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Posts posted by Killing_You
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1 minute ago, ChopBam said:
##vote Killing_You
Out of his meta. Started to vote for himself but never followed through. Highly sus.
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Just now, Mojoman said:
I can't believe our new meta is going to be wasting shots D1
Right? It's so different from nolynch. It makes things interesting!
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Hi everyone! New game, time to ##vo-
*dodges random shots*
Well, alright then. That's one way to start the day.
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1 hour ago, Jeod said:
Game can start today (early) or at scheduled time (tomorrow). Yea or Nay?
Scheduled time probably works better given the Reborn rerelease event today.
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No early hammers, eh? Interesting.
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49 minutes ago, Anon_Kat said:
Sorry! School slows me down when It comes to being online.
I don't know if it'll help, but when I first started I used APB 1 as a study guide, and it helped me get a good idea of the game even when I couldn't be online all the time.
Here's a link to the thread:
It's a fun read, and it helped a lot.
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Sign me up! Excited to be a player!
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2 hours ago, Jeod said:
No. Never again.
Just kidding, I’ll try to host AR Mafia in like two weeks.
Looking forward to it! I'm glad this style of Mafia is making a comeback!
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52 minutes ago, Shade939 said:
Multiple officers isn't a good thing, it means that you can't trust any officer claim then since a single counterclaim puts you at a 33% chance of figuring out who's making a fake claim.
To be fair, there was a ton of speculation that the setup had two cops (one sane, and one insane), and even if I don't do that in the future, allowing for the mere possibility can make for good dialogue.
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Right, so here's the initial changelog I have for the rolesheet:
-Light Infantry max number increased to 7
-Officer max number increased to 2
-New Unit Type Added: Vehicle. These roles are immune to daykills (unless the shooter is anti-vehicle)
-New units added to GDI: Disc Thrower (Anti-Vehicle), Wolverine (Roleblocker), MSA (Self Watcher)
-New units added to Nod: Elite Cadre (Role Cop), Rocket Soldier (Anti-Vehicle), Engineer (Roleblocker), Devil's Tongue (Ninja)
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5 hours ago, Voe said:
@Jeod One of the reasons i stopped playing Mafia was that the only games hosted became CYOR.
CYOR lacks the strategic element for me. It's less deliberate and more of a wild ride. While I like a wild ride from time to time, I prefer the intellectual part of mafia. It's why I'm the biggest fan of Vertigo mafias such as DeadSpace, which were a mix of both.
Well, I hope you're able to be a regular player for TSR Mafia and any similar Mafias that follow. It was good to have you back as a player.
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5 hours ago, Jeod said:
Verti evolved the setup from such feedback that he began to include vehicles and buildings in a semi-open setup that kept everyone guessing what roles existed. I would like to see some vehicles in TSR 2, specifically so Nod has more options.
I can confirm that vehicles and non-shooting roles will most certainly be on the role sheet for next game. I've gotten plenty of ideas for roles now that I've seen some of the drawbacks of this setup in practice.
Buildings will probably wait until TSR 3, however. I can confirm that there will not be any permanently unlynchable Nod buildings in any setup. Whatever I do for Nod buildings, I'll do for GDI buildings as well, to avoid meta arguments in that area.
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Just now, ChopBam said:
@Killing_You You did a stellar job setting this up, in my opinion. I had a blast. Thank you thank you for hosting!
You're very welcome! As I said in the dead doc, I think TSR mafia is a good fit for me to GM, and I'm looking forward to iterating on this further!
And a big THANK YOU to all who played! It's the players that make the game, after all!
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4 minutes ago, Retaliation said:
I'd probably start out using actual 40k stats so if it works out I could use stat engines already setup to deal with that.
Plus then I could roll actual dice to resolve your shots :v.
>implying I didn't (I have physical dice at my desk to continue playing tabletop games with friends via Facebook messenger calls, so it was easier than trying to find an online number generator)
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31 minutes ago, iLikeToSnipe said:
To be perfectly honest, I don't know how Nod could win this game without major luck if they went up against a competent town. Even with inactive town players and some decent luck I don't think this would have reasonably winnable. The majority of town targets could have been BP N1 (or any other night depending on if they held off on their ability). Town also had two protective roles and another role that had some pretty good (and interestingly designed) BP. All this combines into a TON of information gathering for town and very little that mafia can exploit.
In my defense, I tried to take into account the possibility of Town roles interfering with other Town roles (Riot Trooper and JumpJet, namely), and I think it's possible that Scum could've won in this setup. I did spot some holes in my original mindset, which will be rectified next game.
30 minutes ago, Shade939 said:The number and types of roles in game was fairly necessary in order to actually know what was going on, and get the style of game play we had going on.
You might add in something like a mystery role though, that could be from several different known options.
I did have a mystery role, though; the JumpJet. There was also a plan for Nod to have a Confessor (which would've had a silencing ability), but Nod needed all of their more powerful roles for this game. I like the concept of a complete mystery because it adds a bit of uncertainty to the game, making it more interesting IMO.
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1 minute ago, Voe said:
I think the unstoppable kill should be unstoppable, period. It should go through all blockers, medics, special abilities and even jailers. That is its only purpose.
Eh, fair enough, and it'd fit the Toxin Pooper flavor (being a sniper and all). Though this would only affect the JumpJet anyway.
Another change I'm thinking of making is nixing the "Max" column on the rolesheet. I ported it over from APB for no reason other than it was there, and it felt like more of a hinderance than a help. Opinions?0 -
Just now, Voe said:
So we were correct to assassinate Orange right away.
Yes, though interestingly, N3 (or N2 had he chosen to land that day), he would've been immune to the neurotoxin, but not the NK.
