In post 5697, TehBrawlGuy wrote:I'm toying with an idea, but I'd like feedback on it before I move forward to balancing it. Essentially, while I like multiball, it's far too swingy. This is my aim at creating something that feels a little like multiball, without being as crazy due to crosskills.
2 scumteams of 2, both teams win/lose together. Both have a factional kill. The twist? Both also have a factional cop, and may also choose each night to not kill in return for being able to cop twice. The factional kills will kill a mafia member.
As far as other roles, I definitely want to see a Town Tailor. Maybe Town faction-specific cops as well, although I love the idea of Town Tailor + Scum copping and not much else.
I'm not sure the cop would really get used, or what a reason to use it would be.
I guess it is to determine who the other half of the team is.
The idea of two mafia halves searching each other is interesting, but i'm not sure that replacing the NK by cop shots is the best way to do it.
Also it looks pretty harsh for the town. 4 allied scum with 2NK vs 9 townies? Even with the possibility of a misshot, this looks impossible. Heck, if the day1 lynch and NK are not on mafia, all mafioso can claim and win.
The idea of two mafia halves searching each other is interesting, but i'm not sure that replacing the NK by cop shots is the best way to do it.
Also it looks pretty harsh for the town. 4 allied scum with 2NK vs 9 townies? Even with the possibility of a misshot, this looks impossible. Heck, if the day1 lynch and NK are not on mafia, all mafioso can claim and win.
Once it gets approvals/ someone decides to mod it...
In terms on numbers is that about right? If it was randomly generated should that be balanced, its effectivly a 9:3 mountainous, should I add in something
I'm thinking of something along the lines of:
Town Encyrptor (gives day talk to Neighbourhood, also effectively an innocent child)
Bodyguard
Roleblocker
In post 5665, petapan wrote:what if a hider hides behind a hider that targets scum
In post 5671, Ineffective wrote:The targeted hider wouldnt die but the hider targeting him would
No, Hiders that successfully Hide can't be targeted. Therefore, the Hider targeting scum would die, and the Hider targeting the other Hider would have his action fail, and could be targeted.
In post 5670, Cheery Dog wrote:Even just two hiders hiding behind each other boosts town win rates by a lot.
Though the real point of the question is out that happens, are either out those hiders targetable
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
In post 5687, Ineffective wrote:1 cult recruiter
1 diviner (knows all cult members as soon as they are culted. Counts toward cult:town ratio as cult. Wins in place of cult if not culted/lynchedbefore cult win)
1 cleric (if targeting the same person as cult recruiter, target dies as town. Cannot be culted.)
1 martyr (can kill himself day or night to reveal the role of another player)
7 town vanilla
Game related pms allowed. if cult recruiter is lynched cult may no longer recruit, but remain alive to try to win by lynching. in night actions martyrs self kill comes first, so if he is culted same night he dies as town
btw this is unnamed, looking for a theme-like name along the lines of the role names.
In post 5697, TehBrawlGuy wrote:I'm toying with an idea, but I'd like feedback on it before I move forward to balancing it. Essentially, while I like multiball, it's far too swingy. This is my aim at creating something that feels a little like multiball, without being as crazy due to crosskills.
2 scumteams of 2, both teams win/lose together. Both have a factional kill. The twist? Both also have a factional cop, and may also choose each night to not kill in return for being able to cop twice. The factional kills will kill a mafia member.
As far as other roles, I definitely want to see a Town Tailor. Maybe Town faction-specific cops as well, although I love the idea of Town Tailor + Scum copping and not much else.
Ok how about a big game? Maybe 20 players. Too small of a game and optimal play leads to zero chance of mafia miskilling
In post 5697, TehBrawlGuy wrote:I'm toying with an idea, but I'd like feedback on it before I move forward to balancing it. Essentially, while I like multiball, it's far too swingy. This is my aim at creating something that feels a little like multiball, without being as crazy due to crosskills.
2 scumteams of 2, both teams win/lose together. Both have a factional kill. The twist? Both also have a factional cop, and may also choose each night to not kill in return for being able to cop twice. The factional kills will kill a mafia member.
As far as other roles, I definitely want to see a Town Tailor. Maybe Town faction-specific cops as well, although I love the idea of Town Tailor + Scum copping and not much else.
I'm not sure the cop would really get used, or what a reason to use it would be.
That's probably as a result of my communication at late hours being awful. Let me rephrase:
Every night, the scumteam can cop, and additionally get a choice between a second cop and a standard kill.
I'm still not sure I like that, but I can't think of how to make it better, other than maybe making the free cop X-Shot.
The idea of two mafia halves searching each other is interesting, but i'm not sure that replacing the NK by cop shots is the best way to do it.
Also it looks pretty harsh for the town. 4 allied scum with 2NK vs 9 townies? Even with the possibility of a misshot, this looks impossible. Heck, if the day1 lynch and NK are not on mafia, all mafioso can claim and win.
They get the first shot/night for free, the second is to make shooting-every-night not always the best option. (although it probably still is)
There would definitely be more than 9 townies; I just didn't pick a number then because balancing late at night is bleh.
In post 5697, TehBrawlGuy wrote:I'm toying with an idea, but I'd like feedback on it before I move forward to balancing it. Essentially, while I like multiball, it's far too swingy. This is my aim at creating something that feels a little like multiball, without being as crazy due to crosskills.
2 scumteams of 2, both teams win/lose together. Both have a factional kill. The twist? Both also have a factional cop, and may also choose each night to not kill in return for being able to cop twice. The factional kills will kill a mafia member.
As far as other roles, I definitely want to see a Town Tailor. Maybe Town faction-specific cops as well, although I love the idea of Town Tailor + Scum copping and not much else.
Ok how about a big game? Maybe 20 players. Too small of a game and optimal play leads to zero chance of mafia miskilling
In post 5697, TehBrawlGuy wrote:I'm toying with an idea, but I'd like feedback on it before I move forward to balancing it. Essentially, while I like multiball, it's far too swingy. This is my aim at creating something that feels a little like multiball, without being as crazy due to crosskills.
2 scumteams of 2, both teams win/lose together. Both have a factional kill. The twist? Both also have a factional cop, and may also choose each night to not kill in return for being able to cop twice. The factional kills will kill a mafia member.
As far as other roles, I definitely want to see a Town Tailor. Maybe Town faction-specific cops as well, although I love the idea of Town Tailor + Scum copping and not much else.
Ok how about a big game? Maybe 20 players. Too small of a game and optimal play leads to zero chance of mafia miskilling
Perhaps a fown framer would help as well?
That's a closer # to what I had in mind, although I think 20 is probably too big.
Town tailor
is
a town framer.
I don't have anything to put here because my normal signature is images. Weeeeee.
with 20 players, consider that after a n1 nk and 2 investigations each then a mislynch and 2 kills n2, the odds are overwhelming that the game rests at 17 players
on more mislynch one more night kill and mafia have a moderate chance of being well educated on posible allies and havea voting block of 4 out of a total of 13 players.
lynching correctly at this point or anything past this is still a likely mafia win... so town essentially has 2 mislynches to gain the advantage before scum can handily dominate with little effort. one more mislynch and one more night kill lands it at near mafia autowin.
seemed like a good balance to me considering you prefer the idea of mafia being more informed with reports than town.
Last edited by Ineffective on Thu Apr 04, 2013 12:40 am, edited 2 times in total.