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VERTi60

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Everything posted by VERTi60

  1. If we know Fraydo is scum, do we lynch him or lock him again?
  2. Can you quote somebody who cleared your alignment as task force and that your ability is not manipulating world tension?
  3. And Fraydo was locked...
  4. Well Jeod wasn't typing so....
  5. You also have to question everything Jeod says or claims
  6. Anyone has any idea why there are so many Serbians? Or is nationality related to anything?
  7. Well you have to think outside of the box. And it's also the media that is increasing the tension too in the world (he who controls the media controls the world). But personally yea, there might be something else that could make more sense, or it's a combination of things.
  8. Does anyone think Jeod's ability raises tension? Just a food for thought.
  9. Jeod's ability reminds me Chicago mafia. @Nodlied you really made a frankenstein monster here
  10. I haven't payed much attention to the game but this interested me. Don't you have the pass item as night action? I don't have any items and yet I still have the action - either pass item to player or vault. Not sure if this was a slip or Cat5 doesn't read his PM.
  11. As I said I'll be busy until mid Aug, after 17th. I might have time to pop up occasionally but I don't have time to follow and read the topic.
  12. The game mechanic looks interesting, a mix of dead space, death note and steiner mafias. I'll be busy in Aug as well as this week, but if you need a semi inactive player to fill in you can sign me up.
  13. According to the game outcome, Kosygin rejoined the Soviet ranks again in hopes to stop the 2nd attempt to construct and launch the atomic bomb. Since allies and both missile silo died there was no more evidence left of him conspiring with Allies.
  14. I might consider your idea in other setups, but in this setup I didn't want the dismantle option (it also doesn't make sense for helipad to dismantle anyway, it would only benefit town). I needed allies to survive long enough to make the silo objective count, otherwise it could turned up to be a very short game (I wanted a short game for 7 days max but I didn't want it to be too short, before silo objective would kick in. Both sides had units to counter each other anyway. I said before that I would do this if people would start suggesting building roles too often (aka having more buildings in games than intended). Reason I haven't done it yet is because it would not give the building only partial purpose and meaning, it wouldn't push players to actually work around it and use the alternative means I have provided (it would be like "oh so you are a building? Big deal, we'll lynch you tomorrow. Have a good dreams!"). For town buildings it doesn't really matter for scum as they can night kill them, and for few occasions allies had building, town was overpowered - in chronosphere version town had two production buildings of their own that could rearm others (+TP who could kill both) and in the staplerfahrer version we had a masonry town with night kills, a voe that could nullify alignments and TP. In this game we had another different game objective, lynching allies wasn't the only goal. Actually what you quoted was the scum overconfidence (and ultimately their downfall) I was really hoping you would drop your suspicion on Orange and CK, since if you would kill one of them the game would be lost for town for sure. The silo play was as intended, aka a bit more challenging. Although it shouldn't stop you to not scumhunt properly, it doesn't really matter what unit you have, scumhunting should be a must in all cases. If anything, laying "too" low makes you suspicious to allies too. Good news is Missile Silos was a themed occasion (big fireworks/july), so don't expect it to be in game too soon, or ever. More like everyone only accomplished one thing, where Jeod managed to accomplish both of his objectives because allies (and maybe chopbam too) let him But yea I guess game karma's doing. Wow nice find. If you want to play a normal game then you can expect in the Chat version, where I don't allow custom roles or too "special" roles from the rolesheet. Usually the amount of power roles is limited to few or 1. Forum versions are usually always a social experiment though
  15. (or I just don't wanna get lynched IRL by salty town players :P) Anyway Jeod you should read the Allied Doc first!
  16. As I said, Allies were mostly lucky on D1 :D Then managed to pull all the attention off themselves by idon'tknowwhatsorcerymagic but maybe because the only guy pushing them (cat5) was dead, and other players got lost in as you perfectly pointed out, meta arguments.
  17. Everything runs in my scripts for the APB Mafia Series. Random number generated by script basically already give me the result so I don't have to manually do dice rolls. On the above pic I just run the macro with the assigned buttons, it will generate numbers for weapons stuck and kill success at the same time, then puts the result.
