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Posted: Tue Jan 15, 2013 10:11 am
by callforjudgement
I'd setup review / co-mod it for you. (Advance Wars 1 specifically, or the series in general? I could do either.)
Posted: Tue Jan 15, 2013 10:12 am
by Bitmap
↑ callforjudgement wrote:I'd setup review / co-mod it for you. (Advance Wars 1 specifically, or the series in general? I could do either.)
Advance Wars 1, 2 and Dual Strike most likely. Days of Ruin will not be in it. I'm interested in adding a CO power element to the game which might get tricky.
Posted: Tue Jan 15, 2013 10:19 am
by Bitmap
Man, I love you guys. Barely any of my friends ever played Advance Wars.
Posted: Tue Jan 15, 2013 10:28 am
by Maestro
↑ Bitmap wrote: ↑ callforjudgement wrote:I'd setup review / co-mod it for you. (Advance Wars 1 specifically, or the series in general? I could do either.)
Advance Wars 1, 2 and Dual Strike most likely. Days of Ruin will not be in it. I'm interested in adding a
CO power element
to the game which might get tricky.
Cooooooooool.
Have them wait longer to rack up stars and use a specified Super Power instead of their Normal Power?
Posted: Tue Jan 15, 2013 11:44 am
by Bitmap
↑ Maestro wrote: ↑ Bitmap wrote: ↑ callforjudgement wrote:I'd setup review / co-mod it for you. (Advance Wars 1 specifically, or the series in general? I could do either.)
Advance Wars 1, 2 and Dual Strike most likely. Days of Ruin will not be in it. I'm interested in adding a
CO power element
to the game which might get tricky.
Cooooooooool.
Have them wait longer to rack up stars and use a specified Super Power instead of their Normal Power?
Yup.
Posted: Tue Jan 15, 2013 11:50 am
by implosion
Bitmap: just fyi, AlmasterGM modded a couple advance wars games a while ago - you might want to look at them. Not that you shouldn't mod more, just letting you know.
Posted: Tue Jan 15, 2013 12:26 pm
by Bitmap
↑ implosion wrote:Bitmap: just fyi, AlmasterGM modded a couple advance wars games a while ago - you might want to look at them. Not that you shouldn't mod more, just letting you know.
I just took a look. Thanks for pointing this out.
Posted: Tue Jan 15, 2013 2:08 pm
by Konowa
Would people be interested in a game based on The Black Company, series by Glen Cook.
Posted: Tue Jan 15, 2013 4:16 pm
by Maestro
Thanks for the suggested reading!
Posted: Wed Jan 16, 2013 2:26 am
by Mr. Flay
About "time" for another Time Travel incursion, wouldn't you say??
Posted: Wed Jan 16, 2013 4:18 am
by jmj3000
Would anyone be interested in a Sega Mafia? Something kind of like my
Nintendo Mafia with a few changes thrown in.
Posted: Wed Jan 16, 2013 2:14 pm
by Mute
I've an idea, but it's sheer thought at this point. It'd be a mini theme game, where the mafia wouldn't initially know their teammates, but throughout the game would be given hints as to who their partners in crime are. Also, within that same game, two other things: 1) there would be X+y number of roles to X players, and each player would select from one of those roles (i.e. player 1 picks #a, and players 2 and 3 pick #b (player 2 would get role b, player 3 gets notified of their choice being taken and of the role numbers currently available); but not until every role is selected by the players they would not be aware of their role/alignment until every role is chosen and role PM's are sent), and 2) before the game proper begins, each player pairs up neighbor-style with a player of their choice.
Too farfetched/flawed?
Posted: Wed Jan 16, 2013 2:29 pm
by Mitillos
@Mute: 1) Scum not knowing their allies would make it likely that they'd either scumhunt them and possibly get them lynched, or get too scared to scumhunt, in case that happens, and be obvscum. 2) If roles are chosen that way, player 3 will know that role #b is in the setup and also possibly that either 1 or 2 have it, giving him information that others don't have, going in. Also, would you restrict this in two lists? One role list for town and one for mafia? Otherwise, how would it work?
EDIT: Also, for the neighbouring thing, if everyone neighbours someone, that's potentially n neighbourhoods, of 2 players each. And what if 5 people pick the same neighbour? He'd have to keep track of 5 different QTs, 6 if he's also scum.
Posted: Wed Jan 16, 2013 3:41 pm
by Mute
↑ Mitillos wrote:@Mute: 1) Scum not knowing their allies would make it likely that they'd either scumhunt them and possibly get them lynched, or get too scared to scumhunt, in case that happens, and be obvscum. 2) If roles are chosen that way, player 3 will know that role #b is in the setup and also possibly that either 1 or 2 have it, giving him information that others don't have, going in. Also, would you restrict this in two lists? One role list for town and one for mafia? Otherwise, how would it work?
