In games like this, there was always another objective that forced town into moving, otherwise the optimal strategy is zero movement.
TL Mafia Idea Factory - Page 27
Forum Index > TL Mafia |
![]()
yamato77
11589 Posts
In games like this, there was always another objective that forced town into moving, otherwise the optimal strategy is zero movement. | ||
![]()
yamato77
11589 Posts
| ||
gonzaw
Uruguay4911 Posts
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 ![]() ![]() | ||
gonzaw
Uruguay4911 Posts
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
11589 Posts
| ||
gonzaw
Uruguay4911 Posts
Also <3 dog-thing :3 So cute! | ||
Acrofales
Spain17947 Posts
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
Uruguay4911 Posts
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
Uruguay4911 Posts
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
Spain17947 Posts
| ||
gonzaw
Uruguay4911 Posts
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
United States2071 Posts
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? ![]() | ||
gonzaw
Uruguay4911 Posts
Also beats reading 400 pages of spamfests ![]() | ||
![]()
yamato77
11589 Posts
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? | ||
marvellosity
United Kingdom36160 Posts
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 | ||
![]()
yamato77
11589 Posts
I would think it's sort of balanced out by there only being one mafia instead of a team. | ||
marvellosity
United Kingdom36160 Posts
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. | ||
Keirathi
United States4679 Posts
| ||
![]()
yamato77
11589 Posts
Still too imbalanced? | ||
Dandel Ion
Austria17960 Posts
3v1 is "better" than 4v2, balance-wise. | ||
| ||