  18. What?! I'm saying that all the time! It's a little to ask for all that ungrateful GM work :D
  19. DAY 6 - Game End Congratulations, comrades! You were able to find the Allies in time, just in time before our BIG LAUNCH! Wait what's that? Allies managed to sabotage our last remaining Missile Silo with the help of Major Vladimir Kosygin ? Nonsense! Our top rocket scientist, Chaos Knight, has assured us, that his silo facility is working as planned (He specifically said: "There's nothing a little hit with a hammer won't fix, trust me, I'm an engineer!") Let's launch our first Atomic Bomb and show the Allies the true might of the Soviet war-machine! Not only our efforts ended up in "big fireworks", Allies now know what our atomic bombs can do. Fortunately, a Soviet truck convoy carrying nuclear weapon components from Gorzów Airbase (yes the one which was destroyed a year ago by an unfortunate disaster) is still intact and we must protect it. This will be the mission that will put this ever lasting dispute in order! (to be continued - a chat game on the W3D Teamspeak will be scheduled in mid August - stay tuned) [Game Over] Soviets have managed to stop the Allies in time by discovering them, but failed with the soviet nuclear program. Allies have successfully prevented an atomic strike in Europe, but were too clumsy revealing their position to Soviets! Jeod, the Major Vladimir Kosygin (Mystery V), is victorious! I'm also rewarding the best players of the game: Category 5 - best efforts trying to scum-hunt during D1 and almost catching up first scum in game. TheIrishman - luring Allies to a trap, also guessed 2 3rds of scum team correctly. Allied players - Not bad for the first APB mafia scum role, almost flawless victory. Jeod - pretty lucky with the cop shot, eh? Quote of the game: Player Roles & Game Information Player Role Infos: (click for large) Don't forget to check out the DOCS, as there is more information to the game, as well as some of the funny moments! Allied Doc Dead Doc Game Log (click for large) Game Balance & Comments As mentioned before, the game was designed to last within 7 days max, with the help of secondary win condition. I'm saying "secondary", but it was probably more important than the standard victory condition this time around. Missile Silo were interesting addition, making the buildings actually "fear" of being discovered, not the other way around as we were used to previous games, where buildings were basically taunting the team in order not to get different player lynched instead. To make the game even shorter, all players had power roles with interesting mechanics. Let's take a look at the units you guys have picked or designed to play this game: Chopbam picked Flamethrower to be one of the option roles for this game. It was suppose to be the Soviet's vigilante role, as one of the counters to the Allied building or perhaps even to kill Jeod if required. Usually we don't have this role in game too often as it's really unpredictable to the game-play, and yea Chopbam almost killed the game with it by thinking of night-killing OrangeP47 Killing You picked Starshina, he was a sane alignment cop. A cop was important to determine Alstar's alignment but also to faster the scum hunt. Too bad the role was only used to "check records of himself" before he was shot. Fraydo has chosen the Soviet Engineer. He already knew that it was important for Soviets to manage the Silos, and basically resurrect them in the event they would fall. It was also important during the day as he had the best day action against Allied building. And because of that, I have opted that Soviets would have TWO engineers, so OrangeP47 got one too. With two engineers in game, Soviets could nullify two soviet building kills. Category 5 Hurricane has chosen a vehicle with shoot action. I have opted for Heavy Tank, because it also has the protection ability. The protection ability worked in this game like this: The primary function of course was to protect from the Night Kills (esp. buildings and engineers), but it could also protect against other night actions. Even though the Heavy Tank works like a lightning rod when it comes to Night Kills, it would be able to tank the Artillery shot without dying, since that action was designed to kill a non armored unit. Cat5 didn't use the heavy tank during Day1 but there was a small chance it could save the random Arty hit. Other than that it's battle action was also a counter to the Artillery. TheIrishman has helped designing his role. The main purpose for this experimental vehicle was to nullify allied night kills (every second night), and also all day kills (every second day). When the sub submerged successfully during the night, it became fully