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TL Mafia Idea Factory - Page 31

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[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2013-06-23 21:58:32
June 23 2013 21:57 GMT
#601
Rough idea

Thug Life Mafia
3+ scumteams of 3 people each, 2 police, 7+ civilians (this number is very flexible, 17 civilians could be needed for balance)

Gang wincon: Be the last gang standing, eliminate everyone else
Police wincon: Eliminate the gangs
Civilian wincon: Survive, you win with the police

Each gang gets 1 KP which they can use for a shot, or sacrifice to get other goodies worth 0.5-1 KP. Things like 0.5 KP to bulletproof one member of the gang, or to check whether someone is a gangster or not.

Maybe features to encourage gangs to go after police or other gangs. Like a 0.5-1 KP bonus the following night for a successful gang/cop kill. Or some sort of item for all gangs when the police go down.

Cops get a variety of one-use items, with a limited number of items (1-2) being available each night. The cocaine-covered Prius from The Other Guys can randomly roleblock one gang because they will be too high to use their KP.

Each civilian gets a one-use vest to use whenever they want.

Normal voting procedures apply.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Alakaslam
Profile Blog Joined September 2011
United States17336 Posts
July 05 2013 05:53 GMT
#602
On June 24 2013 06:57 [UoN]Sentinel wrote:
Rough idea

Thug Life Mafia
3+ scumteams of 3 people each, 2 police, 7+ civilians (this number is very flexible, 17 civilians could be needed for balance)

Gang wincon: Be the last gang standing, eliminate everyone else
Police wincon: Eliminate the gangs
Civilian wincon: Survive, you win with the police

Each gang gets 1 KP which they can use for a shot, or sacrifice to get other goodies worth 0.5-1 KP. Things like 0.5 KP to bulletproof one member of the gang, or to check whether someone is a gangster or not.

Maybe features to encourage gangs to go after police or other gangs. Like a 0.5-1 KP bonus the following night for a successful gang/cop kill. Or some sort of item for all gangs when the police go down.

Cops get a variety of one-use items, with a limited number of items (1-2) being available each night. The cocaine-covered Prius from The Other Guys can randomly roleblock one gang because they will be too high to use their KP.

Each civilian gets a one-use vest to use whenever they want.

Normal voting procedures apply.

Can I just say I think this is awesome?
If you think Elon Musk is a Nazi, it is because YOU radicalized him!
Zappadappa
Profile Joined October 2010
55 Posts
Last Edited: 2013-07-05 21:06:03
July 05 2013 20:38 GMT
#603
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2013-07-05 21:01:14
July 05 2013 20:56 GMT
#604
On July 06 2013 05:38 Zappadappa wrote:
Hey everyone I am Roger. I have been looking for a new interest and am wanting to find a group of people to start playing role playing games. I have 8 people so far and we all come from different games such as starcraft 2, league of legends, and dota 2. We are mostly 16-18 years old and we are looking for about 7-13 more people to get big mafia games started. Are first game will be mafia and if people are enjoying it we will move on to others. It will be streamed. Its just for fun but we want to find people who will take it seriously and have fun with it. This will be are first time playing mafia but we are so excited to start. Thank you so much for taking the time to reading this.

Welp, if you play a couple games on here and get to know us better, I'd be happy to add you to the Mafia Skype channel. If you haven't played mafia before I wouldn't recommend starting with just streaming it, but good luck anyways.

Nvm, you posted the same shit in the middle of my active game.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
Last Edited: 2013-07-06 02:13:43
July 06 2013 02:06 GMT
#605
Pick Your/Their ___ Compilation


Pick Your Game Mafia:

When game starts, before alignments go out, every player creates a setup to a specific phase.
Half will be told to create setups for night phases. The other half will be told to create setups for day phases.
What a setup for each phase is, is basically similar to Themed Game Mafia. All the mechanics of a specific game apply to that phase alone, but the player can create any mechanic whatsoever (including using mechanics from previous games). Of course the host will try to balance it and nerf/improve it, also taking into account the other games created by other players.

