TL Mafia LVIII - Page 18
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Djodref
France3332 Posts
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Kurumi
Poland6130 Posts
So: N1 Mafia picks 2 roles for 0.5KP - they have 2 KP left for kills. D2 they start with fresh 3KP - they might sacrifice 1 kp for the Day Cop leaving them with 2KP at night - but they can still sacrifice more. I hope everyone understands this, nobody asked how it exactly worked so here you go. | ||
yamato77
11589 Posts
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Toadesstern
Germany16350 Posts
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yamato77
11589 Posts
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kushm4sta
United States8878 Posts
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yamato77
11589 Posts
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[UoN]Sentinel
United States11320 Posts
I was freestyle skiing today and landed on my head so I won't be able to say much intelligence today anyway I will lynch anyone who doesn't send me a get well card | ||
Toadesstern
Germany16350 Posts
On December 31 2012 05:41 yamato77 wrote: When you think about the possibilities with the flexibility of the roles, I think it rewards good mafia play more than almost any other setup with the potential for a good blue sniper to shut down a lot of town's power roles every night. Plus, if you feel your KP on a target is likely to be blocked by medics, you can instead sac the KP at night for an unblock able dayvig shot the next day. Like I said, a mafia team with good blue snipers and enough research into town reads can really do some work on town in this setup. yeah the dayvig got downsides though. Thought about that as well but there's rolecops after all. The second you find a dayvig you've got a confirmed mafia because that can't even be a mishap due to framer / GF bullshitting around. Mafia is going to get stomped if they don't use their abilities clever, that's my point :p And it's going to be INCREDIBLY annoying for "scary" people if they role mafia. Picture marv, BC, WBG or myself rolling mafia. We're getting DT-checked no matter what due to paranoia, every single game, every single cycle. I hope it rewards good mafia play. Never played such a game so only theorycrafting from my point of view. | ||
yamato77
11589 Posts
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[UoN]Sentinel
United States11320 Posts
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Toadesstern
Germany16350 Posts
So you could pick 6 framers d1, have 6 framers n1, not have a single KP but you're safe from DT checks! Just not so much from rolecops. n2/d2 everything is reset to normal and you could pick 6 *whatever else* or less than 6. Oh I guess 6 GF's makes more sense for protective purposes. They're good against rolecops as well :p | ||
marvellosity
United Kingdom36156 Posts
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Toadesstern
Germany16350 Posts
On December 31 2012 07:45 marvellosity wrote: Intuitively it seems town favoured. Mafia KP is regular except effectively they have no roles. So the only strength is the ability to choose other actions, for the sake of KP, which in normal games they''d have anyway. I'm actually not sure if everyone gets to be a goon or if mafias get roles just like they would normally + they can sacrifice to get more roles on top of that. Role Cop (If a Goon gets a role, he gets that role back as a check.) makes it look like mafia gets normal roles as well because it indicates that other things than "goon" can get roles but then again, might just be wording from another game... or just not meant that way. | ||
Kurumi
Poland6130 Posts
On December 31 2012 08:52 Toadesstern wrote: I'm actually not sure if everyone gets to be a goon or if mafias get roles just like they would normally + they can sacrifice to get more roles on top of that. makes it look like mafia gets normal roles as well because it indicates that other things than "goon" can get roles but then again, might just be wording from another game... or just not meant that way. Mafia consists of 6 Goons. They choose a member to become a role for a cycle(say that a goon is chosen to be a Day Rolecop and then a Roleblocker - Town Rolecop will learn about the Goon being a Roleblocker - since that's what he has done that night | ||
wherebugsgo
Japan10647 Posts
It's balanced if it's coupled with low blue counts though (but the game of which I speak was retardedly town favored because it had this KP system with about 20 blues. Literally) | ||
Toadesstern
Germany16350 Posts
On December 31 2012 09:55 wherebugsgo wrote: having played on the mafia side of such a mechanic, I have to say I consider it town favored. It's balanced if it's coupled with low blue counts though (but the game of which I speak was retardedly town favored because it had this KP system with about 20 blues. Literally) yeah that's why I wondered wether it was supposed to be this mechanic + mafia still get's a few, normal, static PRs like in any other game, maybe just a few less to make up for the added flexibility. Because frankly speaking, with the amount of blueroles described in the OP it doesn't seem likely to be a game with few blue roles. Maybe weak ones but probably not just a few :p | ||
kushm4sta
United States8878 Posts
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Clarity_nl
Netherlands6826 Posts
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HiroPro
United States2624 Posts
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