Jump to content

VERTi60

Full Moderators
  • Posts

    4,254
  • Joined

  • Last visited

  • Days Won

    27
  • Donations

    0.00 USD 

Everything posted by VERTi60

  1. You have to try it first. All players who participated last time liked the fast pace of game + jokes
  2. We didn't get enough players tonight. I'll try again in two weeks or maybe after another Forum version
  3. First session reminder: ETA 20 mins. Role Sheet (almost no changes this time): Changes since Forum Game: We have two new vehicle units! V2 and Artillery. Both have a nice daily battle action which can trigger a splash damage (=extra shot) to a random player. While V2 is a bit worse, it can prepare a rocket during the night to make a better shot, or rearm if it already did before. Artillery has also interesting night action, shelling random non allied player during the night. I have also modified engineers for both teams. They have a bonus now 100% chance to kill a building (weapon stuck factor still applies though - but I'm considering to lower it to 25%). Soviet engineer can now only gold wrench soviet buildings, nothing else. Allied engineer has now a hacking ability instead of C4 trap (since allies have defense structures now). JOIN >> ts.w3dhub.com
  4. Reminder - Chat session tomorrow. Also if I'm available I'll host another session same day, 4 hours later - 10 PM EDT for US working class players
  5. Here are the results from the last week's RA1: APB themed Mafia Chat games: APB Mafia Chat Game VIII - Round 1: 5 Soviets vs 2 Allies Scenario Using new artillery vehicles Einstein's debut Allies won in less than 34 minutes (3 Phases) Player Roles & Game Information 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 Game Log: (click for large) APB Mafia Chat Game VIII - Round 2: 5 Soviets vs 1 Allies Scenario Both Allies and Soviets had a building Chaos Knight changed from Allied Pillbox to Allied Spy to enable spy kills by the end Allies won in less than 1 hour (5 Phases) Player Roles & Game Information There were no docs in this game. Game Log: (click for large) If you guys like, we can schedule another mafia chat session next week - Friday, October 21st, same time as last time - at 10 PM UTC/GMT
  6. GG guys. We played two nice games! I'll post the details and interest thread tomorrow, it's getting late. Cheers!
  7. I'll be there in 15 or so minutes, but will have to do a few tests first. I just finished the updated role sheet here: We have two new vehicle units! V2 and Artillery. Both have a nice daily battle action which can trigger a splash damage (=extra shot) to a random player. While V2 is a bit worse, it can prepare a rocket during the night to make a better shot, or rearm if it already did before. Artillery has also interesting night action, shelling random non allied player during the night. I have also modified engineers for both teams. They have a bonus now 100% chance to kill a building (weapon stuck factor still applies though - but I'm considering to lower it to 25%). Soviet engineer can now only gold wrench soviet buildings, nothing else. Allied engineer has now a hacking ability instead of C4 trap (since allies have defense structures now).
  8. If you click this link it will display the current UTC time. It should be 4 hours ahead of EDT. Jeod if you can show up, I hope cat5 will join too
  9. Yea. But if you show up on teamspeak on Friday 10 PM UTC it's fine for registration Sign ups here just help me know how many can play.
  10. First voice/chat version scheduled on Friday 7th October at 10 PM UTC/GMT Place: ts.w3dhub.com Game mode: Standard RA: APB Mafia. (Standard Role sheet will be updated on Fri) Length: 5-10 players max, 10 minute phases. Form: Chat, (voice allowed as well but only for discussion, not game actions)
  11. That's the problem with the flavor games. When I run Dead Space RPG Mafia Series, I've simultaneously run a story where characters were introduced, also every role PM had a very detailed story about each role. Additionally each day or night phase revealed more about the story and dead character. Of course the story went a bit part from the original based on the game events. Other solution is wiki.
  12. 1. So as you can see: Allied and Soviet buildings couldn't harm each other directly. They were suppose to be the prime pillars of the game. 2. Third party was suppose to be the main drive of kills in this game, with a 50% chance to grow or 10% fail at start, but that would change each day once more people are killed or revealed. They could hamper both soviets or allies, but allies were basically their hardest counter in game due to pillbox defense and chronosphere superweapon capable of erasing them from game completely. 3. Third group is the Soviet infantry which was a cannon fodder for either third party or Allies, or could be also buffed and rearmed everyday by soviet buildings. I think Chaos described them best as Attrition warfare - all sides could exploit the town infantry for their own benefit. Two of the town infantry started with Power Roles already - Mojoman as sane role cop and KY wanted a role blocker infantry which could also drive the game and hamper each of the other three groups.
