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Mod Note: The cop's sanity is determined by whether or not the doctor is protecting him. If he's not being protected, his investigation is sane. If he is being protected, his investigation turns up paranoid.
The number of normal townies is this game is variable, but I think the basic concept can work.
Mod Note: The cop's sanity is determined by whether or not the doctor is protecting him. If he's not being protected, his investigation is sane. If he is being protected, his investigation turns up paranoid.
The number of normal townies is this game is variable, but I think the basic concept can work.
Post
Post #69 (isolation #4) » Wed Feb 04, 2009 11:26 am
Postby Caboose »
I would like to run this set-up again, originally run by Pooky
Masons and Mafia
4 Mafia
4 Masons
4 Townies
Nightless
At any point during the day, a member of the Mafia can send in a target for a kill. If the target is a mason, the mason dies. If the target is a townie, the mafia attacker dies.
Post
Post #74 (isolation #5) » Wed Feb 04, 2009 11:47 am
Postby Caboose »
shaft.ed wrote:
Caboose wrote:I would like to run this set-up again, originally run by Pooky
Masons and Mafia
4 Mafia
4 Masons
4 Townies
Nightless
At any point during the day, a member of the Mafia can send in a target for a kill. If the target is a mason, the mason dies. If the target is a townie, the mafia attacker dies.
do scum and masons both get out of thread discussion?
Post
Post #78 (isolation #6) » Wed Feb 04, 2009 1:31 pm
Postby Caboose »
shaft.ed wrote:
Caboose wrote:
shaft.ed wrote:
Caboose wrote:I would like to run this set-up again, originally run by Pooky
Masons and Mafia
4 Mafia
4 Masons
4 Townies
Nightless
At any point during the day, a member of the Mafia can send in a target for a kill. If the target is a mason, the mason dies. If the target is a townie, the mafia attacker dies.
do scum and masons both get out of thread discussion?
Yes, pregame.
so no one talks during the game? Seems weird to bother with Masons then.
I think this'd be more fun if both factions could day talk. Sizes may need to be adjusted however.
Post
Post #82 (isolation #7) » Wed Feb 04, 2009 2:52 pm
Postby Caboose »
dahill1 wrote:wasn't there an SK last time too?
iirc he had 1 daykill every 2 weeks and always an additional "risky kill" in which he could guess if his victim was mason, mafia, or townie and he lost the kill if he got it wrong
Both scum and masons can talk anytime. Mafia Goons can daykill, but if their target is anything other than a mason, they will die and the attack will fail. SK can also daykill as many people as he wants, one at a time. If he hits the GF or a townie, the attack will fail and he loses his ability to kill for the rest of the day.
SK wins ties w/ Godfather
Both scum and masons can talk anytime. Mafia Goons can daykill, but if their target is anything other than a mason, they will die and the attack will fail. SK can also daykill as many people as he wants, one at a time. If he hits the GF or a townie, the attack will fail and he loses his ability to kill for the rest of the day.
SK wins ties w/ Godfather
Post
Post #132 (isolation #10) » Sat Feb 14, 2009 11:21 am
Postby Caboose »
ac1983fan wrote:I thought up this set-up, and it seemed pretty neat in my mind:
Skum & scum
1 Goon
1 Serial Killer
4 Townies
1 Cop
1 SK Cop
Each cop has one-shot NK immunity.
Serial Killer is NK immune
Both cops are sane
Cop finds out if the investigated player is anti-town or pro-town (i.e. gets guilty on both Goon and SK)
SK Cop finds out if the investigated player is the SK or not.
If the SK Cop finds the SK, he gets a 100% success rate kamikaze daykill for the SK only, simply by posting
daykill: (sk's username goes here)
in any post. Both the SK and the SK Cop will die. If the SK is lynched, the SK cop becomes a standard sane cop.
Thoughts? It's probably far from perfect...
This might have some potential, but the goon looks kind of screwed in this game especially since the SK is NK immune and the cop has 1 shot NK immunity. I suggest taking out the cop and adding another goon.
2 Goons
1 SK
4 Townies
1 SK Cop
After typing this out, I realize that this is the "baby too much scum" set-up.
This one should fix pretty much all of the issues of Red Wire while maintaining the basic concept, and in fact improve the basic concept greatly.
TOO SOON.
Nominate
Antinominate
I don't like how the town can win off of the mafiate and the SK killing each other. That doesn't really take any skill on the town's part.
Anything to solve that?