Then the host randomizes the games he got, and puts them in D1-N1-D2-N2, etc.

Yeah, maybe some poor dude will create a super fun game but it will be RNG'd into D11 and will never be played. I'm sure there can be a better way so it is fair to all players so every game is played




Pick Their Faction Mafia:

Game starts in a picking phase, where very player has to pick a faction #. There are [nº of players]/4 factions.
So if there are 20 players, there are 5 factions F#A, F#B, F#C, F#D and F#E.
If there are 24 players, there are 6 factions F#A. F#B, F#C, F#D, F#E and F#F

So when game starts, every player (independently) chooses a faction number. After everybody chooses, all factions will have a certain group of players. Some may have 1 player, some may have 10 players.

After that, it comes the PTF part. Every faction is given a QT; and in said QT they are told which other faction they have to give their win-conditions, roles, powers, etc.

So if F#A has 3 players, and F#D has 2 players, then F#A will be given a QT (and all 3 players that belong to it will be redirected there by the host), and they will be told that F#D has 2 players and they have to create their faction.

Creating the faction entails:
1) Giving them a win-condition
2) Giving them roles
3) Giving them a name, a flipping color, flavor text, etc.

1) To give them a win condition they have to take into account the number of players in said faction. If there is only 1 player in the faction, it may be wise to give him a Survivor kind of win-con with a bad role, or a SK kind of win-con with a powerful role, or a traitor kind of win-con (to define a traitor win-con, they have to choose another faction, and that 1-player faction will now win with the faction chosen, but can't communicate with them initially. The rest of the win-con can be changed, the traitor could be recruited, or not, etc).
If the faction they have to create a win-con has more than 1-2 players, then they would have to create more "important" win-cons.
Some win-cons may include destroying 1 or 2 other factions, or being the last faction alive (they should give them powerful roles for this one), or surviving until the end of the game, or whatever they may want
2) Depending on the number of players in the faction, and the win-con created above, they should give that faction roles so it is possible for them to achieve that win-con in a balanced way. They should create X number of roles, with X being the number of players in the faction
So if faction F#A has to create roles for faction F#D who have 2 players, then they have to create 2 roles.
The roles can be anything they want, they are created in a PTP kind of way possibly, or maybe just chosen from a pre-defined set of roles the host gives to them.
3) For flavor/aesthetic purposes. Here they define the role PM the other faction will get, their name, what color they should flip, etc.
(Can colors other than red/blue/green/black be used in a post/PM?)

They should create a "balanced" faction. It shouldn't be OP, it shouldn't be overpowered and have a win con that doesn't conflict with them (if F#A has to create F#D's faction who has 1 player, they can't make him OP and say he's a traitor for their own faction).
It shouldn't be "impossible to win" (make a 2-player faction have the win con of being the last faction alive for example).
The win-con has to be balanced with the roles given.
The host should help with the balance by discussing it with them if they are not sure, and give them guidelines/rules/etc. Once they sent the faction, the host can nerf/improve it based on the other factions that are created, to make a balanced fun game.

After that, game starts, with normal lynches, night actions, etc.
The faction that wins is the one that reaches his win-condition. Game may or may not be over once a faction reaches a win-condition, depending if there are other factions that can still achieve their win-condition yet or not.

EDIT: Hmm, maybe if the number of players in a faction cross a certain limit, they don't communicate with each other at all. If 15 people in a 20 player game pick the same faction, they should be considered like "town", so shouldn't communicate with each other, etc.

If something like that happens, I'm not sure if other factions HAVE to create that "town" faction and give them roles.
Not sure about this

Alternative is setting a maximum number of players per faction, like 6 or 7 where they ALL know each other at all times. If there are factions that get more than 6-7 players, then some of them are randomly distributed to other factions until the faction has less than 6-7 players.

