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Posted: Fri Sep 12, 2014 7:27 am
by Wake1
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.

Posted: Fri Sep 12, 2014 8:33 am
by ika
Wake1 wrote:
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.

Posted: Fri Sep 12, 2014 1:22 pm
by BBmolla
Mass Paranoia


21 Players

3 Mafia 1-shot PGOs

3 Werewolf 1-shot PGOs

15 Town 1-shot PGOs


  • Daystart
  • The PGO ability does not passively activate. The PGO ability can be used on one night of the players choosing.
  • All who use a PGO ability in the same night join a neighborhood together. This neighborhood has daytalk and will exist for the rest of the game.
  • Mafia are bulletproof to Werewolf kills and Werewolves are bulletproof to Mafia kills. However, if a Mafia activates PGO and a Werewolf tries to kill him, the Werewolf dies. This works the other way around too.
  • 1:1:1 situations automatically no lynch.
  • Scum have daytalk.


k done. You could potentially add a vig too probably. Or some other power role.

Posted: Fri Sep 12, 2014 1:50 pm
by BBmolla
I kind of want to test this now

Posted: Fri Sep 12, 2014 2:27 pm
by House
Wake1 wrote:
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.

Posted: Fri Sep 12, 2014 3:33 pm
by Wake1
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. :mrgreen:

Posted: Fri Sep 12, 2014 5:27 pm
by House
Wake1 wrote:
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


wtf man, is this place ran by the government? :lol:

Posted: Fri Sep 12, 2014 5:31 pm
by ika
BBmolla wrote:
Mass Paranoia


21 Players

3 Mafia 1-shot PGOs

3 Werewolf 1-shot PGOs

15 Town 1-shot PGOs


  • Daystart
  • The PGO ability does not passively activate. The PGO ability can be used on one night of the players choosing.
  • All who use a PGO ability in the same night join a neighborhood together. This neighborhood has daytalk and will exist for the rest of the game.
  • Mafia are bulletproof to Werewolf kills and Werewolves are bulletproof to Mafia kills. However, if a Mafia activates PGO and a Werewolf tries to kill him, the Werewolf dies. This works the other way around too.
  • 1:1:1 situations automatically no lynch.
  • Scum have daytalk.


k done. You could potentially add a vig too probably. Or some other power role.


i would add in options ot have mafia/WW to opt for no-kills

troll: in b4 everyone activates n1


House wrote:
Wake1 wrote:
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


wtf man, is this place ran by the government? :lol:


not really, the stie just has an organized system

Posted: Fri Sep 12, 2014 5:33 pm
by House
ika wrote:

not really, the stie just has an organized system


Most bureaucracies are... they're so organized that nothing gets accomplished! :mrgreen:

Posted: Fri Sep 12, 2014 5:34 pm
by House
(by the way... you can't take me seriously. It'll do your head in)

Posted: Fri Sep 12, 2014 5:44 pm
by ika
House wrote:
ika wrote:

not really, the stie just has an organized system


Most bureaucracies are... they're so organized that nothing gets accomplished! :mrgreen:


a lot gets accomplished actualy, its a huge dleay so they dont have burnouts of 500 games of flakers.

House wrote:(by the way... you can't take me seriously. It'll do your head in)


who said i was?

Posted: Fri Sep 12, 2014 5:50 pm
by House
ika wrote:
House wrote:
ika wrote:

not really, the stie just has an organized system


Most bureaucracies are... they're so organized that nothing gets accomplished! :mrgreen:


a lot gets accomplished actualy, its a huge dleay so they dont have burnouts of 500 games of flakers.

Yeah but burnouts can be good when the area is overgrown with vegetation.

Bazinga!

ika wrote:
House wrote:(by the way... you can't take me seriously. It'll do your head in)


who said i was?


Who said anybody said anyone was?

Posted: Sun Sep 14, 2014 1:58 pm
by callforjudgement
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.

Posted: Sun Sep 14, 2014 2:23 pm
by Wake1
I agree with Call.

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.

Posted: Sun Sep 14, 2014 3:32 pm
by House
Idk about phpbb, but on Xenforo & IP.Board sites, I would prefer multi-user PM's over a third-party thread.

Keeping everything on-site is easier to track, especially with notifications to alert you of new content.

Posted: Sun Sep 14, 2014 3:57 pm
by reinoe
I hope "HOUSE" isn't a Wake alt.

Posted: Sun Sep 14, 2014 4:05 pm
by Wake1
Hey, House. It's happening here, too. :D

Posted: Sun Sep 14, 2014 4:19 pm
by SilverWolf
Nope, they are definitely two different people. I should know. I post with them on another site. They are not the same person.

Posted: Sun Sep 14, 2014 4:20 pm
by Wake1
Mafiascum needs a 'Like' function. :)

Posted: Sun Sep 14, 2014 4:22 pm
by SilverWolf
I know, right? LOL

Posted: Sun Sep 14, 2014 5:11 pm
by House
Wake1 wrote:Hey, House. It's happening here, too. :D


lol, ikr?

Posted: Sun Sep 14, 2014 5:12 pm
by House
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) ;)

Posted: Mon Sep 15, 2014 3:24 am
by SilverWolf
House wrote:
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.

Posted: Mon Sep 15, 2014 6:05 pm
by LlamaFluff
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.

Posted: Mon Sep 15, 2014 9:17 pm
by BBmolla
That's a cool setup, who made it? And has it been played yet?