  13. That's EXACTLY why I am complaining We (mostly me ) found last scum as early as D5 but could not remove him from the game by any means we had for the last 3 days and technically lost. It just feels wrong, I admit. Idk, maybe Cat5 can explain it better. Well they couldn't remove you either You have to feel it from all perspectives, not just yours But town had the aiblity to shoot/lynch/use all PR plan actions every phase at least, so a lot of ways to reveal and dipose of scum. You can't really complain there. The only faction that could remove pretty much anyone straight away was third party but they didn't have the luxury of being unlynchanble or bullet proof. I will draw you a scheme to show you the game balance through everyone's perspective. As you have the problem to see it only from your point.
  14. I will post a general mafia interest thread this Friday where I also include some of my game ideas and also few other player's idea (I think voe did submit an idea before too).
  15. I want to announce a teamspeak chat/voice version of this game - 10 minute phases, more common roles (no custom) this Friday with possible repeat Sat and Sun and next Fri at the same time we had the game starting. So let me know who could join up on ts.w3dhub.com for a chat version which could start Friday at 10 PM UTC/GMT Based on that we can schedule.
  16. I was already concerned with both you and cat5 to clear people very easily (which did work as intended). Hence I decided not to reveal totally everything to you You were already cleared from the other infantry perspective as there could be no other role than soviet to give out soviet ht and soviet infantry role There was no need for it and even after the game turned out, there was still no need for it. I've even had chrono vortex giving additional kills/extra shoots which could also apply to soviet buildings. Admit it, you only wanted it to have that extra information Which was crucial to the allies to survive. If you would knew about this, jeod would have no "ace in the hole". He would be doomed from the very start and he would complain that allies were doomed because of all the perfect town clearing mechanic. And I would have to agree with him. Town was the most powerful faction this game, even without the information they were able to lynch and/or shoot their suspects everyday. Not sure what you mean by this. Cult in this case could only grow if they converted an infantry, which was 50% chance. There was a 10% they could have been wiped out starting N1 and additional 10% each day Nodlied used chronosphere. igher plane of eeexiiistenceeee *ahem* is that it was Game+, not the main mafia so it was expected to be weird. Everyone got what they wished for It was balanced, and it worked as intended. So no regrets. I was only hoping for more third party kills but everything else worked as I thought it would. I don't like inventing mechanics mid game and then get the blame for not telling earlier. It's not how one should design games. I was expecting a scenario where mafia is left without killing capabilities so I've made a mechanic ensuring it won't happen. Why waiting for it mid game when there was a pretty good chance of it happening? Once again I didn't want to tell you outright that jeod (as a building) can change his role because that would "kill" the point of having it in the first place. I really don't know why you are complaining Chaos, you and Cat 5 had the game in the bag pretty much once Nodlied and Jeod were exposed, you had them on frying pan and pretty much at any point you could have won. The only mistake you did was voting last second which I also taken into account and decided to not give anyone 100% win for it.
