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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
Here's some food for thought, just to give you some idea about the map:- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
[Vote Counted] Nodlied voted Voe to be lynched! Time Left: 1 day(s), 4 hour(s), 24 min(s) CVC: Alstar voted nobody Category 5 Hurricane voted nobody ChopBam voted nobody FRAYDO voted nobody JackoDerp voted nobody Jeod voted nobody Killing You voted nobody Nodlied voted Voe OrangeP47 voted nobody Shade939 voted nobody TheIrishman voted nobody Voe voted nobody 1/12 votes casted so far Voe has the most votes - 1- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
I guess it's OK. The rule was there for a longer time when we could all actually see who up voted a post, so to prevent extra form of communication or hints using likes, we made that rule.- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
Just FYI, ^ Keep an eye on this during Day posts ^, I might update it as the game develops.- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
DAY 1 - Game start Battle stations! We have learned that the Allies have bypassed our defenses and sneaked in a small Task Force Fleet to invade and destroy our secret Black Sea Naval base, where we develop our new prototype Missile Submarines! This must not happen, as Comrade Stalin orders. Protect our airfield as it is essential of providing air support to dispose of any threat quickly. Use all the available naval units and destroy all hostiles! Make Comrade Stalin Proud! The Soviets win when they have eliminated the allied threat (all allied and hostile players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. If there are any Third Party in game, they will win if they met their special objective. Day Guidelines During the DAY - Battle Phase (48 hour duration), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##SHOOT, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. Naval Combat Rules: At the beginning of each day, all hits that happened during the Night will be highlighted on Naval Map. Air unit(s) will reveal all detected units as well as ground/water tiles that were revealed by scout action. Units that appear on explored tiles will be detected as well (for example if the Attack Submarine surfaces). All players that have ##SHOOT action can shoot each day, but only once. If you attempt to ##SHOOT at yourself, there is a 50% chance of killing yourself with one shot. Each ##SHOOT action will highlight the quadrant the shot came from. Each #SHOOT action requires target coordinates and they will reveal a tile on the Naval Map - either Water or Ground (No Hit) or Hit (this will not reveal ground or water, so you can't use the combat action to prove if you are naval anti ground or just naval). Ground tiles won't display ridge details until surrounding water is discovered/reveal so that you can't guess the topology of islands on the map instantly. Only destroyed units will reveal player ID, alignment and role/unit type. Hit units will not reveal any of this. Additional Rules: No quoting mod communication or other out of thread communication. No out of thread communication unless specifically allowed by the mod. No content-posts after death unless allowed by the mod. Whitenoise that doesn't affect the game is fine. Use your best judgement, but remember that anything you say can be taken by the players to mean something it doesn't. If in doubt, say nothing. The same goes if you aren't playing, and double if you aren't playing and have been spoilered. Don't try to break the game. No sillyness like telling everyone to make a roleclaim post and encrypt it, then reveal their encryption keys/methods all at once for example. No saying "my role PM has X characters in it" And if you come up with it, and you're a little too proud of coming up with it as a way to get around the spirit of the game, don't post it. Mods, do your best to prevent this crap in the first place if you can. Don't give everyone with the same role and/or win condition the exact same wording for example. "Outside influences" such as bribing, threats, promises, whatever falls under the above. Don't do it. Don't be an ass. This includes "bussing" fellow scum/cultist teammates. By bussing we mean revealing fellow scumteam members as scum to spite them or gain townie points. No backseat modding. Unless the game's GM/Mod asks for forum moderator assistance, let them handle it. Especially if they have forum moderator privileges themselves. This is more of a respect/courtesy thing than a rule. Pointing out that the hammer has fallen and noone should be talking until the moderator handles it is fine; deleting posts put up after the hammer isn't. If you signed up for a Mafia Game, you're expected to participate actively. It's up to a GM to setup a minimal post quota for each player so that the game won't get hampered by inactive players. If you know you won't be able to play for more than one day, it is your responsibility to let the GM know in advance. Please don't try to be an Internet detective to find out who was online where and when. Not only is it not a good way of hunting down players, it's also a bit creepy and unfair for the person. Don't base most of your case on someone