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TL Mafia Idea Factory - Page 27

Forum Index > TL Mafia
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Prev 1 25 26 27 28 29 51 Next
yamato77
Profile Blog Joined October 2010
11589 Posts
March 07 2013 16:15 GMT
#521
How do you combat the town strategy of never moving from one room?

In games like this, there was always another objective that forced town into moving, otherwise the optimal strategy is zero movement.
Writer@WriterYamato
yamato77
Profile Blog Joined October 2010
11589 Posts
March 07 2013 16:16 GMT
#522
When I say "games like this" I mean UMS games from BW.
Writer@WriterYamato
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 07 2013 16:25 GMT
#523
On March 08 2013 01:15 yamato77 wrote:
How do you combat the town strategy of never moving from one room?

In games like this, there was always another objective that forced town into moving, otherwise the optimal strategy is zero movement.


Town only has 2 FM charges, so they can only kill 2 people.
Once they have no charges left, or before that, they must get more FM or more fuel, thus they need to send people to those rooms


Yeah, I'm sure we can add more types of rooms that make it more mandatory for town to go to them. Not only that, I want several townies going into different rooms in pairs of 2-3 each, that way scum ALWAYS has a chance to assimilate, depending how townies organize themselves regarding who they send to each room.

Of course the game is boring as fuck if everybody just stays in the safe room. Although that should happen at times, just like in the film (no "tie everybody to a chair and test blood to 100% know who is a thing" plans though ).
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 07 2013 16:28 GMT
#524
Oh, another possible mechanic:

At any time, a thing, when threatened, can transform itself into its monstrous form.
When he transforms, everybody will know 100% he is a thing, but he can kill 1 human directly by posting ##Kill: player in the thread


This seems kind of OP, all things, before getting hammered by the voting would do this and town would lose very very fast.

However, it would be a cool mechanic. Maybe we can make it so they can do something else instead of straight up killing 1 guy, or have less power, or maybe it should be conditional, etc.
yamato77
Profile Blog Joined October 2010
11589 Posts
March 07 2013 16:37 GMT
#525
Only the dog-thing should have that power.
Writer@WriterYamato
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 07 2013 16:51 GMT
#526
Nobody controls the Dog-thing, it's just a mechanic put there so townies don't send 1 player at a time all the time (to 100% avoid any assimilation).

Also <3 dog-thing :3
So cute!
Acrofales
Profile Joined August 2010
Spain17947 Posts
Last Edited: 2013-03-07 17:20:39
March 07 2013 17:18 GMT
#527
Everything I think of how town can win that, I draw a blank. It seems ridiculously scum favoured. The only chance I see for town to win this is to huddle in the safe room and not mislynch at all.

Anything else, and there's wayyyy too many opportunities for scum to assimilate more people or get their hands on a flamethrower.

Move out alone, you get dog-thing assimilated. Use up all your current flame-thrower charges, you get assimilated (scum can just claim and assimilate anybody moving out of the safe room). Move around in groups, and scum will find a way to come along and assimilate people.

And if town manages to avoid that fate, scum can go invisible, switch the generator off and run around assimilating people.

Only way I can see of balancing this is by making far more townies, and removing some of the subterfuge abilities for scum.
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 07 2013 21:50 GMT
#528
How can town win?:
1)Use the first 2 FM charges on both Things->Insta win
2)If they killed a townie with it, then they send 2-3 guys to get a new FM or more fuel. They HAVE to town hunt so they send ONLY TOWNIES. This prevents assimilation
3)Once they get new FM, repeat 1 until they win


If we plan on adding more stuff to "force" town to move around in the rooms (i.e stuff that town REQUIRES to twin, or bonuses, etc), then it gets more interesting, and town has to carefully analyze the paths of the room, who to send, when to send them, etc.

FOr instance, there could be 2 paths to the FM room:
1)Is 2 rooms away but the rooms can only house 2 players
2)Is 4 rooms away, but the rooms can house 3 players

Town has to decide if they get the FM faster through (1), but risk someone getting assimilated if they send 1 human and 1 thing, while if they do (2), they get the FM later, but it's less likely any human in that group will be assimilated (can only happen if there are 2 things in that group).

I want town to take these risks into account, discuss between them what to do, argue, and do it!


The point is for it to be just like the movie.
Things assimilate 1-2 people, and just stay there silent, blending in. Everybody else goes around in circles, paranoid, trying to figure out which one of them is thing or not.
The things (scum), then have to wait for the PRECISE moment to strike and assimilate again. If they do it right, they can assimilate someone that won't be suspected. If they do it bad, the assimilated guy will be "outed" and most likely killed, but they are still "winning" since they have 1 less townie left.
I put the generator there to make it more like the ending of the film
To add suspense and the like.

Maybe we can do it so the Generator room has a key, and thus scum has to get this key somehow? Maybe the key is in a random room in the map and thus scum have to wander around the map searching for it?
That could work maybe.
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 07 2013 21:53 GMT
#529
On March 08 2013 01:28 gonzaw wrote:
Oh, another possible mechanic:

At any time, a thing, when threatened, can transform itself into its monstrous form.
When he transforms, everybody will know 100% he is a thing, but he can kill 1 human directly by posting ##Kill: player in the thread


This seems kind of OP, all things, before getting hammered by the voting would do this and town would lose very very fast.

However, it would be a cool mechanic. Maybe we can make it so they can do something else instead of straight up killing 1 guy, or have less power, or maybe it should be conditional, etc.


