I also corrected the Neapolitan to give results in the form of “Your target is a Vanilla Townie” or “Your target is not a Vanilla Townie”, fixed the Deputy to say that it replaces a COP, and removed the odd-night restriction from the Cop.
Posted: Mon Aug 29, 2016 5:08 am
by podoboq
Since this is my first time modding, it'd be much appreciated if anyone would also take a look at my opening posts to check to make sure nothing's weird. For example, the first posts ends with a simple "The mafia team has day and night chat." I've heard that in normal games, it has to be explicitly stated beforehand whether or not the mafia team has day chat, and I wasn't sure where to put that information.
Also, the way I word my scum win condition: "
You win when members of your faction are the only living players, or nothing plausible can prevent this outcome.
" I just wanted to make sure the spirit of that and the wording on it were kosher. If there is a living town jailkeeper vs a single member of mafia, they can't endgame the jailkeeper. It would end in a draw.
Posted: Mon Aug 29, 2016 4:31 pm
by fferyllt
In normal games, once parity is achieved or nothing can prevent parity, the game is over. I read a rationale on the ms wiki a long time ago, but I'm not sure if it's withstood all the edits over the years. Once parity is achieved, the mafia simply overwhelms town with superior firepower.
If a 3p lylo were to end with the last mafia player and the jailkeeper alive at the lynch, the game would end with a mafia win.
One thing I wanted to mention. I suggested getting rid of the odd-night gate for the cop when I thought the deputy would step in for a nonexistent dead doctor. I'm not sure about a full power cop with a deputy backup, even with the 2 ascetics.
Thoughts guys?
Posted: Tue Aug 30, 2016 1:03 am
by podoboq
In post 27, fferyllt wrote:In normal games, once parity is achieved or nothing can prevent parity, the game is over. I read a rationale on the ms wiki a long time ago, but I'm not sure if it's withstood all the edits over the years. Once parity is achieved, the mafia simply overwhelms town with superior firepower.
If a 3p lylo were to end with the last mafia player and the jailkeeper alive at the lynch, the game would end with a mafia win.
So unless I'm misunderstanding something, that would make the scum win condition I wanted to use not normal. Is it possible to use this win condition for scum regardless, as long as it's made explicit at game start, or for the sake of normalcy should I just conform on this?
Posted: Tue Aug 30, 2016 4:16 am
by Antihero
In post 27, fferyllt wrote:One thing I wanted to mention. I suggested getting rid of the odd-night gate for the cop when I thought the deputy would step in for a nonexistent dead doctor. I'm not sure about a full power cop with a deputy backup, even with the 2 ascetics.
Thoughts guys?
if we're now worried about it being townsided either:
> bump up the neapolitan to a full rolecop (or even an x-shot/x-night roleblocker)
> pare off one of the PRs and make it an all-goon scumteam
In post 27, fferyllt wrote:In normal games, once parity is achieved or nothing can prevent parity, the game is over. I read a rationale on the ms wiki a long time ago, but I'm not sure if it's withstood all the edits over the years. Once parity is achieved, the mafia simply overwhelms town with superior firepower.
If a 3p lylo were to end with the last mafia player and the jailkeeper alive at the lynch, the game would end with a mafia win.
So unless I'm misunderstanding something, that would make the scum win condition I wanted to use not normal. Is it possible to use this win condition for scum regardless, as long as it's made explicit at game start, or for the sake of normalcy should I just conform on this?
The latter, please.
Posted: Tue Aug 30, 2016 8:37 am
by Cephrir
I'd be cool with a mini-roleblocker or full rolecop. Cop-deputy is quite strong.
Posted: Tue Aug 30, 2016 8:45 am
by podoboq
In post 31, Cephrir wrote:I'd be cool with a mini-roleblocker or full rolecop. Cop-deputy is quite strong.
One-shot Mafia Jailkeeper? Two-shot? Something different entirely?
