The main problem with any alignment switching games:
It's so confusing and it starts getting less "read-based" and more luck based.
Anyways this game is still swingy as hell.
Posted: Sun Oct 12, 2014 6:44 pm
by wgeurts
This would be a zombie/mafia version.
Removed the cult here to balance stuff out, once again at the start of every day the mod must post a zombie count. (Aka how many zombie in game.)
The town wins by killing all mafia, not only the zombies.
Posted: Sun Oct 12, 2014 6:54 pm
by ika
no.
your still adding in alignment changing and traitor is to be scum from start, none of the zombie setups are ment for opens. do them in theme/micro
your still adding in alignment changing and traitor is to be scum from start, none of the zombie setups are ment for opens. do them in theme/micro
Why is alignment changing such a no-no?
I could see with the cult so I removed them however now the zombie faction would make for a very interesting game. There are 2 doctors and 1 asceticizer which makes it hard for the zombies so they aren't to overpowered.
Posted: Sun Oct 12, 2014 7:33 pm
by Cheery Dog
↑wgeurts wrote:Why is alignment changing such a no-no?
Do you like having your win condition change half-way though a game?
If you somehow do, can you please explain how you manage to do that with a day phases of 2 weeks of each alignment?
and other people having theirs changed as well.
↑wgeurts wrote:Why is alignment changing such a no-no?
Do you like having your win condition change half-way though a game?
If you somehow do, can you please explain how you manage to do that with a day phases of 2 weeks of each alignment?
and other people having theirs changed as well.
addin in to this, what happens if zombie gets lynched day 1? now we have 3v9 (after nk) and leaves then with 2 myslynches beofre they gain majority
and does it affect scums? how would that resolve? what happens when all scums get zombied? no more nk then. then they can just go "hey no lynch lets all be converted and we all win"
your still adding in alignment changing and traitor is to be scum from start, none of the zombie setups are ment for opens. do them in theme/micro
Why is alignment changing such a no-no?
I could see with the cult so I removed them however now the zombie faction would make for a very interesting game. There are 2 doctors and 1 asceticizer which makes it hard for the zombies so they aren't to overpowered.
Imagine you're playing Chess. You're black pieces, he's white pieces. You've managed to completely dominate the enemy and you're about the checkmate the King.
Then the other player turns the board around. You are now white and he's black.
your still adding in alignment changing and traitor is to be scum from start, none of the zombie setups are ment for opens. do them in theme/micro
Why is alignment changing such a no-no?
I could see with the cult so I removed them however now the zombie faction would make for a very interesting game. There are 2 doctors and 1 asceticizer which makes it hard for the zombies so they aren't to overpowered.
Imagine you're playing Chess. You're black pieces, he's white pieces. You've managed to completely dominate the enemy and you're about the checkmate the King.
Then the other player turns the board around. You are now white and he's black.
Is that fun
However, how would that happen in this setup?
Posted: Mon Oct 13, 2014 12:40 am
by Cheery Dog
Town dominates Mafia, the remainder then becomes mostly zombies.
You may have people that can withstand the infection/save infection, but overall it's still a cult game, where everyone is a cult leader with delays.
Posted: Mon Oct 13, 2014 2:36 am
by wgeurts
↑Cheery Dog wrote:Town dominates Mafia, the remainder then becomes mostly zombies.
You may have people that can withstand the infection/save infection, but overall it's still a cult game, where everyone is a cult leader with delays.
Any thoughts on how I could balance the town/scum situation?
The people eventualy surviving the zombie plague is the whole point of the setup, however apl these "cult-leaders" don't know who the other zombies are and have no PT together, the zombies will therefore be rather unorganised.
Posted: Mon Oct 13, 2014 2:41 am
by quadz08
If the whole point of your setup is "people will change alignments," then it's practically guaranteed to be an unfun setup in practice.
Posted: Mon Oct 13, 2014 2:47 am
by wgeurts
↑quadz08 wrote:If the whole point of your setup is "people will change alignments," then it's practically guaranteed to be an unfun setup in practice.
Well, it's not made that Zombie has the only chance of victory. However they are there and therefore people will be converted. To counter this there are roles that block/cure/kill the zombies/infected. It's a setup built around the zombie, not zombie being an extra.
Posted: Mon Oct 13, 2014 2:49 am
by wgeurts
↑quadz08 wrote:If the whole point of your setup is "people will change alignments," then it's practically guaranteed to be an unfun setup in practice.
Also, are there games like this that have ever been run?
What were the reactions to this?
Everybody seems to frown on aligment changing however IMO it isn't too bad if there isn't too much of it. If people were to join a game knowing there are alignment changes they should be fine with it.
This is exeptional, the zombie can infect someone and that player will only convert after the next night (So if infected Night 1 you'd convert to zombie Day 3.). This also means that doctors have 2 chances to uninfect you (If doc chooses same player as zombie or the night before conversion.).
The more zombies there are the more likely zombies will visit zombies and docs will kill zombies.
Posted: Mon Oct 13, 2014 4:09 am
by OkaPoka
The thing is: a lot of people on this site hate alignment switching.
If you want to run that setup it is going to need a couple disclaimers. It is basically impossible to balance a game with alignment switching due to all the possibilities.
Posted: Mon Oct 13, 2014 4:10 am
by wgeurts
Also, the town wins by killing all the mafia, the zombies therefore will try to stall that as much as they can to stop the town from winning. This would lead to possible read chances.
Posted: Mon Oct 13, 2014 4:13 am
by wgeurts
↑OkaPoka wrote:The thing is: a lot of people on this site hate alignment switching.
If you want to run that setup it is going to need a couple disclaimers. It is basically impossible to balance a game with alignment switching due to all the possibilities.
That's why I've tried to balance it as much as you can. If you're going to have a third recruiting faction you shouldn't nerf them beyond win chance.
Posted: Mon Oct 13, 2014 4:14 am
by OkaPoka
you should just not have a third party recruiting team.
Posted: Mon Oct 13, 2014 4:16 am
by wgeurts
↑OkaPoka wrote:you should just not have a third party recruiting team.
Bleh, once I'm able to mod I may try it on a theme game to see how it runs.