An Alternative to Cults

This forum is for discussion related to the game.

Your Opinion:

I like your idea, it's an interesting twist
8
26%
It's a terrible idea, and cannot be made practical.
15
48%
I agree with PJ: Cults are fine just the way they are!
8
26%
 
Total votes: 31

Nemesis
Nemesis
Dammit, Nemesis
Nemesis
Dammit, Nemesis
Dammit, Nemesis
Posts: 492
Joined: December 15, 2005

Post Post #2 (isolation #0) » Mon Jan 21, 2008 5:00 pm

Post by Nemesis »

LOL...


I like your cults slightly better than regular cults but I'm still not crazy about cults.


Your idea takes out the alignment change factor, but it still leaves the actual problems with cults and creates a couple of new ones. Scum getting recruited too means the cult will grow even faster than usual.
[url=http://www.mafiascum.net/forum/viewtopic.php?p=414662#414662]Damnit, Nemesis.[/url]
Nemesis
Nemesis
Dammit, Nemesis
Nemesis
Dammit, Nemesis
Dammit, Nemesis
Posts: 492
Joined: December 15, 2005

Post Post #4 (isolation #1) » Mon Jan 21, 2008 6:24 pm

Post by Nemesis »

mikeburnfire wrote:Yes, but if the town makes good plays against the mafia and get them lynched early, the few culted townies could just out the cult leader and end the game.
But if they lynched townies and look like they are in a bad situation, the culted people can just jump ship.

The worst case scenario for the town is made a lot worse by the cult being super strong.
[url=http://www.mafiascum.net/forum/viewtopic.php?p=414662#414662]Damnit, Nemesis.[/url]
Nemesis
Nemesis
Dammit, Nemesis
Nemesis
Dammit, Nemesis
Dammit, Nemesis
Posts: 492
Joined: December 15, 2005

Post Post #21 (isolation #2) » Tue Feb 05, 2008 5:48 am

Post by Nemesis »

Wouldn't it be 50% of people win, the other 50% are endgamed? (This isn't counting night kills (from n0 onwards) and other random stuff.)
[url=http://www.mafiascum.net/forum/viewtopic.php?p=414662#414662]Damnit, Nemesis.[/url]

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