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Author Topic: [DISCUSSION] Mafia Gametypes: Hash 'em out here!  (Read 144690 times)

Leafsnail

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1335 on: July 02, 2013, 08:43:35 pm »

To clarify, you have to put in at least 1 point into any action to have it work.
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Griffionday

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1336 on: July 02, 2013, 08:56:49 pm »

Hmm... what happens at lylo?
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Leafsnail

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1337 on: July 02, 2013, 09:00:36 pm »

Every day is lylo.  But the rules don't really change.  I'd want to make sure there are an odd number of players to start with, so that the game would get down to 3 players going into a night if it gets that far.  At that point, it's basically a battle to see which of the three players will make a kill.  The person who makes the kill out of those three players will win, as there's no way for the remaining player to lynch them.
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Griffionday

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1338 on: July 02, 2013, 09:18:17 pm »

So it's a night start then?  That makes sense actually.
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Leafsnail

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1339 on: July 02, 2013, 09:27:50 pm »

I might give the players a 48 hour "chat phase" before the first night, but yeah without a night phase there's no culprit to lynch.

Also I keep thinking about whether the reward for Training should be higher, considering how hard it is to think long term in a game which could end any day.
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Griffionday

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1340 on: July 02, 2013, 10:15:11 pm »

And will last at most 4 days; totaling up to 133 max going into the final night.

So it would break lylo, but not be useful otherwise.
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Dariush

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1341 on: July 03, 2013, 02:39:11 am »

Train action seems rather underpowered. I would like it way more if it gave Z/5, or even Z/4 in future. Also, I don't like how investigate gives everyone pretty much the same results (assuming putting identical number of points). Also also, what exactly prevents everyone from just killing their target with 100 on the first night?

Leafsnail

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1342 on: July 03, 2013, 04:15:42 am »

If you kill someone with 100 then you have almost no chance of getting away with it, due to track/investigate.  Thus while you'll probably win the bid you'll lose the game.  Train of Z/4 could work.

Investigate could be a watcher type action but that seems like it'd be pretty weak.
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Dariush

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1343 on: July 03, 2013, 06:08:34 am »

Investigate could be a watcher type action but that seems like it'd be pretty weak.
Then allow investigate multi-targeting (5 points on this guy, 10 on that...).

Leafsnail

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1344 on: July 03, 2013, 05:55:44 pm »

I guess it could be a single target watcher type action that finds all 100-3X and above actions on the guy.
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ToonyMan

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1345 on: July 03, 2013, 11:01:10 pm »

I would totally play Dangan Ronpa mafia.
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Shinigami_King

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1346 on: July 04, 2013, 10:04:17 pm »

I'm not sure whether to post here or in the games threshold but I wanted to ask. If I write up a semi B-mod mafia game, could I get someone to help me balance it. It would be my first time and I would hate to do something stupid. If you helped, you would of course not be able to play though :\

I am thinking of an arcana or tarot mafia.
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dakarian

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1347 on: July 05, 2013, 12:16:20 am »

Well, I'm a bit rusty but I'll gladly put my 2 cents in. 
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Quote from: Dakarian
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dakarian

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1348 on: July 05, 2013, 02:01:46 am »

@leafsnail

Just ran a test run of 2 rounds with 11 players making  random.org choices(random choice of targets, random action, random points used with a goal of all points eventually used each night)  didn't bother letting them train since, honestly, I don't think we really need a 'train' option.  It showing to be rather complicated and doesn't really add anything.  100 points for everyone is fine.

First off, wow, I thought that Block would be too tricky to use but,jeesh, even with 11 people  4 out of the 6 kill attempts were blocked.  That was with me messing up and only doing 1Y blocking power, though that was more than enough to effectively stop someone (the only kills that went through were people not targetted by blocks)

What was hard to make useful, though, is track.  I ended up with a lot of people who saw folks who made kill attempts but without knowing who they targetted.  Include the fact that everyone missed the actual killer, it would guarantee a mislynch. 

OTOH, In both of the rounds, someone ended up doing a high action Invesigate and flat out found out who made the kill. 

As such, with my horribly set up testing ground, I state this:

Kill and block are overall well set up.  I was wondering why wouldn't everyone just dump 1-5 points in a kill until I saw 3 kill attempts and realized the 'largest points pass' rule.  Turns the thing into a sort of Price is Right game.

Track seems under powered.  Either you push it HARD and hope you hit the right person or you get what is sure to be a false positive.  Perhaps have it so that, for every skill they do that's 100-3X you get to see the target but not the action (i.e. if I 30 tracked litia, 21 killed dakarian, and 5 blocked Vector and you Tracked me for 7, you will see that I went to Litia and Dakarian's place).  100-X = you also see the action. If you did something to someone twice, you see it twice (went to Litia's house ten went back again)

Investigate: The 3X version (see non-kill actions) is too weak as is, but can be useful with the Tracking change, since if you saw I went to Litia's place and Litai died, the Investigator can find out that I did a non-kill action on Litia.  The X version too strong as it's basically a "Kill that guy, NOW" button.  You have the day game but that's essentually trying to WIFOM vs a Cop result.  Perhaps have it so that, regardless of if someone dies, you see every person who killed with a 100-A or more point kill (you invesigate for 50, I tried to kill for 30, Litia used 70 points, Vector used 50 points and we all failed, you see that Litia and vector had made kill attempts). 

That turns Investigate into both a tool to weed out suspects on the weaker versoin and find new suspects in the stronger version.  An Investigate+track would be needed to make a sure fire spot on a killer

and again, don't think Train is needed at all.  Already enough in the game to make it interesting without it.

Overall, looks very crazy-go-fun.
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Quote from: Dakarian
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Dariush

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Re: [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« Reply #1349 on: July 05, 2013, 03:23:58 am »

I still think Investigate should be changed to manual multi-target. <_<
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