EDIT: Also, for the neighbouring thing, if everyone neighbours someone, that's potentially n neighbourhoods, of 2 players each. And what if 5 people pick the same neighbour? He'd have to keep track of 5 different QTs, 6 if he's also scum.
with the role selection thing:
That isn't actually the case. Say out of, iuno, 12 people, there would be 15 possible roles to pick from. Of those 12, two pick the same number, and three pick the same number for another number. Of the groups, whomever picks their number first, that is whomever's PM I receive first, gets that role. In either scenario, they would only be aware that their choice was all ready taken, and the list of numbers left open. They would not be told whom requested the role before them, nor what the role actually is; only I would. No one would know their roles until everyone has chosen one, and once they actually receive their role PM's.
Then, as for the diversity between mafia roles and town roles, this is where the X+y total of roles for X players comes into play. At a minimum, there would need to be 2-5, or 2-6 mafia roles to choose from, with the hopes that at least 2-4 are taken by the players. If the situation where the players that pick the mafia roles number too low, then a VT role could be changed to a goon role for the sake of balance, before the player is given the role proper.
For the mafia not knowing who their teammates are:
They wouldn't within their role PM's know who their teammates are, but would get a secondary or passive ability to look for their teammates that wouldn't affect their identities being revealed to everyone else. One idea that comes to mind is the mafia members all being given a segment to a phrase, and when combined, formed a code word, where the object is to get them to form the phrase, in effect finding their partners on their own.
I admit it's broken and in all likelihood wouldn't work, but trying to toy with the notion that the mafia does not immediately know who their scummates are but instead having to work to find them, appeals to me.
For the neighboring thing:
Still working that out. The initial ideas was that, say two mafia member neighbor each other. They'd no longer need to track down one (or more) of their teammates during the game, and would be notified that they neighbored with a scummate. As far as too many neighbors? The request to neighbor would be sent from Player A to Player B through me, and Player A would have the choice to decline the neighboring if they want, or to accept it. All of this, as well as everything else posted thus far within these two posts, would take place all before the game even starts, so during N0 phase of the game.
Posted: Wed Jan 16, 2013 3:52 pm
by Mitillos
@Mute: Oh, I thought you meant the roles would be known beforehand, instead of just being numbers. Eh, I'm not sure how that's better than just randomising.
As for the phrase thing, wouldn't that make it more likely they'd be spotted by town, particularly after one of them flips and everyone goes back and ISOs them? Incidentally, I was mafia in a game and didn't know who my partner was, until after N1. So, it's not an impossible mechanic. But it seems very hard to pull off.
Well, I gave my comments. Hopefully someone with more experience can help polish the idea.
Posted: Wed Jan 16, 2013 4:00 pm
by Mute
Well, the role thing plays into the flavor, in that the players are entered into a sort of social experiment unaware of their roles in the experiment.
But I do thank you for your input. Definitely will help.
Posted: Fri Jan 18, 2013 12:39 pm
by Maestro
Downton Abbey Mafia ever been run? Is there interest?
Posted: Fri Jan 18, 2013 2:28 pm
by zoraster
i think that could be pretty great if you did it with a mechanic that matched. upstairs/downstairs mechanic. let's talk.
Posted: Fri Jan 18, 2013 2:29 pm
by GreyICE
↑ Bitmap wrote: ↑ callforjudgement wrote:I'd setup review / co-mod it for you. (Advance Wars 1 specifically, or the series in general? I could do either.)
Advance Wars 1, 2 and Dual Strike most likely. Days of Ruin will not be in it. I'm interested in adding a CO power element to the game which might get tricky.
look up the amazing games AlmasterGM ran for some inspiration
Posted: Fri Jan 18, 2013 6:28 pm
by Bitmap
↑ GreyICE wrote: ↑ Bitmap wrote: ↑ callforjudgement wrote:I'd setup review / co-mod it for you. (Advance Wars 1 specifically, or the series in general? I could do either.)
Advance Wars 1, 2 and Dual Strike most likely. Days of Ruin will not be in it. I'm interested in adding a CO power element to the game which might get tricky.
look up the amazing games AlmasterGM ran for some inspiration
Already did but thanks.
Posted: Fri Jan 18, 2013 7:12 pm
by GreyICE
hah I should have read lower
just enjoyed that one game
good mechanic
really time intensive though
Posted: Fri Jan 18, 2013 7:20 pm
by Bitmap
↑ GreyICE wrote:hah I should have read lower
just enjoyed that one game
good mechanic
really time intensive though
I was thinking of taking it and building on it implementing a more Advance Wars feel by adding a "city" element. And you played Advance Wars?
Posted: Sat Jan 19, 2013 7:06 am
by Venmar
↑ Venmar wrote:If anyone is interested in it, I will and would work on a Crash Bandicoot game in the near future, probably in the Large Theme queue.
- Going to assume the lack of feedback means no? I would really like to do this idea since i love the series, but I wont if there's no interest.
Posted: Sat Jan 19, 2013 7:43 am
by Ser Arthur Dayne
Wait I love Crash Bandicoot.
Posted: Sat Jan 19, 2013 11:18 am
by Faraday
↑ Venmar wrote: ↑ Venmar wrote:If anyone is interested in it, I will and would work on a Crash Bandicoot game in the near future, probably in the Large Theme queue.
- Going to assume the lack of feedback means no? I would really like to do this idea since i love the series, but I wont if there's no interest.
I wouldn't assume a lot from feedback in this queue anyway, a lot of players don't really read it.