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TL Mafia Idea Factory - Page 26

Forum Index > TL Mafia
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Promethelax
Profile Joined February 2012
Canada7089 Posts
December 24 2012 06:01 GMT
#501
Or with an updated zbot host.
If you need help hosting I'm in.
Or probably playing though I'm going to try to wean myself off of mafia during the next semester so I can pass things.
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.
Keirathi
Profile Joined May 2012
United States4679 Posts
December 24 2012 06:01 GMT
#502
Sounds fun. I like the 9 player dynamic. It's like a completely different game type than even typical 12-13 player minis. And insta-majority is fun too.
My dear friend if I have gone pants on head, you have gone socks on ears!!! -ShiaoPi
Hapahauli
Profile Joined May 2009
United States9305 Posts
December 24 2012 06:10 GMT
#503
What do you think acceptable activity requirements would be? I feel rather strongly about activity in these games since the lack thereof can absolutely ruin a game - moreso than in normal games due to the lack of lynch-panic. I'm thinking a "1-post every 24 hours" rule at an absolute minimum, and possibly an additional "gamesmanship" activity requirement (i.e. Don't play to get away with 1 post a day)

Also, would you guys consider experimental NK mechanics? I've been debating a 6-3 setup with no mafia NK's, or perhaps a classic 7-2 with two mafia day-vigis (vigi shot would be only usable after D1). Thoughts?



On December 24 2012 15:01 Keirathi wrote:
Sounds fun. I like the 9 player dynamic. It's like a completely different game type than even typical 12-13 player minis. And insta-majority is fun too.


I just like the mini's in general. Far less chaotic, and I feel it really exposes players rather than letting them hide behind a huge player-base.

On December 24 2012 15:01 Promethelax wrote:
Or with an updated zbot host.
If you need help hosting I'm in.
Or probably playing though I'm going to try to wean myself off of mafia during the next semester so I can pass things.


I'm going to take a look at ZBot and see if I can get it to work. Honestly, I'm just tempted to stick to manual-labor co-hosts. I need some company in the host-QT after all.

On December 24 2012 14:59 Blazinghand wrote:
You may want to go with double co-host instead of single co-host, and try to have one EU and one FEA/SEA co-host so if the game ends when you're asleep someone is always around.


Yep that's the plan. Just have to find the bodies =P
a talking rock that sprouts among the waves woosh
Promethelax
Profile Joined February 2012
Canada7089 Posts
December 24 2012 06:13 GMT
#504
You should check out Palmar's I'm A Cop You Idiot. I think his was 7-2 instant majority and activity requirements?

I like 6-3 no nk a lot. Makes mafia play an active, good, game.
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
December 24 2012 06:19 GMT
#505
On December 24 2012 15:10 Hapahauli wrote:
What do you think acceptable activity requirements would be? I feel rather strongly about activity in these games since the lack thereof can absolutely ruin a game - moreso than in normal games due to the lack of lynch-panic. I'm thinking a "1-post every 24 hours" rule at an absolute minimum, and possibly an additional "gamesmanship" activity requirement (i.e. Don't play to get away with 1 post a day)


That's reasonable. For GSL I think I used "post once every 36 hours and be active" as the rule. There's nothing wrong with publicly warning people for inactivity, and in GSL III I think a guy got lynched cause he was inactive. With instant majority, towns can solve these problems themselves at times.

On December 24 2012 15:10 Hapahauli wrote:
Also, would you guys consider experimental NK mechanics? I've been debating a 6-3 setup with no mafia NK's, or perhaps a classic 7-2 with two mafia day-vigis (vigi shot would be only usable after D1). Thoughts?


I'd experiment by only changing one variable at a time. GSL I was regular lynch mechanic with the "BoxeR" setup, then GSL II and III used more and more aggressive versions of instant majority lynch once I knew the setup was good. It's up to you if you think you know what you're doing, but sometimes things interact in weird ways-- start small.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Hapahauli
Profile Joined May 2009
United States9305 Posts
December 24 2012 06:19 GMT
#506
On December 24 2012 15:13 Promethelax wrote:
You should check out Palmar's I'm A Cop You Idiot. I think his was 7-2 instant majority and activity requirements?

I like 6-3 no nk a lot. Makes mafia play an active, good, game.


Yeah, but the thing is that I'm not sure it's as good gameplay-wise as it seems. For example, mafia would have no means of dealing with one very strong town-player, and a lack of NK's could turn the game into a sheep-fest.

