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Posted: Mon Oct 13, 2014 7:10 am
by BBmolla
Let me put it this way, I like wierd shit like Treestump Lyncher and Compulsive Bodygaurd Survivor, but I think cults are unfun and just frustrating.

Posted: Mon Oct 13, 2014 7:14 am
by wgeurts
BBmolla wrote:Let me put it this way, I like wierd shit like Treestump Lyncher and Compulsive Bodygaurd Survivor, but I think cults are unfun and just frustrating.

But there are no cults :neutral:
Look at the zombie role, it's not a cult with another name. The abilities and balance are completely different.
I'm getting the inpression people see zombie recruits (very differently to cult) and are like; "oooh, cult like thing. Rejected."
The zombie is not a cult rapped up in a new shiny coat. The mechanics are completely different, it's like comparing a tracker to a cop and saying their the same.

Posted: Mon Oct 13, 2014 7:27 am
by BBmolla
Does being a zombie change the player's alignment/win condition?
If yes, it's cult.
If no, does Zombie fullfilling his win condition end the game? And are players aware they are infected?

Posted: Mon Oct 13, 2014 7:39 am
by wgeurts
Zombie Role Description
Abilities:

  • Visits one person each night, that player is given the infected role modifier. (See Infected Role Modifier.)
  • Ability is blocked if the visited person is being protected by a doctor.
  • If visited by a doctor the zombie dies.
  • If he visits a cult member the zombie dies.
  • Member of the "Zombie" faction (See Zombie Faction.)


Infected Role-Modifier
  • A person with the "infected" role modifier becomes a zombie the 2nd day after being infected.
  • The role-modifier is removed if visited by a doctor.
  • Players aren't informed of being infected.


Zombie Faction
  • Wins if everyone in the game is infected or a zombie.
  • Don't have a Private Topic.
  • Members of the faction don't know the other members. (So if you are converted to a zombie you aren't informed who the other zombies are.)
  • If zombies win the game ends, (as everyone is then infected there is no point in playing on. Unlike the cult they don't need majority; they need all players to be infected or zombie.)

Posted: Mon Oct 13, 2014 8:42 am
by BBmolla
Right, so a cult.

Posted: Mon Oct 13, 2014 5:07 pm
by wgeurts
BBmolla wrote:Right, so a cult.

A very dis-advantages cult if you're going to label it as cult. :)

Posted: Mon Oct 13, 2014 5:24 pm
by quadz08
Still a cult

Posted: Mon Oct 13, 2014 6:00 pm
by wgeurts
quadz08 wrote:Still a cult

Whatever floats your boat :)
I'm interested still to see how the zombie works in practice, it would play very differently to the vanilla cult.

Posted: Tue Oct 14, 2014 7:10 am
by wgeurts
Mutiny Mafia
2 Mafia Goons

Jail-keeper
6 VT's

Mafia Betrayer
Town Betrayer

  • Special Roles:

  • Mafia Betrayer:

    Wins if (s)he and the Town Betrayer consist of half the players remaining. Dies if the Town Betrayer dies. Doesn't win with mafia. Shares PT with Town Betrayer.
  • Town Betrayer:

    Wins if (s)he and the Mafia Betrayer consist of half the players remaining. Dies if the Town Betrayer Dies. Doesn't win with the town. Shares PT with Mafia Betrayer.

Non-Zombie Setup, yay!

Posted: Tue Oct 14, 2014 8:29 am
by ika
mafia hits the betrayer and and instant lylo

no

Posted: Tue Oct 14, 2014 8:31 am
by wgeurts
ika wrote:mafia hits the betrayer and and instant lylo

no

Tips to fix this?
Possibly bullet-proof town betrayer?
Or more VT's/PR's?

Posted: Tue Oct 14, 2014 8:35 am
by wgeurts
Mabye 1 less goon, this would mean that the real goon knows that his partner is a betrayer. However he could 't just claim that as the town would then know he's scum. He would have to try and kill his partner through lynch without it being too obvious.

