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Post #682 (isolation #2) » Wed Jun 23, 2021 10:17 am
Postby Cook »
In post 673, TemporalLich wrote:2-Shot Townie would be an example of a red herring modifier - do you really think "Twice in the game during night, you have no special abilities." makes sense?
was thinking about this, and it's like a gated death miller (which could be interesting for a scum role in a theme game)
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
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Post #734 (isolation #8) » Sun Jul 18, 2021 3:19 pm
Postby Cook »
In post 733, Ythan wrote:You have notably interesting and clever thoughts on mafia mechanics (notably even in a forum about mafia) and I've thought so for a while now.
Thank you!
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
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Post #866 (isolation #16) » Sat Sep 18, 2021 9:16 pm
Postby Cook »
i would 100% be down for running "almost normal" games. mini theme seems to be my jam for a queue. push the boundaries. see what you can get away with.
or, in the opposite direction, take Basic roles. they're the roles and modifiers you should fundamentally know to start your mafiascum career. whitelist changes — i'm in charge of it — but it's really low-level stuff like 1-shot cop. you would expect to see 1-shot cop or an ungated doctor in your average mafiascum game.
is normal about being a cross-section of mafiascum? or is it about seeing how you can work within limits to create mechanics and dynamics interfacing?
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
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Post #936 (isolation #23) » Sat Nov 27, 2021 9:06 am
Postby Cook »
modifier, even if not ultimately normal, would still be useful to describe some action resolution, for instance my standard that recruitment is stopped by kills
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
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Post #957 (isolation #24) » Sun Mar 06, 2022 2:54 pm
Postby Cook »
In post 955, Umlaut wrote:Ridiculous questions about backups that will probably never come up in practice but that made me say "hmmm":
If a 1-Shot Backup Tracker tries to track someone before a Tracker has died (who knows why, maybe they misunderstood the role PM), does this failed attempt use up their one shot?
If there are two Backup Trackers, does one dying activate the other one (since a Backup Tracker is a Tracker with a modifier)?
i would resolve the targeting issue as if a backup was a scheduling restriction ("cannot target until someone of this role is dead") and thus the target is wholly invalid. no shot is taken.
the second, under your logic would result in the backup tracker's scheduling restriction being cleared. i'm not sure if this is Role As Intended, though.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
In post 1142, Alisae wrote:
Why is it that a multiball game can be considered normal?
It’s a game type that I think only rly appears in open and normal queues. I don’t remember the last time a multiball game was ran outside of those queues (third parties don’t count here)
They used to, but they bring too much swing in smaller games, so are limited to larger games (which is fine). I'd prefer to keep the multiball option open in large normal games.
If there was some clever way to reduce swinginess in Mini Normal multiball games I would love to hear a solution. I wish that Normal games could incorporate (allow as an option) the accrual of $$$ each Day phase for either the "Town," "Townies," and "Scum." By calibrating it in such a way it could reduce swinginess quite a bit. Say for example Scum gets $50,000 each Night to do things, but a NK costs $100,000 to perform, thus making it so at best they'd have to wait two Nights to commit a NK without spending $$$ on anything else. I think if this layer of complexity could be introduced as a NORMAL function of Normal games, that, I think, could be quite beneficial.
write a theme around it
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
In post 1142, Alisae wrote:
Why is it that a multiball game can be considered normal?
It’s a game type that I think only rly appears in open and normal queues. I don’t remember the last time a multiball game was ran outside of those queues (third parties don’t count here)
They used to, but they bring too much swing in smaller games, so are limited to larger games (which is fine). I'd prefer to keep the multiball option open in large normal games.
If there was some clever way to reduce swinginess in Mini Normal multiball games I would love to hear a solution. I wish that Normal games could incorporate (allow as an option) the accrual of $$$ each Day phase for either the "Town," "Townies," and "Scum." By calibrating it in such a way it could reduce swinginess quite a bit. Say for example Scum gets $50,000 each Night to do things, but a NK costs $100,000 to perform, thus making it so at best they'd have to wait two Nights to commit a NK without spending $$$ on anything else. I think if this layer of complexity could be introduced as a NORMAL function of Normal games, that, I think, could be quite beneficial.
write a theme around it
What do you mean, please?
you should write a theme game with this mechanic and then design a closed and otherwise normal setup above it too
i'm sure some people'd like to play it
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
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Post #1182 (isolation #33) » Wed Sep 06, 2023 5:13 am
Postby Cook »
point of order on "-Immune" 's wiki page: passive abilities shouldn't be phrased that way. assuming that "Ascetic-Immune Jailkeeper" is immune to ascetic stopping their actions, phrase it as "You are/this action is immune to effects of the role 'Ascetic'."
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
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Post #1198 (isolation #34) » Wed Sep 06, 2023 12:41 pm
Postby Cook »
In post 1197, TemporalLich wrote:
Ninja is a modifier, though interpreting the factional kill modifying version of Ninja as a passive role is a fair intepretation
I'm wary of modifying the factional kill (I'm the one who gave names to roles capable of using modified factional kills)... if a factional kill must be modified and there is no option to use an unmodified factional kill, that doesn't feel Normal to me.
I'd name the modifier Stealthy, though Silent is a good name as well. Ninja would be the passive role that modifies the factional kill.
Speaking of modifiers, I'd name the modifier version of Strongman Unstoppable, with Juggernaut being the non-gendered Strongman as a role alias.
pedit: yeah, I don't exactly agree that active and passive roles are separate domains considering you can turn a passive role into an active role with the Activated modifier and you can turn an active role into a passive role with the Reflexive modifier (note that the Reflexive modifier is not Normal!).
i would also like to propose Astral as an alternative rename, from Town of Salem. i think it is a little too "flavorful" to be used as a generic modifier, though.
"Silent" to me also feels like it'd do something else other than hide from actioncops.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
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Post #1212 (isolation #35) » Thu Sep 07, 2023 7:54 am
Postby Cook »
In post 1207, Alisae wrote:
Traitor I don’t think effects hunting that much but it is a very difficult role to play well.
U do bring up a point that I don’t rly remember the last time traitor or multiball was ran outside of the normal/open queues.
If the normal queue is supposed to be representative of what is popular on the site, why is something niche like multiball that is very rarely run outside of the normal queue normal? Just doesn’t make sense to me.
i've run multiball several times in semi-open setups
traitor... that's a bit trickier to say. maybe investigate and see if there's traitors in any games in recent memory?
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
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Post #1217 (isolation #36) » Thu Sep 07, 2023 8:45 am
Postby Cook »
In post 1213, Alisae wrote:
Let me rephrase
Multiball is rarely seen in the theme queues.
I think you would have to break down how many large theme queues had multiball games.
Actually, I think the only place to really find multiball larges IS the normal queue.
I don't recall the last time a multiball game was ran as a mini theme but I think it would be rare to see one.
3d20, two years ago, comes to mind
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
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Post #1227 (isolation #37) » Thu Sep 07, 2023 2:34 pm
Postby Cook »
In post 1226, DkKoba wrote:
I would like to once again propose a modular addition to Normals that disables Nighttalk rather than Daytalk for non-Factional chats.