Part of me wants to give mafia SOME way killing a dangerous townie (blue, analyst, or otherwise). Maybe a 7-3 setup with a mafia vigi?
a talking rock that sprouts among the waves woosh
Hapahauli
Profile Joined May 2009
United States9305 Posts
December 24 2012 06:23 GMT
#507
On December 24 2012 15:19 Blazinghand wrote:
...
Show nested quote +
On December 24 2012 15:10 Hapahauli wrote:
Also, would you guys consider experimental NK mechanics? I've been debating a 6-3 setup with no mafia NK's, or perhaps a classic 7-2 with two mafia day-vigis (vigi shot would be only usable after D1). Thoughts?


I'd experiment by only changing one variable at a time. GSL I was regular lynch mechanic with the "BoxeR" setup, then GSL II and III used more and more aggressive versions of instant majority lynch once I knew the setup was good. It's up to you if you think you know what you're doing, but sometimes things interact in weird ways-- start small.


The thing is, I don't think my initial changes are all that wild (or even unique). A "silent-night" has been tried before in several games, and I don't think it affects core gameplay too much. I'm very tempted to "experiment" with the NK mechanics (or lack thereof).
a talking rock that sprouts among the waves woosh
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
December 24 2012 06:28 GMT
#508
On December 24 2012 15:23 Hapahauli wrote:
Show nested quote +
On December 24 2012 15:19 Blazinghand wrote:
...
On December 24 2012 15:10 Hapahauli wrote:
Also, would you guys consider experimental NK mechanics? I've been debating a 6-3 setup with no mafia NK's, or perhaps a classic 7-2 with two mafia day-vigis (vigi shot would be only usable after D1). Thoughts?


I'd experiment by only changing one variable at a time. GSL I was regular lynch mechanic with the "BoxeR" setup, then GSL II and III used more and more aggressive versions of instant majority lynch once I knew the setup was good. It's up to you if you think you know what you're doing, but sometimes things interact in weird ways-- start small.


The thing is, I don't think my initial changes are all that wild (or even unique). A "silent-night" has been tried before in several games, and I don't think it affects core gameplay too much. I'm very tempted to "experiment" with the NK mechanics (or lack thereof).


That's true. Instant lynch silent night is not something that's new. In fact, GSL was always Normal despite the instant lynch mechanic. If that's the case, go for it imo. 6/3 no NKs sounds awesome.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Hapahauli
Profile Joined May 2009
United States9305 Posts
Last Edited: 2012-12-24 07:56:31
December 24 2012 07:06 GMT
#509
I think I'm down to a 6/3 setup (no NK's) vs. a normal 7/2 setup.

I'd like to get some more input on what people think the viability of a 6/3 setup is. Town favored? Mafia favored? Should town/mafia have blue roles? If so, what kind?

I suppose one of my concerns about a 6/3 setup is that the "mislynch" pool for mafia is much smaller than in a normal game. Mafia would normally have the opportunity to kill off the confirmed townies and keep the "scummiest" ones from a pool of 9-10 players. Mafia have no such luxury in the 6/3 setup. I do feel this is counter-balanced by mafia comprising a greater percentage of the town than normal (and therefore greater influence) - the question is if this is adequate.

My feeling is that the setup should have no blues, or at the very least no "game-mechanic" ways to confirm townies. If I were to add blue roles, I would likely give the mafia team a 1-shot ability to guess a blue, and kill that blue if they guess right (if wrong, nothing happens).
a talking rock that sprouts among the waves woosh
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
Last Edited: 2012-12-24 09:11:09
December 24 2012 09:10 GMT
#510
I think that in the long run a great town player will beat a great scum player, and your setup guarantees a long run. I guess my conclusion would be that it would depend on the weakest townies, but I guess that goes for all mafia games.
That said I still like it, it takes what's good about normal minis and amplifies it =] I like active scum vs active town much more than somewhat active town vs somewhat lurky scum.

Try it! If you post it up before LVII I'll switch fo sho =]
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
yamato77
Profile Blog Joined October 2010
11589 Posts
December 24 2012 09:37 GMT
#511
As I said in IRC I think the setup is hilariously fun and I will join it as soon as I get out of the games I am in.
Writer@WriterYamato
Hapahauli
Profile Joined May 2009
United States9305 Posts
December 24 2012 17:07 GMT
#512
On December 24 2012 18:10 Clarity_nl wrote:
I think that in the long run a great town player will beat a great scum player, and your setup guarantees a long run. I guess my conclusion would be that it would depend on the weakest townies, but I guess that goes for all mafia games.
That said I still like it, it takes what's good about normal minis and amplifies it =] I like active scum vs active town much more than somewhat active town vs somewhat lurky scum.

