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All in one game going head to head in a standard mini game.
Forum Index > TL Mafia |
DropBear
Australia4265 Posts
Ver Qatol Flamewheel Caller Incognito Foolishness Bloody_Cobbler Ace RebirthofLegend Plexa citi.zen All in one game going head to head in a standard mini game. | ||
Qatol
United States3165 Posts
On May 09 2011 23:16 DropBear wrote: ALL-STAR MINI MAFIA Ver Qatol Flamewheel Caller Incognito Foolishness Bloody_Cobbler Ace RebirthofLegend Plexa citi.zen All in one game going head to head in a standard mini game. 1. There is no way you will get these players to all play in a game together, for varying reasons. 2. This isn't an all-star list. Off the top of my head, LTT, MBH, L, 0cz3c, Radfield, and dreamflower are all better than at least one person on this list. | ||
tnkted
United States1359 Posts
Smurf1 Smurf2 Smurf3 Smurf4 Smurf5 Smurf6 Smurf7 Smurf8 Smurf9 Smurf10 Smurf11 Smurf12 All smurfs are played by Flamewheel. The host is not informed. | ||
DropBear
Australia4265 Posts
On May 09 2011 23:23 Qatol wrote: Show nested quote + On May 09 2011 23:16 DropBear wrote: ALL-STAR MINI MAFIA Ver Qatol Flamewheel Caller Incognito Foolishness Bloody_Cobbler Ace RebirthofLegend Plexa citi.zen All in one game going head to head in a standard mini game. 1. There is no way you will get these players to all play in a game together, for varying reasons. 2. This isn't an all-star list. Off the top of my head, LTT, MBH, L, 0cz3c, Radfield, and dreamflower are all better than at least one person on this list. Fair enough, was just an idea! I haven't been around long enough to know who is who, these are just the people I know about. | ||
sinani206
United States1959 Posts
No blues, only vanilla towniegoons (I couldn't think of a better name lol) Each night, a different person gets to kill someone (selected randomly from the list of remaining players) During the daytime, it is not so much about killing the enemy as it is making coalitions and figuring out who is the most threatening player. | ||
Qatol
United States3165 Posts
On May 16 2011 09:16 sinani206 wrote: FFA Mafia. No blues, only vanilla towniegoons (I couldn't think of a better name lol) Each night, a different person gets to kill someone (selected randomly from the list of remaining players) During the daytime, it is not so much about killing the enemy as it is making coalitions and figuring out who is the most threatening player. Read the survivor games. It's pretty close to what you're saying here. | ||
flamewheel
FREEAGLELAND26780 Posts
On May 09 2011 23:36 tnkted wrote: Flamewheel Smurf Mafia Smurf1 Smurf2 Smurf3 Smurf4 Smurf5 Smurf6 Smurf7 Smurf8 Smurf9 Smurf10 Smurf11 Smurf12 All smurfs are played by Flamewheel. The host is not informed. Hot damn, I would actually do this if I had the time. Basically the objective is for the collective audience to figure out who's Mafia and who's not! It could be a game within a game. | ||
Node
United States2159 Posts
A game is made with a bunch of pretty strict rules -- no talking out-of-game, no smurfs, no account sharing, and some other arbitrary ones I haven't thought of yet. However, it is insinuated that these particular rules are made to be broken. Anybody found breaking the rules (whether by a player report with proof or the host witnessing it for themselves) is modkilled ASAP, but without out-of-game punishment. The only things actually punishable are inactivity and bad behavior (ie excessive flaming). | ||
redFF
United States3910 Posts
On May 17 2011 01:10 Node wrote: Cheater Mafia A game is made with a bunch of pretty strict rules -- no talking out-of-game, no smurfs, no account sharing, and some other arbitrary ones I haven't thought of yet. However, it is insinuated that these particular rules are made to be broken. Anybody found breaking the rules (whether by a player report with proof or the host witnessing it for themselves) is modkilled ASAP, but without out-of-game punishment. The only things actually punishable are inactivity and bad behavior (ie excessive flaming). lol that would be amazing. | ||
Foolishness
United States3044 Posts
On May 17 2011 01:10 Node wrote: Cheater Mafia A game is made with a bunch of pretty strict rules -- no talking out-of-game, no smurfs, no account sharing, and some other arbitrary ones I haven't thought of yet. However, it is insinuated that these particular rules are made to be broken. Anybody found breaking the rules (whether by a player report with proof or the host witnessing it for themselves) is modkilled ASAP, but without out-of-game punishment. The only things actually punishable are inactivity and bad behavior (ie excessive flaming). Reminds me of a board game I played once where you were allowed to cheat (it explicitly said so in the rules) as long as you didn't get caught within one full turn. Very tense game. | ||
Node
United States2159 Posts
Everybody is an Inventor. You cannot give items to yourself, and all items are one-time use. Item names are in the day posts. | ||
chaos13
Canada885 Posts
http://groups.ultimate-guitar.com/ultimate_mafia/forum/68882/ Here is the OP for it, and the threads in which the game was played can all be found there. It creates some interesting mechanics. | ||
sinani206
United States1959 Posts
+ Show Spoiler + | ||
GMarshal
United States22154 Posts
