TL Mafia Idea Factory - Page 7
Forum Index > TL Mafia |
sinani206
United States1959 Posts
| ||
![]()
GMarshal
United States22154 Posts
On July 03 2011 03:42 Mr. Wiggles wrote: Mhmmm, I like millers as a role, and wish there were more of them. This actually helps with flexibility of the GF too, as a more veteran player caught as red can more easily and plausibly argue being a miller than a newer player, freeing up the role of GF for others. Also, people seem too hung up on blue roles, DTs, and "confirmed" scum and town recently, and more millers, or even multiple GFs in some set-ups, would help counteract this, in my opinion. I think we need to do two things to help that actually. 1.) Give the mafia a way to wreck claims. A day vigi, an assassin, something that brutally punishes people for claiming. 2.) A framer/cover role, GF is nice, but its static, it would be better in my opinion if the mafia could move the protection around/frame people. I agree that though that right now mafia feels more like "confirm the town/scum" and less like actual mafia, | ||
Palmar
Iceland22632 Posts
I also keep wondering, why do you guys actually use DTs over classic Cops? Isn't alignment only strong enough? So, as to balance the information side of things, I'd suggest the following Godfather Framer Roleblocker Informer (Mafia role cop) This creates actual strategy for the mafia, not only can they roleblock people that have claimed, but they can also check people they suspect to be power roles. The informer and the framer are both cool cause they give watchers something to do, another role I think is really cool. On the town side they could have the following information roles Cop Watcher Tracker This obviously requires the "1 mafia killer per kill" thing to be used. Some other possibilities I like. Remove one mafia KP, just start it at 2 in a normal game, but give them 2-4 extra KP they can use. I personally used mafia poisoners in a game, which basically works like planting a bomb on someone. That person becomes "confirmed" for a day, but is guaranteed to die by the end of it. Also, having mafia day vigs that can just immediately shoot people who roleclaim might be a nice idea. And lastly, here is one more idea on how we might possibly solve the Vigilante autoconfirm thing. Give the mafia a doctor. If mafia claims vigi, under normal circumstances the vigi shoots anyone who counterclaims him or counterclaims his kills, thus he's confirmed as soon as he's claimed a kill, and the mafia can't do jack about it. But if the mafia can actually protect their own claim, then the vigi cannot confirm that he's the correct one by shooting the mafia. | ||
iGrok
United States5142 Posts
| ||
Ace
United States16096 Posts
On July 03 2011 08:44 GMarshal wrote: I think we need to do two things to help that actually. 1.) Give the mafia a way to wreck claims. A day vigi, an assassin, something that brutally punishes people for claiming. 2.) A framer/cover role, GF is nice, but its static, it would be better in my opinion if the mafia could move the protection around/frame people. I agree that though that right now mafia feels more like "confirm the town/scum" and less like actual mafia, umm....that IS Mafia lol. Mafia can't really stop people from claiming. They can only make it difficult for Town to confirm their claims. Thats why Roleblockers are so good in Mafia hands. The only way besides no-flip to make it hard for the Town to confirm players is to give them very few Power Roles or give the Mafia a bunch of good ones. All of that to stop players from being confirmed Town is a lot of hassle for little gain. Also if Mafia ever Day Vigi'd anyone for claiming in a Town with even semi alive people they would be lynched. On July 03 2011 09:23 Palmar wrote: I think that in a game with DTs, the mafia should have a framer, every time. I also keep wondering, why do you guys actually use DTs over classic Cops? Isn't alignment only strong enough? So, as to balance the information side of things, I'd suggest the following Godfather Framer Roleblocker Informer (Mafia role cop) This creates actual strategy for the mafia, not only can they roleblock people that have claimed, but they can also check people they suspect to be power roles. The informer and the framer are both cool cause they give watchers something to do, another role I think is really cool. On the town side they could have the following information roles Cop Watcher Tracker This obviously requires the "1 mafia killer per kill" thing to be used. Some other possibilities I like. Remove one mafia KP, just start it at 2 in a normal game, but give them 2-4 extra KP they can use. I personally used mafia poisoners in a game, which basically works like planting a bomb on someone. That person becomes "confirmed" for a day, but is guaranteed to die by the end of it. Also, having mafia day vigs that can just immediately shoot people who roleclaim might be a nice idea. And lastly, here is one more idea on how we might possibly solve the Vigilante autoconfirm thing. Give the mafia a doctor. If mafia claims vigi, under normal circumstances the vigi shoots anyone who counterclaims him or counterclaims his kills, thus he's confirmed as soon as he's claimed a kill, and the mafia can't do jack about it. But if the mafia can actually protect their own claim, then the vigi cannot confirm that he's the correct one by shooting the mafia. 