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Hydra Mini Mafia II - Extra Nuke Edition - Page 85

Forum Index > TL Mafia
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Prev 1 83 84 85
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
April 16 2013 14:42 GMT
#1681
On April 16 2013 23:41 syllogism wrote:
How about giving mafia a role that lets them day kill hydra heads =P


[15:15] <Palmar> and yes marv, you're a total hottie
Artanis[Xp]
Profile Blog Joined December 2005
Netherlands12970 Posts
April 16 2013 14:51 GMT
#1682
On April 16 2013 23:41 syllogism wrote:
How about giving mafia a role that lets them day kill hydra heads =P

Should we have their alignment flip as well?
syllogism
Profile Joined September 2010
Finland5948 Posts
Last Edited: 2013-04-16 14:53:01
April 16 2013 14:52 GMT
#1683
Yes, but give mafia a day flip framer as well. Closed setup of course.
Mocsta
Profile Joined December 2012
Australia9388 Posts
April 16 2013 15:16 GMT
#1684
Anyways i loved teh idea from syllo in the qt

that scum shoulda fired nuke when the fake nuke was attempted
haha

woulda been hillarious (via PM)
geript
Profile Joined February 2013
10024 Posts
April 16 2013 15:39 GMT
#1685
I think 2 things: the game should start off at night but beep numbers such that 2 mislynches or 1 mislynch and mid-town-nuke is MYLO/LYLO. Second, have all nukes sent via pm.
sandroba
Profile Joined April 2006
Canada4998 Posts
April 16 2013 20:04 GMT
#1686
I think starting the game on the weekend is really imba =P
strongandbig
Profile Blog Joined October 2010
United States4858 Posts
April 16 2013 21:11 GMT
#1687
On April 17 2013 05:04 sandroba wrote:
I think starting the game on the weekend is really imba =P


this
"It's the torso" "only more so!"
VisceraEyes
Profile Blog Joined October 2010
United States21170 Posts
April 16 2013 22:45 GMT
#1688
I'll take any advantage I can get against you guys <3
if I had to describe his playstyle, it'd be a coked up rabbit with the attention of a goldfish injecting caffeine into himself directly through an IV drip. it's like a reel of random animated shorts where things just blow up randomly
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
April 17 2013 05:04 GMT
#1689
I think one thing that makes the hydra format so ridiculously op for town is that you can completely trust your buddy. You basically had 8 town masons this game, so yeah. You can definitely expect it to be trouble for scum.

I don't like the idea of making the format more scum-heavy...

One fairly unique thing I think could be done is to have a scum spy amongst the town heads. If you can't totally trust your partner, it makes it harder to come as quickly to a consensus on reads. Some might argue it's against the spirit of the format, but I think it might be fun to try once. Have the spy be not revealed when the corresponding hydra flips, and there's going to be some suspicion within hydras all game. Hell, you could even have a spy amongst the scum too and call it spy mafia.
geript
Profile Joined February 2013
10024 Posts
April 17 2013 05:09 GMT
#1690
I think a more interesting option would be something entirely different. Make each of the players be able to take a hit (thus it takes 2 hits for a hydra to die). Hydra's don't flip until both players are dead (Nukes and lynches auto-kill a hydra). Then double scum KP to 2. This gives scum the option of playing many various games; remove one hydra, remove the better half of two different hydras, play WIFOM and remove 1 player from scum hydra and 1 player from town hydra, etc. Essentially, give scum the ability to 'de-hyrda' teams by killing off the better player leaving weaker debilitated teams. The upside of this as well is that it promotes the better players actively working to improve the worse players and give them reads/thoughts to follow, etc.
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
April 17 2013 05:15 GMT
#1691
On April 17 2013 14:09 geript wrote:
I think a more interesting option would be something entirely different. Make each of the players be able to take a hit (thus it takes 2 hits for a hydra to die). Hydra's don't flip until both players are dead (Nukes and lynches auto-kill a hydra). Then double scum KP to 2. This gives scum the option of playing many various games; remove one hydra, remove the better half of two different hydras, play WIFOM and remove 1 player from scum hydra and 1 player from town hydra, etc. Essentially, give scum the ability to 'de-hyrda' teams by killing off the better player leaving weaker debilitated teams. The upside of this as well is that it promotes the better players actively working to improve the worse players and give them reads/thoughts to follow, etc.


The obvious problem with this is even if scum would like to remove the better scumhunters, by leaving the partner alive you pretty much confirm a town. Not very scum-favored imho.
goodkarma
Profile Blog Joined June 2010
United States1067 Posts
April 17 2013 05:31 GMT
#1692
Hmm... I take that back. Scum could fake-claim getting "hit," which might actually be better for them than de-hydraing town early on. There's some depth to the idea, but executing it would still be fairly difficult. You openly tell everyone at the start scum KP, and town will know exactly how many "de-hydras" can come their way. You also openly give each role, and I'm pretty convinced town could break the game based on mechanics. Maybe this would work better if town didn't know all roles, or if scum KP is left unrevealed if you were to go this route?
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