↑BBmolla wrote:What ideas do you want implemented in this setup in particular
Mainly I want it like a Large Fire and Ice where the NKs on each other turn into Cop guilties. Instead of 12:2:2, try 15:3:3.
That's pretty much it. I'd like to keep it at 21 while having it balanced and not boring. Multiple, randomized Neighborhoods and Scum teams with Daytalk, too. I created a game like this with 16 players offsite, and that game has been epic with over 4,000 posts, and a combined 2,000+ posts in Neighborhood QT discussion, strategy, and interest.
↑BBmolla wrote:What ideas do you want implemented in this setup in particular
Mainly I want it like a Large Fire and Ice where the NKs on each other turn into Cop guilties. Instead of 12:2:2, try 15:3:3.
That's pretty much it. I'd like to keep it at 21 while having it balanced and not boring. Multiple, randomized Neighborhoods and Scum teams with Daytalk, too. I created a game like this with 16 players offsite, and that game has been epic with over 4,000 posts, and a combined 2,000+ posts in Neighborhood QT discussion, strategy, and interest.
the problem is wake, those games are full of newer players (minus a few here and there)
in neighborhoods, my intial thought is to suspect everyone and trust nobody, its even easyier for scums to just dismantle a neighborhood and destroy it.
if you ever take a look into the alicae in wonderland game you will see that the scums just manipulate neighborhoods to an extent, and the one that had none exploded into a fight.
add in daytalk and scums can easily communicate all things going on at once if they get randomized into all the hoods. a neighborhood (imo) is ment to talk about players in secretive. if its known that scums can exist in all of them i would never post in there.
↑BBmolla wrote:What ideas do you want implemented in this setup in particular
Mainly I want it like a Large Fire and Ice where the NKs on each other turn into Cop guilties. Instead of 12:2:2, try 15:3:3.
That's pretty much it. I'd like to keep it at 21 while having it balanced and not boring. Multiple, randomized Neighborhoods and Scum teams with Daytalk, too. I created a game like this with 16 players offsite, and that game has been epic with over 4,000 posts, and a combined 2,000+ posts in Neighborhood QT discussion, strategy, and interest.
I totally want into this game when you make it. The offsite one is a blast.
↑House wrote:
I totally want into this game when you make it. The offsite one is a blast.
Absolutely.
Two problems, though. The Open Queue takes around two years for a game to enter Signups, which is odd since I'm here attempting to get this Setup passed. I'm also unsure if the Setup has to be passed here in order for it to enter the Queue or not. If so I'll just go for a Large Theme along these lines. Or another Large Normal once my current one has resolved.
The Queue for regular and Large Normals goes by pretty quickly, and I could just as easily run this idea there, or in Large Themes.
↑ika wrote:in neighborhoods, my intial thought is to suspect everyone and trust nobody, its even easyier for scums to just dismantle a neighborhood and destroy it.
if you ever take a look into the alicae in wonderland game you will see that the scums just manipulate neighborhoods to an extent, and the one that had none exploded into a fight.
add in daytalk and scums can easily communicate all things going on at once if they get randomized into all the hoods. a neighborhood (imo) is ment to talk about players in secretive. if its known that scums can exist in all of them i would never post in there.
I have a rather different view of neighbourhoods. Last time I was in one with a scum player, I managed to figure out, through neighbourhood conversation, a) that they were scum, b) who one of their scumbuddies was. That's rather more powerful than a cop result.
I think there's some debate about whether neighbourizer-type roles are better used for creating a pseudo-masonry, or as a pseudo-cop scan. IMO the pseudo-masonry method is overrated, but I might be wrong on this.
My experience modding a game with Neighborhoods has been an excellent blast. It really augments the gameplay and adds another tactical layer to it. The Neighborhoods could be utilized differently by the players. Some can be as strong as Masons if not more. Others are bustling and sharing secrets because they trust one another, but that's an unwise move because there's a Scum hidden in their midst. Neighborhoods are like HUBs for more private discussion, and can be used in order to facility more strategy and higher-quality posts. Some of the QT Neighborhoods in my games are upwards of 900 posts. They are catalysts. They generate activity. I am hoping I can influence this forum to accept and use them more often in gameplay. The Neighborhoods add a refined, subtle layer to gameplay, and I love it.
↑SilverWolf wrote:Nope, they are definitely two different people. I should know. I post with them on another site. They are not the same person.
Wolfie! <3
(What Wolf fails to mention is that I'm the original)
Hi House, Yep you were there first. LOL
↑callforjudgement wrote:
I think there's some debate about whether neighbourizer-type roles are better used for creating a pseudo-masonry, or as a pseudo-cop scan. IMO the pseudo-masonry method is overrated, but I might be wrong on this.
I can see how either way would be effective.
Darkness cannot drive out darkness: only light can do that. Hate cannot drive out hate: only love can do that.
↑Wake1 wrote:Mainly I want it like a Large Fire and Ice where the NKs on each other turn into Cop guilties.
That's essentially what it was historically (NKs failed on opposite factions) but that was way too scumsided, so that part was removed. Then it was still too scumsided so another VT was added to the game.
Maybe you want to check out this as a jumping off point.