1.) It depends. I thought most people ONLY use Alignment Checking DTs though. You usually won't see a Role Cop unless it's a special kind of game. In Normals no one uses Role Cops because they are kind of broken there. 2.) As I said before, giving the Mafia a Godfather, Framer and Roleblocker is pretty much overkill. Why even have a Framer if you have a Godfather? Then a Role Cop too? Unless the Town is swimming in Trackers, Bullet Bills (Gunsmiths) and other monster PRs then why would the Scum need all of that to stop people from claiming? The only one that prevents that is the Roleblocker. 3.) Likewise, if the town is going to have Cop/Watcher/Tracker then the Mafia is going to complain if their Roleblocker ever dies. Watch the Cop claim. Watch the Medic claim. Watch the Watcher watch the medic every night while the Medic prots the Cop. 4.) Even with a Doctor it's very hard to stop a Vigilante from self-confirming. That's just the nature of the role. That said that's why Mafia have a RB, or just kill him. Even if they can't unless the Vigilante is actually good leaving him alive to shoot Townies isn't a bad idea. It's almost like asking how can the Mafia stop Masons from confirming themselves? They can't do anything about it. | ||
Qatol
United States3165 Posts
On July 03 2011 10:56 Ace wrote: umm....that IS Mafia lol. Mafia can't really stop people from claiming. They can only make it difficult for Town to confirm their claims. Thats why Roleblockers are so good in Mafia hands. The only way besides no-flip to make it hard for the Town to confirm players is to give them very few Power Roles or give the Mafia a bunch of good ones. All of that to stop players from being confirmed Town is a lot of hassle for little gain. Also if Mafia ever Day Vigi'd anyone for claiming in a Town with even semi alive people they would be lynched. I'd even go so far as to say we WANT people to be able to confirm other players using blue roles. They just have to work for it. And it has to take more than a cycle or two. Like medics paired with DTs can confirm people even in the presence of a godfather, it just takes a little bit of work and the assumption that the mafia did not hit their teammate. 1.) It depends. I thought most people ONLY use Alignment Checking DTs though. You usually won't see a Role Cop unless it's a special kind of game. In Normals no one uses Role Cops because they are kind of broken there. 2.) As I said before, giving the Mafia a Godfather, Framer and Roleblocker is pretty much overkill. Why even have a Framer if you have a Godfather? Then a Role Cop too? Unless the Town is swimming in Trackers, Bullet Bills (Gunsmiths) and other monster PRs then why would the Scum need all of that to stop people from claiming? The only one that prevents that is the Roleblocker. 3.) Likewise, if the town is going to have Cop/Watcher/Tracker then the Mafia is going to complain if their Roleblocker ever dies. Watch the Cop claim. Watch the Medic claim. Watch the Watcher watch the medic every night while the Medic prots the Cop. 4.) Even with a Doctor it's very hard to stop a Vigilante from self-confirming. That's just the nature of the role. That said that's why Mafia have a RB, or just kill him. Even if they can't unless the Vigilante is actually good leaving him alive to shoot Townies isn't a bad idea. It's almost like asking how can the Mafia stop Masons from confirming themselves? They can't do anything about it. 2. Agreed. Godfather and framer is overkill. One of the other should be enough. 3. This is always going to happen. If that many blues are still alive when the roleblocker dies, then the mafia are at fault for not shooting better anyways. 4. RB doesn't stop vigis. They just leak the hit in some obscure way they can point out later. However, I don't see a problem with that as long as the number of confirmed townies is limited to the vigi and the vigi can't shoot until night 1 or 2. | ||
Mr. Wiggles
Canada5894 Posts
| ||
iGrok
United States5142 Posts
On July 03 2011 14:56 Mr. Wiggles wrote: Actually, just as an additional note, a lot of my first comment, has to do with mentality as well. This is just the feeling I got in the last few games I've played, that people want to sit around and let blues confirm people, or won't argue if someone is scum or not at all, and just lynch based on whatever a "confirmed" townie tells them. I might not be explaining this great, as I'm mildly intoxicated, but I hope you understand. I just want to see some mechanics that brutally punish players for not scum-hunting and instead relying on power roles to win the game. :p Wiggles, throw "Analysis Mafia" into the queue, I'll help develop it with you :p | ||