This is open to discussion




Pick Your Host Mafia:

Every Day cycle, players not only vote for the lynch, but also vote for a host.
Players should vote for a host in the first 24 hours of the day, and vote for a lynch the second 24 hours of the day.
The host is elected as soon as the first 24 hours of the day end, and will continue being a host until the first 24 hours of the NEXT day end.

The host can't be killed in any way whatsoever. He can't be targeted by any action, he can't be voted to be lynched (the day he's elected, if someone else is elected the next day, he can be voted to be lynched). The host himself can't use any action on anybody, nor vote for anybody to lynch either nor participate on anything in-game.
If the host was a mason or scum, he can't have access to said QTs

The "host" at night will receive all night actions that will happen, anonymously. What actually happens is that each player PMs the actual host, then the actual host PMs the "player host" the night actions that will happen.
The PMs will hold dummy player names.

For example, if a player sends a "##Vig: geript" PM, the "player host" will receive a "Armando Archuleta is shot" PM.
Then if Foolishness PMs the real host telling him to check marv, the "player host" will receive a "Pig n' Slut checks Roberto Giggli" PM
Then if mafia PM the real host telling him to shoot Hapapauli, the "player host" will receive a "Stephanie is shot" PM
Then if gonzaw PMs the real host "##Save: Hapapauli", the "player host" will receive a "Momo protects Stephanie" PM


The "player host" may or may not be given a COMPLETE list of all "fake players" or not, I'm not sure.
I'm not sure if he should be given the name of the "fake-player" using the action.
Maybe instead of "Pig n' Slut checks Roberto Giggli" he should receive "Roberto Giggli is DT checked" PM.
This can be discussed and changed.


With these fake names, the "player host" has to determine what happens that night (which player dies, who gets what PM, etc), and then PMs the real host with the stuff that happens.
For instance, he PMs the host:
"Armando Archuleta dies to a shot
Pig n' Slut gets a red check from Roberto Giggli
Stephanie gets shot but is saved"

After that, the "player host" will also tell the host the flavor of the day-post (if he wants).

In that case, the real host will create a new Day Post with the flavor the "player host" gave him (or default flavor if he gave him none), and said Day Post will say "geript was killed", then the real host will PM the actual players what the "player host" told him to. In this case he will PM Foo' telling him marv returned red, and will PM Hapapauli telling him he was shot.

The "player host" doesn't know the alignments of these "fake players", nor any info about them other than the info he gets in the PMs.
Therefore, he can't accurately say whether Roberto Giggli will return red or not.
In a case like this, the player host can tell the real host that he will delegate that action to the real host, something like:
"##Delegate: Pig 'n Slut checks Roberto Giggli".
In this case, the "player host" will know nothing about what actually happens with that check, but the real host will PM Foolishness the correct answer.

So where's the fun in this? The "player host" can modify what he tells the real host as he sees fit

He can either PM the host "Armando Archuleta dies to a shot" or "Pig n' Slut dies to a shot", so instead of geript getting killed at night, Foolishness will.
He can tell the host "Pig n' Slut gets a red check from Roberto Giggli" if he wants Foo' to get a red check from marv no matter what, or "Pig n' Slut gets a town check from Roberto Giggli" if he wants Foo' to get a town check from marv.

To avoid a scum host from just going "Everybody gets shot", some restrictions could be made, like maybe the "player host" can only fake 1 or 2 actions, etc.
It is important the host has NO IDEA what is actually happening at all, and has to determine if he'll play it safe (and delegate everything to the real host) or chime in with some fake action to help his own faction (town or scum)
If he's town he won't have any info, and won't be able to use any night action. If he's mason (for instance) he won't be able to check his QT nor discuss stuff with his mason dude
If he's scum he should NOT communicate with his scumbuddies at all while he's host. This way he doesn't know for sure which shot is the scum shot, and more info so he doesn't really know which "fake" player is town or scum, so he has some risk in modifying the actual actions (maybe he will kill a scum instead).