Try it! If you post it up before LVII I'll switch fo sho =]


As much as it favors good town players (by leaving them alive), I also feel it favors good scum-play. Mafia have a huge influence in town-affairs (numbers-wise), and good scum-players have excuses to be alive in end-game situations.
a talking rock that sprouts among the waves woosh
marvellosity
Profile Joined January 2011
United Kingdom36160 Posts
December 27 2012 01:01 GMT
#513
6-3 no NK seems quite town-favoured. too many mislynches potentially needed :x
[15:15] <Palmar> and yes marv, you're a total hottie
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 07 2013 15:31 GMT
#514
The Thing Mafia:

This game consists of 14 antartica researches, 1 Dog-Thing hiding in the shadows, and 2 already assimilated human-things.

The Mechanics:
This day has no "night" and no "day". It only has passing cycles.
These cycles can be 8 hours long, or less or more, it can vary.

The Map:
The game consists of a "Map".
This map consists of rooms/hallways, each one connected to the other.
There are special rooms, and normal rooms too

Each player has to be in a room.
However, there is a limit of how many people there are in certain rooms/halls
Some rooms may house the whole player list, some may house only 5, some may house only 1 or 2.


Now why does this matter?
Because there are certain rooms that players can use to maneouver
Safe Room: Every player can enter this room (there is no player limit). Nobody can be assimilated in this room.
Generator: In this room, a player can decide to turn the power off or on. Houses only 2 players
Armory: In this room, players can get 1 flamethrower with them. Houses only 2 players
Fuel room: In this room, a player with a FM on him can recharge 1 FM charge. Can only be used if the power is on. Houses only 1 player
Normal Hallway: Connects rooms. Houses 2 players
Crammed hallway: Connects rooms. Houses 1 player
Normal room: Houses 5 players.

Flamethrower:
This is the ONLY way to kill the Thing (basically). It's the only weapon town has to do so.
Town starts with 1 flamethrower, however it only has 2 uses.

In any "cycle", town as a whole can vote to kill a specific player. This works like Instant Mayority, once mayority is reached, that player dies
What happens is, town uses one flamethrower charge on him to kill him.
Once town uses 2 FM charges, they need to get a new flamethrower, or more flamethrower fuel.

The flamethrower belongs to 1 player. This means that 1 player has the flamethrower at any time. This player can decide to give his flamethrower to someone else if he wants to by typing ##Give Flamethrower: [name of player] in the thread.

Town can ONLY vote to kill someone if there is a player with a flamethrower in that room.
Not only that, only players that ARE in that room can vote, and only players that ARE in that room can be incinerated.

If there are only 2 players in a room, and one has a flamethrower, the one that has the FM can kill the other one if he wants to (there's no need to vote).

If someone that has a flamethrower dies, then town can vote who gets the FM. Again, this is Instant Mayority, and only works with people that are in the room. Even if someone else has a FM, this voting should be done first before any voting to kill anybody.

Assimilation:
Every cycle, Things can choose to assimilate a researcher only if, in a certain room, there is 1 human, and at least 1 thing.
Thus, if in a room there is 1 thing and 1 human, the thing can assimilate the human. If there are 2 things and 1 human, they can assimilate him as well.

Each assimilation is done from a specific Thing. Once a thing assimilates someone, he needs to wait X cycles before being able to assimilate again.
This number can vary depending on balance (would most likely be 4 or 5).
Assimilation is done via PM from the thing doing so.

What happens if there is 1 human with FM and 1 thing?
Then the human has 4 hours (i.e half the cycle) to choose if he kills the other thing. If he doesn't, then once those 4 hours are up the thing can assimilate him without problems. If the thing doesn't assimilate him, he can still use his FM on him after those 4 hours have passed.

Dog-Thing:
The Dog-Thing is lurking in the shadows. He's hiding under couches, in ventilation systems, etc. He can be anywhere.
He's "invisible" to everybody, but he's in specific rooms.
The only one that knows where he is is the host.
The Dog-Thing can be in 2 rooms/hallways at any cycle at random (he can move fast between all of them), as long as both rooms/halls are connected.

If there is a single human in a certain room, and the Dog-Thing is in it as well, that human is instantly assimilated no matter what.
In any other scenario, the Dog-Thing will be hiding in said room and nothing will happen.