GGQ
Canada2653 Posts
| ||
iGrok
United States5142 Posts
On July 03 2011 15:05 GGQ wrote: I'm not sure if this has been suggested, but what about a lawyer instead of a godfather? Lawyer is like a framer, but he picks a mafia player to appear innocent to checks. Together with the threat of millers, it still means that dt checks can't be considered 100% reliable. Whenever I use framers, they can frame a townie as mafia OR a mafia as townie. | ||
RebirthOfLeGenD
USA5860 Posts
On July 03 2011 08:15 sinani206 wrote: I want a clue game. Clue games suck. | ||
Radfield
![]()
Canada2720 Posts
On July 03 2011 14:56 Mr. Wiggles wrote: Actually, just as an additional note, a lot of my first comment, has to do with mentality as well. This is just the feeling I got in the last few games I've played, that people want to sit around and let blues confirm people, or won't argue if someone is scum or not at all, and just lynch based on whatever a "confirmed" townie tells them. I might not be explaining this great, as I'm mildly intoxicated, but I hope you understand. I just want to see some mechanics that brutally punish players for not scum-hunting and instead relying on power roles to win the game. :p This is always going to happen I think. For most players, certainly for me,it takes a huge amount of effort to scum-hunt, and is not something that is simply 'done'. I'm not good at picking up scum-tells/slips, or nailing someone because of a particular post(which some players can do). I spend a huge amount of hours pouring over the thread, isolating players posts and getting reads and links between players. It's natural to want to use blue roles to do the work for you, and sometimes this actually works. Of course the problem is that when things go wrong you're left without a leg to stand on, as no one has been contributing. The easiest way to punish players for not scum hunting/relying on blues is to run a game where everyone is vanilla. You could even give the mafia a godfather and roleblocker and they'd never be the wiser. My favourite set-up of the 4 minigames set-ups is always 7 vanilla townies vs 2 mafia. Skill vs skill. Some good discussion going on in here though! ![]() ____________________________ Anyways, has anyone ever ran some type of multiple choice mafia? Where in your role pm you are given an option of different roles, and you have to pick only one. For Example: You are Town Aligned! Your role options are: a) Vanilla: You get to vote during the day, and unlike blue roles, your vote actually counts. b) Vigilante: You have 1 KP you can use after Night 1 C) Medic: blah blah The crux being that while blue roles vote along with everyone else, their votes don't actually count, so if the whole town took blue roles, they would have no lynch power. Same would go for mafia, they would have a choice of roles(medic, bomber, framer, lawyer, roleblocker, rolecop, etc.), but only a vanilla mafia goon would be able to have a vote towards lynching. Also, you would need to make sure that only so many of a certain role could possibly be in the game. So only 3 detective roles would go out as options, and only 3 medic roles max, only 3 vig roles max, etc(or whatever). This might mean that each player only gets two options though: a blue or a vanilla. Thoughts on a set-up like this? Would it be fun? Would there be any chance of balancing it? Would the entire town just take blues, and forsake the lynch? If that was the case, then a player who actually took Vanilla would have 1 KP per day. You could even make it so that for each 2 dt roles in the game, 1 miller is inserted; or for each 2 vigis, 1 mafia member gets a second night life(or something like that). Or conversely mafia could be given their role choices after town has picked, meaning the host could tailor the game towards balance. These are all just thoughts though ![]() | ||
Qatol
United States3165 Posts
On July 04 2011 01:07 Radfield wrote: Anyways, has anyone ever ran some type of multiple choice mafia? Where in your role pm you are given an option of different roles, and you have to pick only one. For Example: The crux being that while blue roles vote along with everyone else, their votes don't actually count, so if the whole town took blue roles, they would have no lynch power. Same would go for mafia, they would have a choice of roles(medic, bomber, framer, lawyer, roleblocker, rolecop, etc.), but only a vanilla mafia goon would be able to have a vote towards lynching. Also, you would need to make sure that only so many of a certain role could possibly be in the game. So only 3 detective roles would go out as options, and only 3 medic roles max, only 3 vig roles max, etc(or whatever). This might mean that each player only gets two options though: a blue or a vanilla. Thoughts on a set-up like this? Would it be fun? Would there be any chance of balancing it? Would the entire town just take blues, and forsake the lynch? If