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Posted: Wed Nov 14, 2018 9:42 am
by Cerberus v666
In post 4747, Varsoon wrote:I'd thought I'd done something similar in FFT, but it's actually kinda the opposite.
It was known only to scum that, while they could submit multiple kills, only one would every resolve, if possible--and their factional kill had higher priority than the 'Job Class' abilities, which were usually the means that players had towards stopping kills. Scum also couldn't be killed. Basically, since the setup only had 2 scum players in it, I tried to mitigate swing REALLY HARD with private mechanics.
I wish I would've been a little more transparent about some of the mechanics, though, since town put all their eggs in a mass-protection play that could have never played out well for them.


Subject: FFTACTICS MAFIA : THE CHURCH OF GLABADOS
Varsoon wrote:
Spoiler: THE LUCAVI'S FACTIONAL ABILITIES
"THE LUCAVI OF LEGEND WAS AN UNBEATABLE, FEROCIOUS MONSTER":
You may not be killed. Only the collective strength of the Zodiac Braves can defeat you with a lynch. All kills, regardless of priority, will fail against a Lucavi.

"I OFFER MY OWN LIFE FOR YOUR RESURRECTION":
Even in death, The Lucavi know that more blood must be shed to herald Ultima's return. When the first Lucavi is lynched, during the following Night Phase, they may pick a player who was voting for them--the chosen player is killed. Nothing can prevent this kill.

"HE'S POSSESSED BY LUCAVI!":
The Lucavi hold sway over the hearts of humans. Once per night, you may target a player to cause them to be unable to take any actions. This does not count against your action limit.

"WITHOUT POWER, NOTHING CAN BE ACHIEVED...":
Each Night, a single Lucavi may decide to kill a single player. This factional kill does not count against your action limit. Job Classes exist that will provide players with a killing ability. Members of the Lucavi faction can only kill a single player at night--multiple kills may be submitted, but only one will ever succeed, if possible. The Lucavi Factional Kill will always take priority to succeed over Job Class kills. If submitting multiple Job Class kills, please specify 'high' or 'low' priority in the case that all resolve successfully.
/me laughs evilly.

It's even more entertaining when you consider the fact that this mass protect plan and the play around it should have been able to be used to identify scum, but your "hidden scum post pregame recruit" mechanic meant THAT wasn't a thing either. :P

Also...no protective should have worked against more than one kill. The hider and Jailkeep+LR combination should not have been able to create killless nights. *shrug*

Varsoon, go watch Firefly. Seriously.

Posted: Wed Nov 14, 2018 10:08 am
by Varsoon
Man that hidden-scum post-pregame recruit mechanic was golden and I can never do it again, at least, not any time soon while it's within fresh enough mod meta for people to suspect it.

I probably should watch Firefly though. :P
I saw some episodes back when I was young when I used to watch stuff like Sliders and Xena when it came on SciFi.

Posted: Wed Nov 14, 2018 10:08 am
by Varsoon
^When those shows came on SciFi.
dunno if Firefly aired and where.
But my parents I recall liked it.

Posted: Wed Nov 14, 2018 10:10 am
by Varsoon
Hey I kinda got that right
Sliders and Xena were late 90's/very early 2000's.
Firefly was 2002-2003 and on Fox, apparently.

Posted: Wed Nov 14, 2018 12:43 pm
by Thor665
In post 4743, Almost50 wrote:My problem with Strongman is it will always resolve, meaning the strongest Town player will always leave the game on N1. It also defies the protective best guess, so even if they do outguess the killer's choice they still can't do anything about it.
The entire point of scum being able to win is based on their ability to remove threats from the game.
Scum shouldn't be obligated to shoot lurksacks.
It was why as an SK I kept pointing at secondary targets - I was expecting groupscum to shoot Masons and Cops.

Posted: Wed Nov 14, 2018 12:59 pm
by Almost50
In post 4754, Thor665 wrote:I was expecting groupscum to shoot Masons and Cops.
Yet they didn't. :lol:

Next time remember:

If you want something done right, you gotta do it yourself.


Image

Posted: Wed Nov 14, 2018 1:18 pm
by Gamma Emerald
In post 4753, Varsoon wrote:Hey I kinda got that right
Sliders and Xena were late 90's/very early 2000's.
Firefly was 2002-2003 and on Fox, apparently.
Yeah Firefly was Fox, how do you think it only got one season

Posted: Wed Nov 14, 2018 3:24 pm
by Jingle
In post 4754, Thor665 wrote:It was why as an SK I kept pointing at secondary targets - I was expecting groupscum to shoot Masons and Cops.
Me too, Thor. Me too.

Posted: Wed Nov 14, 2018 4:12 pm
by Thor665
In post 4755, Almost50 wrote:Next time remember:

If you want something done right, you gotta do it yourself.
Nah, you have to expect people to play things correctly, otherwise you're playing WIFOM with your kills, which you can't afford to do as an SK.

Posted: Wed Nov 14, 2018 4:34 pm
by Jingle
Agreed that you have to play correctly, disagreed that EJ was the 'right kill'. I'd have shot in the null reads or someone like Flicker to get rid of someone who wasn't going down to a lynch but also probably wasn't being shot by someone else.

And besides, that sets up a vig claim for me, where a shot at a neutral player doesn't. (Not that it would have fixed anything).

Posted: Wed Nov 14, 2018 4:41 pm
by Thor665
That was the beauty of the EJ kill - he'd spewed enough that it was a viable Vig kill, and it was the removal of a protective role which was beneficial to me.
Town block was already too big to afford popping off at a null read.

Posted: Wed Nov 14, 2018 4:54 pm
by Jingle
Yeah, I definitely have a different set of players that can be a viable vig kill for me.