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Just now, Nodlied said:
That's right. I presented Nodlied with the total rolesheet (including the JumpJet and Confessor, another mystery role that did not appear), and he pretty much told me it looked good. I then made the thread to put the game together.
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- Popular Post
- Popular Post
GAME OVER
With tensions mounting, one brave soul opens fire on the one who killed the medic on the previous day. It wasn't long before the accomplices were rooted out, and they surrendered without a further fight.
iLikeToSnipe, the Mutant Hijacker, has surrendered!
Voe, the Chameleon Spy, has surrendered!MISSION ACCOMPLISHED Congratulations to all the GDI players!
Special thanks to @Nodlied, as my balance consultant for this game!
ROLESI'll give my opinion on the roles and the players who played them in one go, for simplicity.
LIGHT INFANTRY (Anon_Kat, Retaliation, Louis, Mojoman, Category 5 Hurricane)
The five "vanilla Town" players. Pretty bog standard, a direct port of APB'S Rifle Soldiers, and I think they worked pretty well.
Category 5 was the best player out of these five, but that's to be expected. Retaliation didn't do a bad job, even scumreading two scum members at the end of D2. Mojoman and Louis were chaotic elements, but surprisingly not as detrimental as it seemed. Anon_Kat, perhaps you should read some past Mafias to get a better idea of what to do and what to say. APB1 was my study guide, so perhaps you could look at that.OFFICER (Shade939)
Again, copy/pasta from APB's Starshina, though it worked well here. I think Shade could've benefitted from not playing the numbers game so hard, and I think he could've claimed to save Irish (unless his weapon stuck, which it did), but ultimately, not too terrible.RIOT TROOPER (FRAYDO)
This was one role that was depowered from APB Mafia, being a jailer instead of combo jailer/rolecop. Fairly balanced overall, I think, and FRAYDO not submitting his action N1 accidentally led to scum's downfall. Funnily enough, I predicted that FRAYDO would be Town's ace-in-the-hole.UMAGON (ChopBam)
You know the drill. Kinda Copy/Pasta from APB's Sniper, except seeing who people visited instead of what action they took. I thought that was better balanced, and it led to some interesting situations where Chop had Snipe cleared in his mind, before using it as incriminating evidence when the time was right.MEDIC (TheIrishMan)
Truth be told, this was the role I was most concerned about given APB didn't have a Town doc. But surprisingly, it didn't impact the game as much as I was worried about. Irish didn't do too bad, although claiming on the shot would've helped his case, especially if Shade backed him up.JUMPJET (OrangeP47)
Orange got the secret role for this game; the JumpJet. I wasn't sure how to incorporate this unit, until I looked on the Wiki, discovered the Commuter, and decided to play around with it. I've always toyed with the idea of a role that had two different "states" it could toggle between. It was a fascinating experiment. Too bad Scum used neurotoxing on the one night Orange would've been vulnerable to it.CHAMELEON SPY (Voe)
Yet again ported over from APB's Spy, though I wasn't sure if APB Spy doubled as a rolecop or not. I left it out this time since Town had no rolecop of their own, and it likely would've given Scum too many tools to work with. Maybe I'll restore the ability next game, maybe I won't. Depends on how I feel. As for Voe, I honestly thought he would've been in a good position to win until Snipe misplayed his hand.TOXIN TROOPER (Jeod)
Scum's hyperlethal role, this was also a bit of an experiment. See, it was a unique brand of unstoppable kill in that it resolved before any other action rather than simply punching through roleblocks and doctor abilities. This would've been critical for killing the JumpJet before it took off and became the only role ingame immune to it, while also guaranteeing an early kill. Overall, I think this experiment was a marginal success.MUTANT HIJACKER (iLikeToSnipe)
This was a strange one, as I'm not sure how well it fits into the overall balance considering it failed both nights. Snipe played the part well for the most part, however assuming his action failing was due to being blocked led to his downfall. Truth be told, I wasn't sure how to handle the action resolution initially, and the decision to report the action as a simple failure was advice I took from Nodlied.CONCLUSIONOverall, despite some odd issues here and there, I'm willing to call this a success. It was refreshing to see the conversations revolve around scumhunting more than mechanics. I also think my approach was successful, as I was deliberate in keeping information to a minimum, particularly with action resolutions. I also think the element of uncertainty was at just the right level; having just enough information to get the conversation going, but not so much that players could latch onto something with 100% certainty
Like Secret Invasion and Netflix Basics, this game ended D3 with a Town victory. Unlike those games, I think this went over well. I look forward to running TSR 2 sometime next year. And with this format, setup will be easy. If someone else wants to go first, though, be my guest. Until then, I'll be ready and waiting.
CVC AT THE TOP WILL HAVE LINKS TO THE DOCS AND MASTER SPREADSHEET
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Game over post incoming, please stand by.
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Just now, Voe said:
Let's get it overwith
##shoot iLTS
@Voe attempts to shoot @iLikeToSnipe, but his weapon gets stuck!
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Just now, FRAYDO said:
Jokes on you, I forgot to submit my action N1 to jail anybody.
##shoot iLikeToSnipe
@FRAYDO attempts to shoot @iLikeToSnipe, but his weapon gets stuck!
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4 minutes ago, Retaliation said:
Jeod was just going for the patented Rambotalition strategy of winning after outing yourself as scum.
I mean, he pulled it off in APB 3.
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[GAME OVER] Apocalypse Rising Mafia I
in Forum Games
Posted
Did it, though? Irish got stuck despite only having a 25% chance to do so, and there were a couple of roles that failed a 50/50 coinflip on either the stuck or hit roll (yourself being one of them). Numbers game can only get us so far, but it can carry scum further than town. Let's not do it.