that was the case, then a player who actually took Vanilla would have 1 KP per day. You could even make it so that for each 2 dt roles in the game, 1 miller is inserted; or for each 2 vigis, 1 mafia member gets a second night life(or something like that). Or conversely mafia could be given their role choices after town has picked, meaning the host could tailor the game towards balance. These are all just thoughts though ![]() The closest we have had to something like this is Pick Your Power. My first thought is the mafia aren't going to have to try hard at all to figure out roleblock targets. Night kills will only be challenging at all if there are so few greens that the mafia could feasibly take over or prevent lynches. If you don't limit vigi selections, the town is going to dominate though. And I have no idea how to balance something like this because it depends so much on what the players want to pick. I guess giving the mafia abilities after the selections might work, but you don't want to announce the formula you're going to use or the mafia will know what blues are in the game. An alternative is to turn players into traitors based upon how many blues are picked. | ||
iGrok
United States5142 Posts
| ||
Kurumi
Poland6130 Posts
On July 04 2011 02:24 iGrok wrote: Easiest way to TRAIN players not to rely on DTs (blue roles, but specifically DTs) is to start fucking with sanities. Well,I'd like to see reverted DT then.. DTs whose checks return always town/always mafia are as good as vanilla townies(they have no real power besides vote) - they just make players angry that they were trolled by host. | ||
Palmar
Iceland22632 Posts
| ||
Kurumi
Poland6130 Posts
EDIT: I contradicted myself,but when players know that the setup is semi-open (so they KNOW what roles are in-game) the game isn't ridiculously wrong. If we will play with sanity DTs,we probably should introduce only ONE "insanity". Like,we have normal DTs and Naive one,we have normal DTs and Paranoid one and so on,so the game does not become a chaos bowl or discussion about sanities like Palmar said. | ||
Palmar
Iceland22632 Posts
one is to reduce the number of checks in a game. If you have 2 DTs in a normal game, what about having 3 dts in this one, but only allowing each of them to check every second or third night. Another is to reduce or simply stop using docs, so that as soon as someone is confirmed, the mafia can shoot him. I personally like jailors, the price of confirmed town is to disable their abilities, and require more thought than docs, since they can be used offensively. | ||
Ace
United States16096 Posts
Otherwise you'd just have to load up the game with too many roles just to stop people from figuring stuff out and that isn't fun at all. As for Sanities just the threat of them in your PM is going to help. Players are always going to plan to figure out their sanity because that is the smart thing to do. It only becomes an issue if the DT can publicly claim AND stay alive long enough to have some grand scheme of figuring it out in front of everyone. | ||
Radfield
![]()
Canada2720 Posts
On July 04 2011 01:30 Qatol wrote: The closest we have had to something like this is Pick Your Power. My first thought is the mafia aren't going to have to try hard at all to figure out roleblock targets. Night kills will only be challenging at all if there are so few greens that the mafia could feasibly take over or prevent lynches. If you don't limit vigi selections, the town is going to dominate though. And I have no idea how to balance something like this because it depends so much on what the players want to pick. I guess giving the mafia abilities after the selections might work, but you don't want to announce the formula you're going to use or the mafia will know what blues are in the game. An alternative is to turn players into traitors based upon how many blues are picked. Why will mafia be able roleblock targets easily? Keep in mind that everyone still votes, but only some of the votes count. So even though a lynch target might have 4 more votes than the runner up, it might have 5 fake votes(blues or power reds) on it, resulting in the runner up getting killed. I suppose this would narrow down who the mafia is shooting at, but it wouldn't necessarily happen, nor necessarily out the blue roles if it did. I agree though, balancing is very difficult, and relies on both town and mafia making solid picks. My thought is that mafia would be given a choice of a wide variety of roles, not just two/three like the town, so they would be in charge of their own destiny. Maybe they could pick 2 godfather roles, nullifying detectives. Or maybe they take 2 roleblockers to hamper any and all claims. Presumably in that situation mafia will be responsible if things end up unbalanced in towns favor(like in PYPI) Townside KP would definitely need to be limited though, and possibly all the blue roles would be slightly underpowered(dts only get a couple checks, Hatters only have 1 bomb, etc.) | ||
| ||