bulletproof for the entire phase but couldn't use the day action. Once again this unit was suppose to help town to survive enough night kills to have the silos ready on Day 7. Retaliation's Allied Engineer was a must for the Allies to accomplish the mission by sabotaging the silos, or killing them straight up. Mojoman wanted an Artillery, so he got one. It was a quick RNG fast kill to get rid of one of the support roles for the Soviets. He will brag about RNGing Fraydo until end of days now. I know some of you didn't like the fact there was another Allied building in game (unless you get to be an allied building in game, then it's suddenly all fine :D), but I had no choice but to opt for it. Reason 1 was that I had the helipad ready for the previous game (Airforce vs Staplerfahrer), but with all the custom TP factions and crazy Staplerfahrer mechanics it would be too much (besides allies needed a defense structure more). I wanted to see how it plays out, since I had no feedback on the building (maybe now I will). Reason 2 was Allies really needed to be able to survive long enough to get the silos, and with all the buffed up roles Soviets had (and also all the better players - alignment RNG picked the most experienced players for town). If Alstar wouldn't be the Helipad, he would of been lynched on D1. And I guess rest of the Allies would follow really quick if I think about it. Reason 3 was that I was opting for a quick game, where one side or the other would be equally strong. I asked for the stalemate by myself, I know Jeod, the Major Vladimir Kosygin was they mystery role this time. Jeod wanted something special again, no doubt. Kosygin could easily switch his allegiance once his objective was completed. I was wondering how will Jeod steer the game this time. He got extra day-only protection so he could survive the game (as Neutral, he needs to survive as primary objective), but he wasn't immune to night kills or repeated battle actions. There was a possibility Allies could betray him too, which almost happened, but since Jeod was so nice to help them removing the Town Cop from game, they let him alive. This was a wildcard role, not really balancing at any way. The daily info actually helped town identify Alstar as a non-silo, but overall with the random cop kill he helped Allies more. Now a few comments to actual gameplay I have observed. For Town: I'm noticing a pattern where town players are going for "inactive players" marked automatically as scum while being inactive themselves, mostly on Day 1. First of all if you notice the Day 1 patterns in all previous games, Scum is usually the most active faction, not the other way. Don't auto mark inactive players being scum, first off check the active players first, and only go for the inactive if there is really no other lead. Because you start ignoring the active and go for the silent ones, scum will only benefit from it (and usually even jump on as well), since the busy/afk/inactive/sick player can't defend himself. There's also no counterargument so scum can easily vote without much effort/explanation. tl;dr: As town, go for active players first! Another thing I notice is the lack of action. If you are suspicious, don't hold back, go for it! Nobody else will do your scum hunting work, and if you won't push for your beliefs, others may do for theirs. Don't be afraid to use your day/night actions too, I gave them to you for a reason. If you won't use the actions you have (and especially if there aren't one timers), you are throwing your game out of the window. Meta arguments such as "that can't be in game because it would be too OP/easy/impossible/whatever..." never really worked in my games, trust me For Scum: Just one comment for the allies: Don't be premature. Rather play safe than be sorry, and always count with a possibility that something can go wrong (as it always does). Overall good game guys, pretty entertaining as I'm used to. Hopefully I see you again in the chat version in mid august or by the next installment of Red Alert: APB Mafia!
  20. All parties have accomplished the primary task though, so technically everyone won (no doubts about Jeod though), but I will clarify in the debriefing ;p
  21. [Game Over] SOVIETS HAVE WON! (Or did they? Find out in the debriefing! Something is about to get blown up!!!) Game Winners: Chaos_Knight, the Soviet Missile Silo, is victorious! Jeod, the Major Vladimir Kosygin (Mystery V), is victorious! OrangeP47, the Soviet Engineer, is victorious!
  22. [Battle Action Result - SUCCESS] OrangeP47 shoots and kills Alstar, the Allied Helipad!
  23. [Battle Action] OrangeP47 is attempting to shoot Alstar - please STANDBY for result !
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