After the night happens, the host will be able to gain access to any QT he was absent from the previous night.
Players will have to vote for ANOTHER host in the first 24 hours. After these 24 hours are past, the new host is chosen, and the previous host is eligible to be lynched, to vote and to use actions from his role.
There is no restriction between electing hosts in 2 cycles in a row. If there is player A and player B, then on D1 player A can be elected host, on D2 player B can be elected, and on D3 player A can be elected again (on D4 player B can be elected again, and so forth).

To prevent the host from accessing the QT, maybe a new way of communicating between scum/masons should be used instead. An IRC with a signup could be an option, so the scum+hosts+co-hosts can know when the player joins the chat to tell him to fuck off since he's host now.
Maybe another way could be used, I dunno. QTs seem unreliable since there's no really way to determine if the guy is reading it or not (unique views won't go up since he already got that QT and most likely posted there as well before)




Pick Your Forum Mafia:

Every day cycle, players vote where the game will take place. They will have several forums to choose from: TL, mafiascum, OMGUS, etc.
After the voting is done, players will all migrate to that forum, the host will create the corresponding day/night post there, and they will play there.
Same happens the next day cycle.
The game itself continues as usual




Pick Your User Mafia:

Before the game starts, there will be a list of all players who signed up to that game.
Then, in a drafting phase, players will choose which other user they want to play as. The drafting occurs in a similar fashion to PYP games, except every player has to get a user.

After that, they start playing as that user instead
This means that if Palmar has to play as Ver, then Ver should give Palmar his password so Palmar can sign in with his account and play as him.
Afterwards game continues as usual.
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
July 07 2013 22:35 GMT
#606
This is just an idea for a 3P role. It may not be balanced, but if so I am sure someone will quickly point it out. I will call it a Psychic.

Each night the Psychic must add one player to his psychic link, and may choose to remove a player from the link. The psychic gets different investigative powers depending on how many players are in the link (excluding the Psychic itself). All powers are granted at the end of the night phase, after the Psychic has added (and removed) players from the link.

When two or more non-Psychic players are linked, all linked players are masoned. Players are not told of each-others alignments. The Psychic can read the mason chat but the linked players are not told of his presence unless the Psychic announces itself.

When exactly one player is linked, that player is a Veteran (absorbs 1 KP). The player is not told of his Veteran status and loses it once another player is added to the link.

When exactly two players are linked, the Psychic gets an alignment parity check on those players.

When exactly three players are linked, the Psychic gets a role check on those players, but is not told which role belongs to which player.

When exactly four players are linked, the Psychic gets an alignment plus role check for each player (eg, Town Tracker, Town VT, Scum Bus Driver, 3P Survivor), but is not told which player each belongs to.

The Psychic achieves its win condition if it ends a day phase alive and with five other living players in it's link.

If a linked player is lynched then the psychic also dies. If a linked player is killed by any other means (nightkill etc) then that player is removed from the link and the physic is told who delivered the KP against that player.

If you think that it would be too hard for the psychic to win, then it could be given some other one-shot abilities to help it.
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
July 08 2013 10:06 GMT
#607
Roommate's Mafia

College was great. Parties were fun. Roommates were cool. That was, until the druggies went crazy and started burning people's houses down. Now it's up to 25 college students to find the weed dealing arsonist among them. And lynch them.

Special: Everyone in this game has a apartment. Each apartment has from 1-4 people living in it, who all share a quickthread. These people don't know anything about the other people in their apartment other than their name, and what they choose to share in the QT. When people visit other people at night, they visit that person's house rather than that person specifically. Events that happen to a house happen to all the people inside it. Players only know who lives in their house, not all the pairings.

Setup:

Insomniac: Stays up all night studying or playing video games. He never leaves his house, but he has a general idea what goes on inside it. Every night he gets a list of all the people who have been to his house.

Party Boy: Every night he goes out partying. He gets so drunk, he can never remember who he saw or anything about them. But he must go out EVERY NIGHT. It's like one of his rules or something. Party Boy can and must visit someone's house every night. He may visit any house but his own.