On May 22 2011 07:09 chaos13 wrote: I have no idea if you guys have ever had a similar game here on TL, but on Ultimate-guitar we had a really interesting one with zombies, and one is about to start with vampires, that involves one of the mafia members having the ability to convert townies into mafia. http://groups.ultimate-guitar.com/ultimate_mafia/forum/68882/ Here is the OP for it, and the threads in which the game was played can all be found there. It creates some interesting mechanics. Recruitment games are hell on the town, and not very much fun for that reason. It sucks royally to have pegged half or more of the scumteam and then *wham* you are now a zombie and have to destroy all your hard work, or worse have already screwed your team beyond repair. Its also a huge pain for the purpose of doing analysis. Personally I *hate* recruitment games. | ||
chaos13
Canada885 Posts
On May 22 2011 07:33 GMarshal wrote: Show nested quote + On May 22 2011 07:09 chaos13 wrote: I have no idea if you guys have ever had a similar game here on TL, but on Ultimate-guitar we had a really interesting one with zombies, and one is about to start with vampires, that involves one of the mafia members having the ability to convert townies into mafia. http://groups.ultimate-guitar.com/ultimate_mafia/forum/68882/ Here is the OP for it, and the threads in which the game was played can all be found there. It creates some interesting mechanics. Recruitment games are hell on the town, and not very much fun for that reason. It sucks royally to have pegged half or more of the scumteam and then *wham* you are now a zombie and have to destroy all your hard work, or worse have already screwed your team beyond repair. Its also a huge pain for the purpose of doing analysis. Personally I *hate* recruitment games. The way this one was set up made it a lot easier. Say a player was 'bitten' Night 1, it would take a full day cycle for them to be converted. Day 2 and Night 2, they would still be a townie. On Day 3, the process would be complete. If they were medic protected during Night 2, they would be healed. Therefore, they could claim their bitten status in the public thread, or via PM to someone they thought was medic, and then end up non-zombie/mafia. I was the Biter in that game, and I bit 3 players, none of whom ended up on my team. Medics protected them and stopped them from becoming scum. The full cycle delay and medic healing abilities really take away the massive advantage for scum, and it turned out to be a very interesting game. Players were notified the night they were bitten, btw. | ||
Qatol
United States3165 Posts
On May 22 2011 07:49 chaos13 wrote: Show nested quote + On May 22 2011 07:33 GMarshal wrote: On May 22 2011 07:09 chaos13 wrote: I have no idea if you guys have ever had a similar game here on TL, but on Ultimate-guitar we had a really interesting one with zombies, and one is about to start with vampires, that involves one of the mafia members having the ability to convert townies into mafia. http://groups.ultimate-guitar.com/ultimate_mafia/forum/68882/ Here is the OP for it, and the threads in which the game was played can all be found there. It creates some interesting mechanics. Recruitment games are hell on the town, and not very much fun for that reason. It sucks royally to have pegged half or more of the scumteam and then *wham* you are now a zombie and have to destroy all your hard work, or worse have already screwed your team beyond repair. Its also a huge pain for the purpose of doing analysis. Personally I *hate* recruitment games. The way this one was set up made it a lot easier. Say a player was 'bitten' Night 1, it would take a full day cycle for them to be converted. Day 2 and Night 2, they would still be a townie. On Day 3, the process would be complete. If they were medic protected during Night 2, they would be healed. Therefore, they could claim their bitten status in the public thread, or via PM to someone they thought was medic, and then end up non-zombie/mafia. I was the Biter in that game, and I bit 3 players, none of whom ended up on my team. Medics protected them and stopped them from becoming scum. The full cycle delay and medic healing abilities really take away the massive advantage for scum, and it turned out to be a very interesting game. Players were notified the night they were bitten, btw. I'd like to echo GMarshal's concerns and include one of my own. Some players simply don't want to be converted. We have had games go so far as to have people give up or threaten to out their team when they are converted. Also there is the problem of the scum team promising to someone that they will be converted in the future but it never actually happening (but that person still works for the scum). Is that really playing against their win condition if they honestly expect to be converted in the near future? Especially if the only reason it doesn't happen is because they die first? Finally it is really really hard to balance the effects of power blue roles (especially KP roles) getting converted to the mafia. | ||
chaos13
Canada885 Posts
As for players being arrogant to the point of quitting if they get converted, simply ban them. Make sure anyone who signs up for the game understands the mechanics of it. | ||
redFF
United States3910 Posts
West Coast are Mafia, East Coast are town, South can maybe be a 3rd party. Biggie the townie and Tupak the Mafia godfather are found dead in Brooklyn heights. I don't want to discuss roles right now because if I ever host this it would be a closed setup. 50 cent would be bulletproof though... and Dre would be godfather. Method man could torture people for their roles etcetc... Wu tang mason circle lol | ||
Eternalmisfit
United States643 Posts
