of dirt. I mean not that fancy store bought dirt. That stuffs loaded with nutrients. I... I can't compete with that stuff.
Lokian
Profile Joined March 2010
United States699 Posts
Last Edited: 2012-08-06 03:38:58
August 06 2012 03:31 GMT
#416
On August 06 2012 06:38 kitaman27 wrote:
@Lokian, in my opinion, the setup seems a bit town favored.

With so many blue roles, a 3 person mafia team with limited kp output is going to have a tough time. Players who are hit by the mafia kp, but survive the cycle are going to gain a lot of town cred. The role that worries me the most is the Necromancer, as there are a couple abusive role interactions with town that would allow them to revive a confirmed player, such as the detective, heal/protect him at night and allow them to carry the game.


The necro is a bit overpowered in this setup... I might have to remove it.

I feel that the town can be underpowered to overpowered but it all depends on how the town works together. Because of the high number of targeting abilities, piecing things together can be difficult and confusing. My philisophy is to give as much information type abilities to innocents so that if they can figure it out, they can control the game but at a good level of difficulty.

Players are only informed through personal message that they lose sanity. It is not displayed by the host so anyone can claim that. Town roles are able to -1 sanity so a -1 can come from both mafia/town role.

The town also can't execute 1 person in 1 night, further extending whatever mischief the mafia can pull off. I get it that the longer the game goes on, the more likely mafia members will be found out. I also get that towners can save up their -1 early game and use their powers later to make finding mafia members a bit more easier.

But the thought of having the mafia kill off a person every night whereas the town can't kill 1 person just seems wrong. The need to cooperate and have a towner use their -1 sanity ability is great gameplay in my opinion. I'm just considering that majority votes can work toward the town or the mafia, so its not too big of a deal.

There is a team of 3 that can -2 sanity each night, and guarantee death. Also a team of 2 that can absorb abilities and be immune to majority votes. Just with mafia powers, on the 2nd night, 1 towner can die. On the 3rd, 2 towner can die. 4th, 1, 5th, 2. So approximately 6 players will be gone and it may be 21 players left. 5 team players, 16 towners. In that ratio, the mafia team has a good chance if played right. Not even counter town majority votes.

But I do think that innocents have a greater margin of error than the teams to win. So I'm thinking to better balance the game, I need to introduce more roles that can trick detective results and make things more difficult. For example, adding detection proof abilities, or switching up results.

Watch my gaming channel: http://www.youtube.com/user/BedinSpace
JingleHell
Profile Blog Joined March 2011
United States11308 Posts
August 06 2012 18:20 GMT
#417
So, I had an idea, and Blazing suggested I mention it here.

Double Agent Mafia

15 Town, with assorted power roles, 2 scum teams of 5. This sounds vaguely unfair for the town, except for the double agent mechanic.

The two scum teams have conflicting wincons: essentially, a scum team wins when the other scum team is eliminated, and town is at LYLO. Scum team KP is limited to one per team.

Each scum team will have two infiltrators in place in the other scum team (the infiltrator will know which side they're on, but in PMs to the rest of the scum, they'll show up to both teams as being on the team.

In other words, each scum team will list 7 players, but will actually only be 5 deep. Only the spies will know which team they're really on, which will lead to miniature games of mafia inside each scum team.

NKs can be directed to anyone in the game, own scumteam included, without being treated as a violation of the wincon.

Due to the nature of infiltration, each scum power role will be private, and individual scum must send in their own night actions. Only the Godfathers may direct NK for their team.

Town wincon will still be removal of all scum.

Thoughts?
ghost_403
Profile Joined September 2010
United States1825 Posts
August 06 2012 18:35 GMT
#418
The way I read it, it sounds like the two infiltrators know who's on both teams, which is way too imbalanced. Instead, you could do something similar to the sleeper cell mechanic, where the scum team has to communicate with their infiltrator via host PMs on some sort of regular basis, probably one way. Something like

Scum Team 1: 4 scum 1 infiltrator
Scum Team 2: 4 scum 1 infiltrator
Town: 5 town

Balancing could be done via power roles, I suppose? I really like the idea! This would be so much fun!
They say great science is built on the shoulders of giants. Not here. At Aperture, we do all our science from scratch, no hand holding. Step aside, REAL SCIENCE coming through.
JingleHell
Profile Blog Joined March 2011
United States11308 Posts
August 06 2012 18:41 GMT
#419
Well, the two infiltrators are counterbalanced by the other team's infiltrators. Scum A QT would have 4 people total who know the full list of people in Scum B. Two of those people would be Scum A players, the other two would be Scum B players.

So the individuals know, but they have to convince their teams, without making themselves targets.

Basically, each Scum team turns into a microcosm of a mafia game, with the scum teams needing to kill each other AND the town.

The whole point is that the scum are stepping on each other's toes, working direct cross purposes, and trying to figure out who's the infiltrators within their own ranks. That's why the scum would be 40% of the total game population.
ghost_403
Profile Joined September 2010
United States1825 Posts
August 06 2012 19:06 GMT
#420
Letting the other team know who is on the other scum team seems horribly imbalanced to me. I haven't played any multifactional games (except maybe aperture), so I'm interested to hear what other people have to say about this setup.
They say great science is built on the shoulders of giants. Not here. At Aperture, we do all our science from scratch, no hand holding. Step aside, REAL SCIENCE coming through.
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