on the roles page you have listed different types of cops, but what about types of doctors? Is incompetence killing the person you are trying to heal, or merely doesn't work?
Note that this does not imply any roleclaiming in any of the games I am playing, just hoping to mod after dead in both of them.
...whatever remains, however improbable, must be the truth.
I think incompetance usually means the patient dies a few days later from post-op complications. I've only seen an incompetant doc once though, in mini 25 I believe it was.
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normal doc- obviously
insane doc - kills patient
imo incompetant doc - either fails to protect or dies later (only if his protetion was required, this isnt a set role, its how i interpret it)
I really like Sketchwick's idea- Doc Oct. You get eight saves used as you will. I played with the ideas of having too many doses of the magic drug (or whatever) killing the player being protected, etc...
Dragon Phoenix wrote:I have used the insane doc once. The problem is that the doc quickly sees he's insane, and basically then just turns into a townie or a serial killer.
Or a Vigilante. In any case, it keeps him/her confused for a day or so.
I played with the ideas of having too many doses of the magic drug (or whatever) killing the player being protected, etc...
Hey yeah, I remember that. Hex Doc Werebear accidentally killed me while trying to protect me night 4 of Mini 20. I too thought it was a clever idea (both the distribute the saves as you will thing, and the too many doses thing).
How about HMO offical? The person they choose at night gets a letter telling them that "we'd love to operate on you, but unfortunately your coverage doesn't extend to acts of Mafia"?
Dementia Blader wrote:a doc with random saving would work nicely if the sk was a random killer, would it not?
Not really. It's better for the doctor to be able to choose who he targets. First, this lets him protect the important players, so that in the event that the SK does kill them, they're covered. Also remember that the point of roles is to add intrigue. If the doctor can't choose his target, he might as well act like a townie, which means no functional change in the game. Whereas if he can choose his target, he has to work out some way to figure out who he wants to protect, which means he has a conflict between gathering information and protecting his role, which creates intrigue, which makes the game more fun for everyone.
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I too thought it was a clever idea (both the distribute the saves as you will thing, and the too many doses thing).
I am not sure wether this the exact same thing as what math and jeep are talking about but here goes?
How about a doc that gets 300 points worth of healing.
if he chooses to heal with 100 points the targeted is certain to be safe
if he chooses to heal with 90 points the targeted is about 90% safe.
and so on...
The doc will have to choose to have only a few nights worth of healing but in which he is certain nobody gets hurt, or take a gamble and only heal with 75%, saving points for another night.
They're actually talking about a role that had a number of doses of medicine he could distribute however he liked. So he could protect multiple people on the same night, but that would reduce his total number of protections. Also he could give someone an overdose, killing them.
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Poor Doc Hex... And I liked him up until he killed. I liked the fact that the doc could use all his protects at once, if he so felt like it. Then, I suppose, that frees up the rest of the week for golfing, just like a normal doc.
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I've never even heard of different doc types before, but it's a neat idea. The only difference I've heard of for them, is between them having the choice to protect themselves or not. I like the idea of maybe a doc that could take on more than one patient per night, but the more they take on, the lower chance of a save at all they have.
I seem to remember reading a game Macros modded that had a "mason group" that could protect (somebody outside the group) like a doc.
I don't remember the exact details but I think they could split their protection up or maybe they just became less effective as their numbers dwindled....
[size=84]"Hmm, wow.. I'll just sit back and watch the stupidity continue to unfold.. "- genku Mixed Theme [/size]
gslamm wrote:I seem to remember reading a game Macros modded that had a "mason group" that could protect (somebody outside the group) like a doc.
I don't remember the exact details but I think they could split their protection up or maybe they just became less effective as their numbers dwindled....
I've played with an incompetent doc role before... except for in that one, the incompetent doc had a 50% chance of healing, and then every other night they could hide out to save themselves from getting killed.
Normal? had a "spook."(PBuG)The PM said that they should choose a player to protect each night. What actually happened was the target was told they were saved from an attempt on their life. The Spook was also told they had successfully protected the target at night. This would make it look like there was an extra killing role and a VERY lucky doc
[size=84]"Hmm, wow.. I'll just sit back and watch the stupidity continue to unfold.. "- genku Mixed Theme [/size]
I think I introduced the "spin doctor" (or Dr Jeckyll/Mr Hyde) , who will protect his/her choice only IF his/her choice is indeed attacked - otherwise the spin doctor will kill the player (s)he chose.