This is a rather rough draft of an idea I had about a SC mafia. It will be a semi-PYP i.e. town roles get decided by the normal methods while the mafia can choose their roles (constrained by a total of maximum minerals and vespene gas they can spend). Other units can potentially be added but this was what I have come up with for now. Terran (Town) Standard roles SCV – vanilla townie Marine – Night Vigilante Medic – Standard Medic role Raven - Standard DT Non-standard roles BW SCV – stronger SCV - can make a bunker once during the game and survive night actions that night. Science Vessel (100 energy total – regens 25 energy per day+night cycle) – can use ability only at night. Detector (50 energy) – DT check EMP Shockwave (100 energy) – stronger DT check which allows to see cloaked/invisible units and shows true alignment trumping all other abilities which hide it. If used on a ghost/lurkers/DT – reveals them in the next day post to the town. Defensive Matrix (50 energy) – medic type ability which can be used on self. Ghost (100 energy total – regens 25 energy per day+night cycle) Cloak – 50 energy per day+night cycle – immune to role-block, DT check, ?? Snipe – 50 energy (can be used either in day or night) – does not reveal ghost in night. In day-time, it reveals who the ghost is unless he is cloaked. Lockdown – 50 energy – roleblocker ability Zerg (Mafia) All zerg start as larvae and their KP is larvae/2 rounded up (after they have picked their roles). Prices and total resources available need to be fixed. Queen– acts as medic for mafia Ultralisk – Veteran (have an extra life against vigi’s) Infestor (100 energy – regens 25 per cycle) Fungal Growth (25 energy) – roleblocker Mindcontrol (100 energy) – is able to use the ability of the MC’d player for that night cycle. Baneling – suicide bomber – acts as 2 KP and thus trumps Medic or Defensive matrix ability and also kills Medic (not SV) in that case. Overmind – GF can choose the role he will show up as on DT check. Adds 1 KP to the mafia. Lurker – can burrow to become immune to DT check/town KP. Can burrow in daytime to kill SCV (cannot kill blue roles in daytime) Can only burrow in either night or daytime. Based on resources left, mafia can use Nydus worm once in the game (as a bus-driver ability) Protoss (third-party) They are here for a mini-game. It is a group of 2 people (can communicate with each other in PMs) – observer + Dark Templar. Their aim is for the DT to survive till end-game or kill the Ghosts and the Lurkers in the game. DT – permanently cloaked unit. Has a night kill every 2 nights which goes through medic protection (not SV protection), cloak and burrow. Observer – can follow a person every night and see whether they are cloaked/burrowed or not. | ||
Kenpachi
United States9908 Posts
On May 28 2011 05:16 Eternalmisfit wrote: Starcraft Mafia This is a rather rough draft of an idea I had about a SC mafia. It will be a semi-PYP i.e. town roles get decided by the normal methods while the mafia can choose their roles (constrained by a total of maximum minerals and vespene gas they can spend). Other units can potentially be added but this was what I have come up with for now. Terran (Town) Standard roles SCV – vanilla townie Marine – Night Vigilante Medic – Standard Medic role Raven - Standard DT Non-standard roles BW SCV – stronger SCV - can make a bunker once during the game and survive night actions that night. Science Vessel (100 energy total – regens 25 energy per day+night cycle) – can use ability only at night. Detector (50 energy) – DT check EMP Shockwave (100 energy) – stronger DT check which allows to see cloaked/invisible units and shows true alignment trumping all other abilities which hide it. If used on a ghost/lurkers/DT – reveals them in the next day post to the town. Defensive Matrix (50 energy) – medic type ability which can be used on self. Ghost (100 energy total – regens 25 energy per day+night cycle) Cloak – 50 energy per day+night cycle – immune to role-block, DT check, ?? Snipe – 50 energy (can be used either in day or night) – does not reveal ghost in night. In day-time, it reveals who the ghost is unless he is cloaked. Lockdown – 50 energy – roleblocker ability Zerg (Mafia) All zerg start as larvae and their KP is larvae/2 rounded up (after they have picked their roles). Prices and total resources available need to be fixed. Queen– acts as medic for mafia Ultralisk – Veteran (have an extra life against vigi’s) Infestor (100 energy – regens 25 per cycle) Fungal Growth (25 energy) – roleblocker Mindcontrol (100 energy) – is able to use the ability of the MC’d player for that night cycle. Baneling – suicide bomber – acts as 2 KP and thus trumps Medic or Defensive matrix ability and also kills Medic (not SV) in that case. Overmind – GF can choose the role he will show up as on DT check. Adds 1 KP to the mafia. Lurker – can burrow to become immune to DT check/town KP. Can burrow in daytime to kill SCV (cannot kill blue roles in daytime) Can only burrow in either night or daytime. Based on resources left, mafia can use Nydus worm once in the game (as a bus-driver ability) Protoss (third-party) They are here for a mini-game. It is a group of 2 people (can communicate with each other in PMs) – observer + Dark Templar. Their aim is for the DT to survive till end-game or kill the Ghosts and the Lurkers in the game. DT – permanently cloaked unit. Has a night kill every 2 nights which goes through medic protection (not SV protection), cloak and burrow. Observer – can follow a person every night and see whether they are cloaked/burrowed or not. i hate you so much. i already came up with this idea and i planned on making this 2 months ago | ||
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