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Post #52 (isolation #2) » Sun Oct 14, 2018 10:34 am
Postby Aristophanes »
Why does Scum have a Vanilla Cop and Town have a Neapolitan?
If these were reversed the Town could get a false inno on the Goon, but as is they cannot.
Also, to answer potential player questions down the road, if a theoretical Cop and a theoretical Tracker both targeted the Conditional Ninja when it made a kill, would it be blocked from making the kill
and
be investigated guilty?
I know this can't happen but in theory with the modular roles it could.
Location: Hiding from Actual Cannibal Shia Lebeouf
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Post #55 (isolation #3) » Sun Oct 14, 2018 11:27 am
Postby Aristophanes »
Cool cool! All good reasons and well thought through!
I just had to ask as it was the only potential oddity I could come up with.
I'll read up on RAR, but I take it it gives you the power to say things like "obviously this modifier goes before the investigation it's modifying, so that happens."
Cool, I would also sign this from reading the thread and these answers
Location: Hiding from Actual Cannibal Shia Lebeouf
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Post #56 (isolation #4) » Sun Oct 14, 2018 11:29 am
Postby Aristophanes »
Like, I wish I could contribute more but the PMs look good, the setup looks great (I approve of swing as long as it remains fun), and you seem to have everything thought out!
Location: Hiding from Actual Cannibal Shia Lebeouf
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Post #63 (isolation #5) » Sun Oct 14, 2018 2:37 pm
Postby Aristophanes »
In post 57, AnonymousGhost wrote:As far as I can understand, RAR "checks whether an particular end of night effect happens" - i.e. usually active roles - rather than "checking to see if an actions occurs or not", so that it can avoid the whole role blocker and jail keeper cross-targeting nightmare.
What do you think of the having prod timers be the usual length (48 hours), but players can only be prodded twice before being replaced on the third time? Do you think it's reasonable?
Also, what are your thoughts on Nudges and Follow-up Nudges for V/LA players? I ran into this "issue" in my Mini Theme where I had to figure out how to balance a player's V/LA status and balance their activity requirements? Like I wanted to be lenient, but still have something "official" to "fix" it if it became an issue.
I have a similar rule in my games where after 2 prods I shorten the leash significantly.
6. As a general rule you should aim to post a every 24 hours, minimum, to keep the game moving. I know some of you like to lurk, but don't make a habit of it please. I will prod players after 48 hours of inactivity. If you do not respond to a prod after 24 hours, I will start searching for a replacement. If you are prodded 3 times within the game, I will prod you after each 24 hours of inactivity, with no grace periods, and replace as necessary.
It works pretty well and is rarely used, luckily.
V/LA nudges are fine and makes sure the game stays active
Could you check over Jingle's critiques and see if you agree or disagree with his reasoning regarding the roles and whatnot, in case either the two of us - Jingle and I - missed anything? Having another set of eyes look that stuff over can't hurt!
Thanks!
I have read and reread the posts (I skimmed some of the longer ones) but Jingle is amazing here and I agree with the points, as well as the outcome of the discussions
I would totally support Jingle making this an article
Can you unpack this in more detail please? Thank you! :3
Sure!
Swing is sometimes looked at negatively, especially when you get into Normal settings. It is often seen as something to be righted. But swing gives character to games. It makes the decisions of the players matter so much more than it does is a swingless setting.
As a player, swing brings meaning to your role. As a mod, it's just so much more fun to watch.
I can elaborate mechanically I guess but swing is a lot of fun, and having a couple variables that could theow everything into chaos under the right circumstances, for either team, is fantastic.