Frat Boy: Very much like the Party Boys, the frat boys drink every night. But unlike the Party Boy, they already have their drinking group and stay home drinking every night. All the Frat Boys live together. All the frat boys know each other are frat boys.

Police: He spend his night on the hunt for those scummy drug dealers. Police visit someone's house every night. They receive a message telling them if any scum either live there or visited there that night. Police may visit their own house.

Fire Fighter: Does his god given duty, puts out fires. If arson occurs at the house he is in for the night, he stops it. He may visit any house, and even stay at his own house.

Druggy: Regular old drug using guy. He can carry out the mafia's night kill by visiting someone's house, or he can stay home and smoke weed. You can guess which one he prefers.

Druggy Knifer: He took some stuff. Like REAL stuff. Now he's not, like, normal, anymore. If he is alone in a house with someone, he will kill them, no matter what. Can also carry out mafia's night kill.

Druggy Arsonist: Part of the reason he smokes is they lighter. He always liked setting things on fire. If he is ordered to carry out the night kill, he commits arson instead, burning down the house along with anybody in it.

Druggy Hacker: He prefers to do nonviolent crimes, like smoking weed and installing keyloggers, but if required, he'll do anything to keep his supply uninterrupted. He may visit someone's house at night, installing a keylogger that grants him access to that house's QT. He may do anything with that, either spoofing someone, or just spying.

Serial Knifer: He's pretty messed up in the head. If he is alone in a house with someone, he will kill them, no matter what.

Serial Arsonist: He always liked the smell of napalm in the morning. He can commit arson any night he pleases, burning down a house along with anybody in it.


Notes: If an arsonist is alone with a knifer, the knifer kills him, and the arson does not occur. The town can tell the difference between arson and regular killing, but not between other types of killing. Two knifers alone will kill each other. Druggy Knifer can't kill two people in one night for any reason. If someone loses their house due to arson, they get a new house where they live alone (no QT), but they still have their old roommate's cell phone numbers and may talk in their old QT. DEAD PEOPLE CAN"T TALK TO THEIR ROOMMATES (how to enforce?).


I think it would be awesome if someone hosted a game like this. It's a pretty unique setup, I think, and would allow for a really dynamic game. It gives everybody something to do, and an extra chat to scour for answers. Scum might live with town, trying to gain trust and squeeze answer out of them... Police will have to ask around for who is whose room mate, and then ask Insomniacs who was there that night... Party Boys always have to worry that maybe they're going to the knifer's house... so many possibilities with so few roles.

I have no idea how to balance it, but if it were balanced, it'd be so much fun. I'm guessing around 20-30 players would be ideal.
Lazermonkey
Profile Joined June 2011
Sweden2176 Posts
July 08 2013 10:49 GMT
#608
Wow, jrkirby, that looks like a really funny setup! Tho I think it may need some tweaking to get balanced.
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
July 08 2013 17:37 GMT
#609
Yeah, thinking about it, it really needs some roleblockers on both sides. Maybe a doctor who heals everyone in the house he's at, and maybe a scum rolecop, or a scum who can list everyone at a particular house.
TanGeng
Profile Blog Joined January 2009
Sanya12364 Posts
July 08 2013 23:03 GMT
#610
On July 08 2013 07:35 hzflank wrote:
If you think that it would be too hard for the psychic to win, then it could be given some other one-shot abilities to help it.


So Psychic needs 5 perfect days to win? I think this is too hard then. If you get members killed, victory is delayed by one turn. And any lynched, the psychic would lose.
Moderator我们是个踏实的赞助商模式俱乐部
TanGeng
Profile Blog Joined January 2009
Sanya12364 Posts
July 08 2013 23:10 GMT
#611
On July 08 2013 19:06 jrkirby wrote:
Roommate's Mafia



Serial Knifer is underpowered? Serial Arsonists really overpowered?

The frat house thing I don't think works well.
Moderator我们是个踏实的赞助商模式俱乐部
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 09 2013 23:30 GMT
#612
Postcount Mafia

Standard mini mafia, except for one condition.

