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Posted: Tue Mar 16, 2010 7:17 am
by animorpherv1
animorpherv1 wrote:Anyone up for
Thrillville Mafia
?

It would be a Mini Theme (obviously, since it's video game related). I'd like to introduce the placing of stalls, rides, coasters, race tracks and games to benefit the town, but I'm not sure how I'd do that. If I used 2+ parks, each park (split up into 3 areas) would have 3 seperate "energy tanks", 1 for each area. Placing an object would use some the the tank, but give town an affect.

EX. Park A has
1000
12 400 Power, and the possibility to place any amount of these, as long as they don't go over
1000
I checked the game, and the actual thing has 12 400 Power for each park area.
:

You can place 1 of 2 Rides (1 gives more power and the other gives more time to lynch) (250 Power each)

You can place a stall (which will give 1 member of the game a vig kill) (100 Power)

You can place a game (which will give everyone a flavour cop invesitgation) (150 Power)

You can place a racetrack (which will give a cop an extra investigation, if there is a cop) (500 Power)

You can place a Coaster (which will give you an extra lynch) (750 Power)

And you can place any of the following as long as you don't go over 1000 Power. If you do, then the whole park goes dark, and Day Ends.
Anyone? Please?

Posted: Tue Mar 16, 2010 9:20 am
by Max
Coalition Mafia


3 Mafia Groups of N
6N Town

Each day the town can lynch one player and two mafia groups can form a coalition government to kill a player. (The mafia leaders know each other by pseudonyms so when they work together they won't reveal identities)
Each night the government will kill a townie.

Example:
The Three Mafia Groups each have 3 Members
The leaders discuss amongst selves to determine who will form a coalition
Two Groups form a Coalition
They kill a poor innocent townie/someone in the other mafia group.

Example 2:
Two of the Mafia Groups have 1 Member, the third still has three
The Third Mafia Group has a majority so can kill off anybody they wish.

Night 0 will be a free kill, with all parties making one kill.

Balance?

Posted: Tue Mar 16, 2010 9:24 am
by animorpherv1
I don't really like the idea in general. I'd make it so all mafia members submitt 1 (or 2) members, depening on size of mafia, so they can submitt a kill.

Posted: Tue Mar 16, 2010 9:26 am
by Max
I don't see what your really saying the purpose is that the mafia groups though have to eliminate each other have to work together initially to have a night kill.

Posted: Tue Mar 16, 2010 9:28 am
by animorpherv1
Max wrote:I don't see what your really saying the purpose is that the mafia groups though have to eliminate each other have to work together initially to have a night kill.
I was working on the "well that's not fair for the third mafia group, they are gonna get mowed down" concept.

Posted: Tue Mar 16, 2010 9:34 am
by Max
Not necessarily. I'm working more on the basis that day one:

M1: KILL Flibberty
M2: KILL Gibbet
M3: I agree with M1

Day 2:

M1: Kill Gibbet
M2: Kill Gibbet
M3: NOOOO I'M DEAD.

Posted: Tue Mar 16, 2010 9:36 am
by Seraphim
Bioshock mafia, anyone?

Posted: Tue Mar 16, 2010 9:37 am
by Max
EBWOP

Day 3:

M1: Kill Proxy
M2: Kill Server
M3.2: Kill Server

At night mafia's main aim would be to try and kill adept townies

During Day get rid of the other Mafias

Posted: Tue Mar 16, 2010 9:38 am
by animorpherv1
I get it.

But I'd like someone to comment on mine. I keep getting really over complictaed ideas.

Posted: Tue Mar 16, 2010 9:50 am
by Max
Animo.

You're over-complicating it.

Is it ever going to be balanced when you can buy 2 cop investigations a day?

First just think about it seriously would

3 Mafia
3 Sane Cops (Remember 1 Cop + 2 Bonus Cops)
6 Townies

Just think about it that way. Or don't run it yet. A better idea for a first theme is a simple deviation.

If your going to do what you outline don't make the town so incredibly powered.