around "his last online time was X thus he was online at hammer but didn't post/vote" for example. Don't abuse the Board's Voting system - don't upvote/downvote player's posts unless you are allowed from the mod Don't edit your posts in game thread Don't use your day/battle/voting actions shortly before hammer time, it may not count. You have usually more than 48 hours so use them. Last minute hammers or shooting won't be accepted unless consulted in PM before the hammer time. Naval Map & CVC - Cumulative Vote Count Time Left: 1 day(s), 23 hour(s), 49 min(s) CVC: Alstar voted nobody Category 5 Hurricane voted nobody ChopBam voted nobody FRAYDO voted nobody JackoDerp voted nobody Jeod voted nobody Killing You voted nobody Nodlied voted nobody OrangeP47 voted nobody Shade939 voted nobody TheIrishman voted nobody Voe voted nobody 0/12 votes casted so far No votes casted so far I'm sending your coordinates now as we speak.- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
Game update: People who didn't send me their coordinates at this moment will have random assigned by my script. Everyone who did send me at least 3 coordinates are guaranteed to have one picked. Map is being finished, game will start once done. I'm also simplifying the quadrant mechanic (for now, until the game turns up to be slow paced). You will only learn the position from the last action by highlighting the entire quadrant. This will also highlight all night actions in the first day post, except scouting and nightkill.- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
I'm still missing response from 2 players, if they won't reply soon I'll assign the coordinates for them randomly on the map where's it's still free (I like my new script for just that :p).- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
Game update: Since Strike has announced site maintenance and updating the DB scheduled for tomorrow, I'm moving the Day 1 start until Sunday 9th 10 PM UTC. I don't want to risk losing half of Day 1 posts or shortening the D1 b/c of maintenance. Thanks for understanding!- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
Hey guys, I'm still missing some coordinates. Pick 3 coordinates and vertical/horizontal position (try different quadrants but all unit tiles should be in one). If you want a random position just lemme know anyway in a PM. @Jeod @JackoDerp @Killing_You @Nodlied @TheIrishman @Voe- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
Lynch is a guaranteed kill no matter how many unit tiles the player has. Night Kill works in similar fashion but I can't disclose all the details regarding it. Note that lynch, just like the Soviet Spy Plane , is tied to Soviet Airfield. If Soviet Airfield is destroyed then lynch will no longer be available during Days!- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
Note to players who are sending me coordinates: try to place your unit within one quadrant (so the all the unit tiles are placed within 1 of the 4 quadrants). if you like, specify how you would like to place your unit (horizontally or vertically).- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
Just a side note but since technically we are at Night/Plan phase, respect the 2 posts per Night, unless it's a technical question, that can be asked as many times.- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
Night 0 - Naval Map/Battleship Actions Tutorial Before we start the hunt for Red October Allied Navy scum dogs, I'll try to explain how the Battleship mechanic in the Mafia will work so you are all up to speed before the actual start of the game. You can also use this time - Night 0 to explore your roles and decide where you would like to be on the Naval Map (you can pick 3 coordinates from A1-P16 and you will be assigned one randomly, or the one which is actual free). Your roles will be assigned to you shortly within an hour. Naval Battlemap I've drafted the basic Naval Map which will be used in game and some examples already displayed: As you can see, the map has 16x16 tiles, divided into 4 quadrants. We'll get to the quadrant mechanic later. For now notice the Legend on the left. Empty water tile will be displayed once there is a "No Hit", meaning if someone shoots an empty water tile during the day (misses during Night won't show on map). Same goes for "Ground" tile, but obviously you won't find any naval units on ground. In the first quadrant (A1:H8) you can see that one tile was actually "Hit", but you don't know what unit got hit. You will only learn what was actually sunk, meaning all units that were "Killed" will be displayed fully, including their orientation. Notice the different units we have on the bottom, and their actual sizes. The size determines how many shots it takes to actually kill a unit (note that this doesn't count for Lynch or Night Kill which kill the whole unit). For example, the Soviet Attack Submarine is equal in size with the Allied Gunboat (and it would take 2 shots to kill them), while the Soviet Missile Submarine is equal in size with the Allied Destroyer (3 shots to kill each). Use ##SHOOT [coordinates] action during each day if you have a naval unit that is able to shoot. Each of these Naval units can be placed on the map either vertically or horizontally. The only rule is