At the start of every day and night cycle, users are RNG'ed a number and PM'ed this number. This is the maximum number of posts they will make for this cycle. Hosts will be standing by to see if players are obeying their constraints.

Every user will also receive 5-10 "emergency" posts. These are used at any time a user runs out of normal posts, and do not replenish. They can be used for last-minute defenses, clarity questions, or in case a user forgets their post number and posts too much. A host will PM the user every cycle that they tap into their "emergency" reserve, and any user who oversteps the emergency number will be modkilled.

It'll be a bit hard on hosts (second cohost, live in different timezones to monitor the thread better) but I think with some tweaking it will be fun, not to mention cut down on spam efficiently!
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 10 2013 01:26 GMT
#613
Wait LOL sicilian is pretty much that but with more lax posting rules
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Dirkzor
Profile Blog Joined June 2011
Denmark1944 Posts
July 10 2013 09:38 GMT
#614
That would just end up with mafia claiming to get a low amount of posts everyday and people can't really push the idea that people are either:

1) inactive on purpose
2) not making an effort
3) putting effort somewhere else (e.g. mafia quicktopic)

I don't like it. Everyone should have the same amount if there are posting limits.
"HOW THE FUCK ARE YOU ON TOP AGAIN???? HOW DO YOU KEEP DOING THIS????" -Julmust (also, thats what she said)
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2013-07-10 10:15:37
July 10 2013 10:14 GMT
#615
We could have a range, like 15-35 posts. The bottom limit being high enough to separate inactive people from people with legitimately low numbers.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Dirkzor
Profile Blog Joined June 2011
Denmark1944 Posts
July 10 2013 20:05 GMT
#616
Yeah, well. Just seems a hinderence in an otherwise normal game. Don't know... Seems like the postlimit doesn't really do anything unless in very specific situations.
"HOW THE FUCK ARE YOU ON TOP AGAIN???? HOW DO YOU KEEP DOING THIS????" -Julmust (also, thats what she said)
gonzaw
Profile Joined December 2011
Uruguay4911 Posts
July 11 2013 01:38 GMT
#617
If you try to give me a post limit, you better make me bulletproof and give me 3 day vig shots to make up for it
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
July 11 2013 05:37 GMT
#618
On June 24 2013 06:57 [UoN]Sentinel wrote:
Rough idea

Thug Life Mafia
3+ scumteams of 3 people each, 2 police, 7+ civilians (this number is very flexible, 17 civilians could be needed for balance)

Gang wincon: Be the last gang standing, eliminate everyone else
Police wincon: Eliminate the gangs
Civilian wincon: Survive, you win with the police

Each gang gets 1 KP which they can use for a shot, or sacrifice to get other goodies worth 0.5-1 KP. Things like 0.5 KP to bulletproof one member of the gang, or to check whether someone is a gangster or not.

Maybe features to encourage gangs to go after police or other gangs. Like a 0.5-1 KP bonus the following night for a successful gang/cop kill. Or some sort of item for all gangs when the police go down.

Cops get a variety of one-use items, with a limited number of items (1-2) being available each night. The cocaine-covered Prius from The Other Guys can randomly roleblock one gang because they will be too high to use their KP.

Each civilian gets a one-use vest to use whenever they want.

Normal voting procedures apply.


I've been planning on hosting something like this for a while now actually.

Just don't have the time atm
TanGeng
Profile Blog Joined January 2009
Sanya12364 Posts
July 12 2013 05:11 GMT
#619
Do we ever do "No Flips" games with post mortem blues roles?

I also have an idea of doing some "Gang Land" type setups with territories and gang roles.
Moderator我们是个踏实的赞助商模式俱乐部
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
July 12 2013 08:33 GMT
#620
Do you mean after a player dies you don't see their flip? That would be pretty cool, town would have no idea how close they are to winning at any point in time but there would have to be fewer mafia probably to balance it.
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