Movement:
Every cycle, any player can choose an adjacent room to move into. Basically this is a turn-based game, where turns happen every 8 hours, or each "cycle".
Thus, players move around the complex one room per 8 hours.
Moving to a room is done by posting ##Move: [name of room] in the thread

At the beginning of each cycle, a little map with everybody's position will be shown.

Power from Generator:
The power is on by default.
However, if someone goes to the Generator and turns the power off, then this happens:
-At the beginning of each cycle, nobody will know the position of anybody at all (every player will only know their own position)
-Things can indeed assimilate in the Safe Room, as long as the conditions for assimilation are met
-There is no more voting, instead the guy with the flamethrower is the only one that can kill anybody he wants, by posting in thread of course
-Moving to an adjacent location is done via PM to the host.

The power can be turned back on again though

"Roles":
Specific researches/things can have specific roles.
They may be included in these ones:
Town:
Blood Tester: Once in the game, can check if a certain player is a thing, as long as that player is in the same room as him
Big guy: After 10 cycles have passed, you gain 1 flamethrower
Scum:
Invisible: At any time you want, you can make yourself invisible. This means nobody will know your position in the map, and you'll move from place to place by PMing the host. You can make yourself visible again later
Animal Lover: At any time you want, you can PM the host to know the location of the Dog-Thing and the direction it is going (basically where it will be in 2-3 cycles as well) After you do this though, you need to wait 5 cycles before being able to do so again

Objectives:
The Things win when all humans are either dead or assimilated
The humans win when all things are dead

All things have a single QT as well, and everybody getting assimilated goes in there.
yamato77
Profile Blog Joined October 2010
11589 Posts
March 07 2013 15:39 GMT
#515
The only problem with this is the number of cycles versus their length. Activity requirements would HAVE to be stringent and people would HAVE to have a lot of free time to play. Any lengthy absences would ruin the game, essentially.

Also a problem with invisibility is that how are people going to reconcile knowing where you are one minute and then not the next time they have location information available? It's instant scumclaiming.
Writer@WriterYamato
yamato77
Profile Blog Joined October 2010
11589 Posts
March 07 2013 15:41 GMT
#516
I guess you would have to do it all in one cycle, or have it coincide with the power being off so people don't suspect you.
Writer@WriterYamato
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 07 2013 16:06 GMT
#517
On March 08 2013 00:39 yamato77 wrote:
The only problem with this is the number of cycles versus their length. Activity requirements would HAVE to be stringent and people would HAVE to have a lot of free time to play. Any lengthy absences would ruin the game, essentially.


Make cycles 10-12 hours then, this can change.
Arguably players can play with hydras so the activity requirements are indeed met.

Another option is making it like an IRC game. Basically let everybody reserve 2 hours of their time, and play the game in 2 hours, with every cycle happening in 5-10 minutes or something like that

Also a problem with invisibility is that how are people going to reconcile knowing where you are one minute and then not the next time they have location information available? It's instant scumclaiming.


Yeah the whole "location" issue is kind of tricky

Another option is that NOBODY knows where anybody is. You only know who is in your room.
You can move from room to room though (by PMing the host), and whenever you get into a room you know who is in it.

I kind of want that "Get into a room, and someone else gets in, he transforms into a thing. You can't call for help or do anything and you get assimilated without anybody knowing anything" aspect into the game, which is kind of tricky

There could be separate QTs for each room, so anybody that goes into a room goes into said QT. However if you go into the room later you see all the conversations that happened before.
yamato77
Profile Blog Joined October 2010
11589 Posts
March 07 2013 16:09 GMT
#518
That QT idea would probably work best.

Also, not knowing locations is also best

The power mechanic seems too easy to exploit as town to hunt scum.
Writer@WriterYamato
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 07 2013 16:13 GMT
#519
Didn't Death Factory mafia have something similar like this?
Weren't there "mini cycles" where people could push other players and pull and the conveyor belt map thingy updated every time that happened?

Or was it asynchronous, and anybody could push/pull whenever they wanted?

Something like that could work here as well, but scum need time to decide whether to assimilate or not when a thing is in a room with a single human and the like. Players could just go to a room almost instantly and get back too, which wouldn't really work.
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 07 2013 16:14 GMT
#520
On March 08 2013 01:09 yamato77 wrote:
That QT idea would probably work best.

Also, not knowing locations is also best

The power mechanic seems too easy to exploit as town to hunt scum.


If the power gets off, then scum can assmiliate even more easily, how can town exploit it?
You mean the "Guy with flamethrower can kill whoever he wants alone" thing, that can change
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