Posted: Tue Mar 16, 2010 9:54 am
by animorpherv1
Max wrote:Animo.

You're over-complicating it.

Is it ever going to be balanced when you can buy 2 cop investigations a day?

First just think about it seriously would

3 Mafia
3 Sane Cops (Remember 1 Cop + 2 Bonus Cops)
6 Townies

Just think about it that way. Or don't run it yet. A better idea for a first theme is a simple deviation.

If your going to do what you outline don't make the town so incredibly powered.
The game will start off with 12 Players, a GF, 2 goons and the rest VTs. As the game moves on, eventually the players will build a ride, and a player will get a role (each role will be guaranteed to be there only one time, and only specific rides will do this, and only some rides wil lgive roles, the rest will be normal), by random selection.

I was also contemplating doing a guests stat thing, and if they pay no attention to it, the guests leave and mafia wins.

Posted: Tue Mar 16, 2010 9:55 am
by ElectricBadger
animorpherv1 wrote:Anyone? Please?
Overly complex imo. Your days will involve more discussion of what to do with the power then scumhunting.

Also, as set out the mafia just need to spam new additions to skip days.

Posted: Tue Mar 16, 2010 9:59 am
by animorpherv1
ElectricBadger wrote:
animorpherv1 wrote:Anyone? Please?
Overly complex imo. Your days will involve more discussion of what to do with the power then scumhunting.

Also, as set out the mafia just need to spam new additions to skip days.
Well, any ideas on how I can make the game less complex? I wanted to make it Thrillville, and contain something Thrillville-esque.

Posted: Tue Mar 16, 2010 10:08 am
by Max
Ani, just think about your game, write down the following just to give you a vague idea about what to do when making this clear and understandable:

1. Have a Clear Idea

Right, I'm going to cite Perfectionist Mafia for this, the idea was simple, if you make a mistake you can't use your ability.
It wasn't clouded by anything else, I'm not sure what at all your game is trying to do. Pick, are you trying to make it so that powers can be evolved by town wish or do you want powers to be acquired by the same thing?
Doing both will make the game either too complicated to enjoy or too confusing for anyone to understand.

2. Go Through Your Role Listings

Is there any breaking strategy? (E.g. Cop and Doc, cop claim then follow the cop while mafia aim to kill doc).
Is there a pair of roles that could prove each other?
What order are the roles going to be handed out?

3. Look as a Moderator

Is it manageable?
Can you stick to the deadlines you want?
Is it fast enough (Nobody likes a game that lasts over a year), now this doesn't necessarily mean that it's over in a few days, but at least it won't be able to turn into chess manager.

4. Look as a Player

What would you do as scum? as town?
What is the ultimate strategy? For scum? For Town? (Note At this stage it'll reinforce the earlier potential breaking strategies)
Do you at any point see where this game is not won but pointless to continue?

Posted: Tue Mar 16, 2010 10:13 am
by animorpherv1
Max wrote:Ani, just think about your game, write down the following just to give you a vague idea about what to do when making this clear and understandable:

1. Have a Clear Idea

Right, I'm going to cite Perfectionist Mafia for this, the idea was simple, if you make a mistake you can't use your ability.
It wasn't clouded by anything else, I'm not sure what at all your game is trying to do. Pick, are you trying to make it so that powers can be evolved by town wish or do you want powers to be acquired by the same thing?
Doing both will make the game either too complicated to enjoy or too confusing for anyone to understand.

2. Go Through Your Role Listings

Is there any breaking strategy? (E.g. Cop and Doc, cop claim then follow the cop while mafia aim to kill doc).
Is there a pair of roles that could prove each other?
What order are the roles going to be handed out?

3. Look as a Moderator

Is it manageable?
Can you stick to the deadlines you want?
Is it fast enough (Nobody likes a game that lasts over a year), now this doesn't necessarily mean that it's over in a few days, but at least it won't be able to turn into chess manager.