  17. Well there is a difference. A night kill standard action allows mafia to kill any target each night as long the action is not role blocked, while the superweapon allies had could only work sometimes, not each night, required charging, couldn't target building roles and had a chance to fail as well. It also had a significant flavor attached to it indicating what could be the cause. Check Chrono Vortex doc for full details. 1. It wouldn't work with visceroid or allied/soviet buildings - obviously. Hence I didn't have to tell you that since there were only soviet infantry in game. So I didn't tell you until everyone's role was pretty clear by the end where it didn't matter. 2. As I said, it was a conditioned balance mechanic for the allies. It was only allowed if he's left as the only allied player to enable night kills to prevent a no-win scenario. Soviets didn't need such a mechanic as their vanilla role wouldn't matter in such a scenario and they could still lynch the remaining allied player regardless, plus town started already with additional 5 infantry roles which was enough. And information wise, such information would give out that allies are buildings, which was the whole point of the game to figure out. Hence also nobody got the engineer role from the start which day action could indicate same thing. 3. You could call allies as their counterpart - Jeod's pillbox was a visceroid trap and Nodlied's chronosphere could wipe the whole cult (see Chrono Vortex doc). 4. Well last time the vortex created ghosts and rainbow tree so I'm not going to comment on this. I wanted to vortex to have at least one boost option besides killing so that Nodlied would have to gamble a bit - it kinda worked in both cases but wasn't all that necessary by the end.
  18. That's why I told you about the balancer mechanics I put in game to start thinking about it You were occupied by the vortex mechanic instead of analyzing the other aspects of having building as scum which can't nightkill (unless?)
  19. You did good scum hunting and following Jeod's every move. But you were fixed on very bare 2d thinking, not having enough "open mind" to accept first that allied buildings could be a thing and then second never analyzed why there were no night kills before when suddenly wallymoon was confirmed to be night killed. Through logic and by knowing that Jeod is allied, unlynchable, unable to night kill, while everyone else was pretty much cleared one way or another, the only solution was that something has changed allowing night kills for Jeod or via some mechanic. Anyway point was that Jeod was the only logical target for shooting and lynching (what else you can do) It was indicated in the thread multiple times that scum need to do something in order to allow night kills (before discussions were suggesting third party elimination, then chronosphere elimination could be next logical step).
  20. Not sure who suggested it first though. I wouldn't do such a thing
  21. I didn't plan to have any other role to be returned either than reviving war factory or barracks or tanks (but only once)
  22. The only winning move is not to play. The game was perfectly balanced. Unlynchanble meant that allies were on the defense most of the time and couldn't do real night kills. Without the third party, town have grown in power and step by step could logically clear most of it's members. You could see Nodlied had trouble claiming and even Jeod eventually slipped. It was just a question of how and when both of them will be eliminated. The only way for Jeod to win was either through misinformation (which worked), miss lynching and turning into normal spy to enable night kills. Finally chrono vortex (which Nodlied wanted to be, either than damaged chronosphere) was there to "motivate" players to do some action or to boost players with extra shots/kills/shifting. Also, nobody noticed one very obvious easter egg in every day post?
  23. As said previously, and I warned you 4 hours before hammer - that because of the new roles in game, I had to put some balance mechanics to ensure the game won't end up in stalemate or unsolvable situation. To be honest guys, this game ended up beyond my expectations. It was actually pretty even between town and scum and then town got great opportunity to win, yet scum was still able to hold due to lies and misinformation (and a bit of luck but last engie shots had poor chance to succeed against non building) It was the ending lynch which basically hampered the game ending, hence I decided not to give anyone a 100% victory.
  24. With sane thinking and knowing KY, he went to visit the pillbox and die (due to game not wanting to progress anywhere), but I stopped the action by dying myself instead. Alternatively, chrono vortex killing him for going near the chronosphere and same protection result as above. But definitely not a new role appearing. Exactly this was to be discussed. But KY confirmed he wanted to engie nodlied so why would he go to visit the "claimed pillbox" Obviously you don't trust Jeod who claimed to be FT, then PB, and various other lies that were debunked. Alternative victory through rng shootings. Yes engies and flamethrowers were obviously the best way to go, though sniper shot removed Nodlied from the game. Tanks were to ensure that soviets don't die visiting Jeod nor are converted to visceroids.
×
×
  • Create New...