Here's another possibility:

Once per game, any Thing can post ##Transform in the thread, and they will be transformed into their hideous sneaky monster counterpart. That thing will be revealed as a thing for everybody in the game, however, he has these abilities:
1)If there are only 2 townies in the room, kill one of them, while the other one flees to a random adjacent room
2)Instantly flee to an adjacent room, and gain 2x movement speed for 3 cycles



Again, I want to mimic things showing themselves to humans when they are "found" out.
Here, being "found" out is having everybody FoS you, but before they all hammer you.
Acrofales
Profile Joined August 2010
Spain17947 Posts
March 08 2013 02:37 GMT
#530
gonzaw: the problem is that after two shots, if town misses, then they are out of KP. Scum cannot be punished for claiming and moving around with the townies (assuming town did their townhunting right). Depending on how far it is from the safe room to the armory/fuel depot, a scum could just camp out and assimilate everybody before they even get there. That means you have to travel in large packs AND get lucky on who picks up the weapons (if scum gets weapons, life just got even worse).
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 08 2013 05:07 GMT
#531
Well, I am thinking like if it was reality

If you have a bunch of people and things infiltrated withing your buddies, and you have limited charges in your FM...do you spend them all at the same time?
If you use them all and kill several people, and you don't get all things....you have nothing. In this case, the things can do whatever they want, yes.
If this had happened in the movie....it would have been a very short movie


In "role-playing" terms, this does make sense. Town should go get fuel and the like...therefore town should get going to other places before using their 2 charges.
Maybe they can be 3 charges instead of 2, maybe it should be easier to get fuel/FM. Maybe the way to get FM/fuel should be restricted somehow so town gets it as a whole.
As in, maybe FM/fuel should be restricted to "claimed things" somehow (maybe a blue role "shutting down" the fuel line or something like that).

It's a game of strategy man! If town derps they deserve to lose

I guess the map and initial position of people can be designed so it cushions this stuff, makes it so everybody keeps moving and the like (without favoring one faction or the other), and doesn't allow these "swingy" mechanics you speak of.
Incognito
Profile Joined November 2008
United States2071 Posts
March 08 2013 06:41 GMT
#532
On March 08 2013 00:31 gonzaw wrote:
Wall of Text


So you have no time to play personality mafia but have time to design new games eh?
The bureaucracy is expanding to meet the needs of the expanding bureaucracy
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
March 08 2013 21:25 GMT
#533
I'm such a master designer that I come up with those in like 2 minutes B-)

Also beats reading 400 pages of spamfests
yamato77
Profile Blog Joined October 2010
11589 Posts
March 22 2013 16:39 GMT
#534
I had an idea the other day that might be sort of interesting, if not a little out of the ordinary.

I want to host a series of one-day games. The games would start off on Night 0 like an IRC game, and it would be set up to start with 4 people, 3 town 1 mafia. Basically, town has 72 hours to catch the one mafia in them, and that mafia has one opportunity to kill off a strong townie during the game. I am debating on whether to give town a role like JK or not, as that might be too strong in the hands of a decent player. Regardless, the point of the game would be to simulate lylo scenarios as best as possible, without the extra information that a bunch of other days of play has given you.

Would anyone be interested in playing in this sort of game? If I have more time, I might be able to extend them further, say a 6 player game with 2 mafia, or something like that, but the point is to keep them small and quick and still maintain the forum-mafia level of play. Do people think this sort of thing is balanced? Why or why not?
Writer@WriterYamato
marvellosity
Profile Joined January 2011
United Kingdom36160 Posts
March 22 2013 16:51 GMT
#535
On March 23 2013 01:39 yamato77 wrote:
I had an idea the other day that might be sort of interesting, if not a little out of the ordinary.

I want to host a series of one-day games. The games would start off on Night 0 like an IRC game, and it would be set up to start with 4 people, 3 town 1 mafia. Basically, town has 72 hours to catch the one mafia in them, and that mafia has one opportunity to kill off a strong townie during the game. I am debating on whether to give town a role like JK or not, as that might be too strong in the hands of a decent player. Regardless, the point of the game would be to simulate lylo scenarios as best as possible, without the extra information that a bunch of other days of play has given you.

Would anyone be interested in playing in this sort of game? If I have more time, I might be able to extend them further, say a 6 player game with 2 mafia, or something like that, but the point is to keep them small and quick and still maintain the forum-mafia level of play. Do people think this sort of thing is balanced? Why or why not?


The whole point about LYLO situations is that you have all the information the previous days have given you
[15:15] <Palmar> and yes marv, you're a total hottie
yamato77
Profile Blog Joined October 2010
11589 Posts
March 22 2013 17:08 GMT
#536
so you think it'll be too difficult for town?

I would think it's sort of balanced out by there only being one mafia instead of a team.
Writer@WriterYamato
marvellosity
Profile Joined January 2011
United Kingdom36160 Posts
March 22 2013 17:11 GMT
#537
On March 23 2013 02:08 yamato77 wrote:
so you think it'll be too difficult for town?

I would think it's sort of balanced out by there only being one mafia instead of a team.


it's a shot in the dark. you have no voting, motivations, *insert many things here* to go on like you would usually. Mafia have no agenda or motives they need to hide, which always come out over the course of a game. The very fact mafia have no need to protect their partners make it completely unlike any mafia situation.
[15:15] <Palmar> and yes marv, you're a total hottie
Keirathi
Profile Joined May 2012
United States4679 Posts
March 22 2013 17:11 GMT
#538
It's like playing d1 with only 3 other people to talk to, and much easier for scum not to make a "mistake".
My dear friend if I have gone pants on head, you have gone socks on ears!!! -ShiaoPi
yamato77
Profile Blog Joined October 2010
11589 Posts
March 22 2013 18:30 GMT
#539
So what about a 4v2 game start on night 0?

Still too imbalanced?
Writer@WriterYamato
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
March 22 2013 18:35 GMT
#540
more imba.

3v1 is "better" than 4v2, balance-wise.
A backwards poet writes inverse.
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