4. Look as a Player

What would you do as scum? as town?
What is the ultimate strategy? For scum? For Town? (Note At this stage it'll reinforce the earlier potential breaking strategies)
Do you at any point see where this game is not won but pointless to continue?
I understand most of it, except what does handing out the roles have to do with making a fun game?

Posted: Tue Mar 16, 2010 10:13 am
by Max
You don't need to answer them all now anyway.

For Coalition Mafia should the Coalitions be Open or Closed? I could see an interesting game with the coalitions being announced.

Posted: Tue Mar 16, 2010 10:13 am
by animorpherv1
Ok, that was posted wrong, but what does the order have to do with anything?

Posted: Tue Mar 16, 2010 10:17 am
by Max
Ok, that was posted wrong, but what does the order have to do with anything?
That order is the way I've always done it.

I probably always will. You are packing 3 games into one. Which is not good, do them one at a time, and relax and do them at a slower pace.

Posted: Tue Mar 16, 2010 10:19 am
by animorpherv1
Max wrote:
Ok, that was posted wrong, but what does the order have to do with anything?
That order is the way I've always done it.

I probably always will. You are packing 3 games into one. Which is not good, do them one at a time, and relax and do them at a slower pace.
I understand. I'll try to figure it out, and come back (eventually).

Posted: Tue Mar 16, 2010 11:33 am
by Mr. Flay
How does Coalition resist the RPS problem (as soon as one Mafia is somewhat depleted, it will be exterminated)? I don't really understand the mechanism, even with your explanation. What is Town made up of? N Townies vs. N scum, even in 3 factions, seems underpowered.

Posted: Tue Mar 16, 2010 12:53 pm
by ElectricBadger
animorpherv1 wrote:Well, any ideas on how I can make the game less complex? I wanted to make it Thrillville, and contain something Thrillville-esque.
The main issue IMO is that the talk of what to build will seriously distract from the game itself. I suggest limiting it by making it a night action.

How about this: start with only townies; each night, every townie can send in a vote of what to 'build', of a limited selection, and this determines a role that is assigned to a random townie (so townies become PRs as the game progresses). Some attractions may have obvious results, others may be surprising.

Posted: Tue Mar 16, 2010 1:05 pm
by animorpherv1
ElectricBadger wrote:
animorpherv1 wrote:Well, any ideas on how I can make the game less complex? I wanted to make it Thrillville, and contain something Thrillville-esque.
The main issue IMO is that the talk of what to build will seriously distract from the game itself. I suggest limiting it by making it a night action.

How about this: start with only townies; each night, every townie can send in a vote of what to 'build', of a limited selection, and this determines a role that is assigned to a random townie (so townies become PRs as the game progresses). Some attractions may have obvious results, others may be surprising.
Thank you! This is just what I was looking for!

Posted: Wed Mar 17, 2010 5:13 am
by Max
How does Coalition resist the RPS problem (as soon as one Mafia is somewhat depleted, it will be exterminated)? I don't really understand the mechanism, even with your explanation. What is Town made up of? N Townies vs. N scum, even in 3 factions, seems underpowered.
I agree that it is somewhat underpowered. Though this is really just the flavour not vanilla just town.

Coalition resists the problem of RPS because there are townies, unlike RPS when everyone was scum.

6N townies vs N vs N vs N

so with scum groups size 3:

18 vs 3 vs 3 vs 3

I admit that it isn't perfect but add cops in twofold style (only find one mafia), roleblocker and a mason pair your in the money.

Posted: Wed Mar 17, 2010 7:23 am
by ElectricBadger
animorpherv1 wrote:Thank you! This is just what I was looking for!
Awesome, glad you like!

May want to give townies a chance to vote while they confirm, too. Otherwise it'll be N2 before any PR's can do anything.

Posted: Wed Mar 17, 2010 8:17 am
by animorpherv1
ElectricBadger wrote:
animorpherv1 wrote:Thank you! This is just what I was looking for!
Awesome, glad you like!

May want to give townies a chance to vote while they confirm, too. Otherwise it'll be N2 before any PR's can do anything.
That'd be a good idea.