Posted: Tue Aug 30, 2016 9:00 am
by fferyllt
No, I think you need to keep the full jailkeeper if you have cop plus deputy.
upping the neopolitan to a full rolecop sounds good to me.
Posted: Tue Aug 30, 2016 9:14 am
by podoboq
In post 33, fferyllt wrote:No, I think you need to keep the full jailkeeper if you have cop plus deputy.
upping the neopolitan to a full rolecop sounds good to me.
I was talking about upgrading a Mafia Goon into a 1-shot Mafia Jailkeeper (or similar).
Posted: Tue Aug 30, 2016 5:58 pm
by fferyllt
I'm confused. You had a full mafia jailkeeper, I thought. With a full cop and a deputy I think mafia need that.
Posted: Tue Aug 30, 2016 6:15 pm
by podoboq
Ah, sorry for the confusion. We were moving forward from this setup.
In post 21, podoboq wrote:Alright, so right now we're looking at the setup as 4x Vanilla Townie, 2x Ascetic Townie, 1x Town Tracker, 1x Town Jailkeeper, 1x Town Cop, 1x Town Deputy, 2x Mafia Goon, and 1x Mafia Neapolitan.
You're saying that upgrading a mafia goon back into a full jailkeeper would be good for you?
Posted: Tue Aug 30, 2016 7:21 pm
by Antihero
full jailkeeper's too much
either partial roleblocker (even-night or 2-shot) or a full rolecop as a substitute for the neapolitan would be my advise
Posted: Wed Aug 31, 2016 4:31 am
by podoboq
Upgrading a goon. Also, updated win condition.
Posted: Wed Aug 31, 2016 4:33 am
by podoboq
Also, quick question about mafia's night actions. Can a player use more than one action at night? For example, could the roleblocker use their roleblock ability and also commit the factional kill in the same night?
Posted: Wed Aug 31, 2016 4:35 am
by Antihero
In post 39, podoboq wrote:Also, quick question about mafia's night actions. Can a player use more than one action at night? For example, could the roleblocker use their roleblock ability and also commit the factional kill in the same night?
usually, yes but this is the mod's call
regardless you should say this somewhere in the thread
Posted: Wed Aug 31, 2016 4:35 am
by Antihero
In post 38, podoboq wrote:
Upgrading a goon. Also, updated win condition.
In post 39, podoboq wrote:Also, quick question about mafia's night actions. Can a player use more than one action at night? For example, could the roleblocker use their roleblock ability and also commit the factional kill in the same night?
usually, yes but this is the mod's call
regardless you should say this somewhere in the thread
the rules would be good!
Posted: Wed Aug 31, 2016 4:58 am
by Cephrir
also we should still have two goons i'm not sure how we got to zero
2 shot rb goon goon
Posted: Wed Aug 31, 2016 5:30 am
by podoboq
In post 43, Cephrir wrote:also we should still have two goons i'm not sure how we got to zero
2 shot rb goon goon
Sorry, that was a typo in that role PM. Scum team should be Goon, Neapolitan, 2-shot RB.
Posted: Wed Aug 31, 2016 5:33 am
by podoboq
4x
Vanilla Townie
, 2x
Ascetic Townie
, 1x
Town Tracker
, 1x
Town Jailkeeper
, 1x
Town Cop
, 1x
Town Deputy
, 1x
Mafia Goon
, 1x
Mafia Neapolitan
, 1x
Mafia Roleblocker
.
Posted: Wed Aug 31, 2016 6:37 am
by Cephrir
ok but i thought we were turning the neapolitan into an rb
Posted: Wed Aug 31, 2016 6:38 am
by Cephrir
maybe that's us going overboard but i am pretty sure that was where we were at
Posted: Wed Aug 31, 2016 6:57 am
by podoboq
In post 46, Cephrir wrote:ok but i thought we were turning the neapolitan into an rb
I might have been misunderstanding antihero. I thought he was suggesting the addition of a limited roleblocker, or the substitution of a role cop for Neapolitan.