that they can't be placed next to each other, or too close to ground. Notice the destroyed Missile Sub in 4th quadrant. Once the naval unit is destroyed it will be marked by surrounding water tiles. Buildings are on the Map as well - notice that we have two Soviet ones: The Soviet Sub Pen is 2x2 tiles large, and the Soviet Airfield is located on an island, measuring 2x4. The exact location of the airfield will be changed, but it's on the map as an example just to give you an idea how it will look. The shape and position of the island will be most likely a bit different. Naval Units and their Actions Each Naval unit has different size and different purpose. They all have 1 thing in common though: they can shoot once during the day. This is where the quadrant mechanic is introduced. Each time you use ##SHOOT [coordinates] action, your quadrant position will be revealed. Each time you shoot again, the area of your position will be revealed again on a smaller scale, which means that every time the area where the player is shooting from will be narrowed by 1 row and 1 column each time until exact position is revealed. If you know your math you can guess how many shoot actions it takes to pinpoint that player's position. Soviet Attack Submarine is a 1x2 long unit capable of only attacking other naval units, provided it's surfaced (you can submerge during the next Night to gain bulletproof against Day attacks). Note that if it's attacked during the day while submerged, the "No Hit" will be shown on the map. This means that any empty water tile can actually hide a Soviet Attack Submarine. However, once the submarine surfaces, it can be detected if this tile was already explored or shot before (example is in quadrant 2, coordinates O3). Allied Gunboat is also 1x2 long unit, but it's capable of attacking ground units as well, meaning buildings like airfield. Soviet Missile Submarine and Allied Destroyer (1x3) are capable of attacking ground and even air units. Soviet Spy Plane - Naval Version, is not able to attack any unit in game. However, it will provide you new information each Day - revealing coordinates and surrounding tiles on the Naval Map. Soviet Spy plane can also Detect a unit but it can never reveal alignment and/or type, you will only learn that once the unit is sunk or destroyed. Soviet Spy plane can only be destroyed or detected by either anti air attack or if the Soviet Airfield is destroyed. Allies might have similar mechanic with the Allied Helicarrier (pending space on map). Soviet Sub Pen is a building placed on 2x2 water tiles, which means it can be attacked by any other naval ship/sub. It's primary goal is to shelter other subs for one Night (provided they are not submerged) and rearm Missile Submarines so that they can use their Night Action again. There is also a room for a Mystery unit, hence, you can expect anything. Watch out for anomalies or strange things that will give you a clue what it is. Lynch, Player Elimination Lynching is done by a Mig Airstrike. Any unit, be it ground, air or naval, can be lynched in this game. Use ##Vote [Playername] during the Day to vote for your lynch candidate. As usual, the player with the most votes will be lynched by the end of the day. If a majority of players vote for one player, that player will be hammered (but the day can still go on to continue with ##SHOOTing actions). If there is a tie, a dice roll (or more likely my RNG() function) will decide who the lucky guy is. A player that is eliminated (either by Lynch, Night Kill or ##Shooting their last unit tile during the Day) will be displayed on the Naval Map, and their role identity and alignment will be revealed. Note that lynch, just like the Soviet Spy Plane , is tied to Soviet Airfield. If Soviet Airfield is destroyed then lynch will no longer be available during Days! Followup More rules will be displayed during Day 1 post, which will follow up in 23 47 (b/c of update) hours from this post. During this time, please make sure to read the tutorial until you understand it, await your Role PM and send me back the 3 coordinates on Naval Map that you wish to place your unit on. If you have any questions regarding the game mechanics, ask in the thread, if it's related to your role, send me a PM. If you've read until here, thank you for patience. Please note that I might change few things or introduce new mechanics during the course of the game if I see that something is not working. Naval Map is an experimental mechanic and I haven't tested it fully yet.- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
The exact rules for the Naval Battle will be posted before day start so don't worry.- 1,429 replies
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
@JackoDerp welcome to W3Dhub mafia gaming! Check some of our previous games to see how we play the games and what to expect, and if you have any questions just go ahead and ask. When the game starts though PM me instead.- 1,429 replies
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American forces invading Iraq for oil, colorized.
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Games [Game Over] RA:APB-themed Mafia Game VII (B0tes Edition!)
VERTi60 replied to VERTi60's topic in Forum Games
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