Posted: Tue Oct 14, 2014 8:41 am
by BBmolla
Why are the betrayers "Town Betrayer" and "Mafia Betrayer" when they have nothing to do with Town or Mafia?

Betrayers are just Werewolf Lovers who win as they make up half the town even if Mafia are alive am I correct

Posted: Tue Oct 14, 2014 8:44 am
by BBmolla
wgeurts wrote:Mabye 1 less goon, this would mean that the real goon knows that his partner is a betrayer. However he could 't just claim that as the town would then know he's scum. He would have to try and kill his partner through lynch without it being too obvious.

Okay so when the Mafia Betrayer is being lynched, why doesn't he just say "X and Y are the mafia, gg"? His faction has lost, might as well fuck over mafia too.

Posted: Tue Oct 14, 2014 9:10 am
by Kaiveran
wgeurts, with all due respect, you aren't ready to design setups yet, especially no. I recommend that you stop spamming this thread and start doing your time and actually playing some games; I especially recommend starting the Theme queue, as analyzing those kinds of games post-facto will give you more of a sense of how complex games/mechanics are balanced. You should also read the wiki more.

Cult/Zombies/Betrays, however, are just too frustrating to deal with and hard to balance in any game. The only Cults I've seen that don't break the game in two are Cult Mentors.

Posted: Tue Oct 14, 2014 9:12 am
by Kaiveran
Bahaha that reminds me

I ran this one off-site game where I now realize there were essentially two cults with limited recruits trying to kill each other.

Each could have only three disciples and they could attack the other at any time; if they equaled or outnumbered the other Cult they would kill them all, otherwise they would all die themselves

It was fun to watch as the mod, at least

Posted: Thu Oct 16, 2014 9:46 am
by theslimer3
Marathon/Skype:

2 survivors, 6 compulsive lynchers.
Whoever hammers a compulsive lyncher is also killed.

Winner when the ratio is 2:2 (survivors) or #:0 (lynchers)

I really want to see this game go through

Posted: Thu Oct 16, 2014 10:23 am
by BBmolla
That's not mafia.

A lynch would never ever go through also.

Posted: Thu Oct 16, 2014 10:36 am
by theslimer3
If someone wants to win they would. And most marathon games consist of the same typical quick lunch fashion anyway

Posted: Thu Oct 16, 2014 11:09 am
by quadz08
no, slimer

they wouldn't

because you lose by hammering in literally every situation

Posted: Fri Oct 17, 2014 6:08 am
by wgeurts
I just sorted the whole open setups page on the wiki as it was.... A mess.
For the sake of my sanity please let it never get messed up again.

What I ChangedEverything is now sorted and quick to access. There is now a new area for new setups so the approved setups don't get mixed with the "lesser ones".
Please have a look :D

http://wiki.mafiascum.net/index.php?tit ... pen_Setups

Posted: Fri Oct 17, 2014 6:51 am
by quadz08
Brief concern - you've made some size distinctions, and referred to 10-13 player setups as "normal," rather than "mini." I'm not familiar enough with wiki stuff to change that, but those two terms have very distinct and important definitions here.

Posted: Fri Oct 17, 2014 6:52 am
by quadz08
Large (14+) / Mini (13 or less) / Micro (9 or less) are the three different sizes used, for clarification.

Posted: Fri Oct 17, 2014 6:54 am
by wgeurts
quadz08 wrote:Large (14+) / Mini (13 or less) / Micro (9 or less) are the three different sizes used, for clarification.

I'll fix that.
Edit: Darn that will take a lot of work. I tries to organise it using exsisting directories so it was somebody elses mistake. I'll do it when I feel motivated.

Posted: Fri Oct 17, 2014 7:23 am
by quadz08
Thanks, wgeurts. It's much appreciated. :)