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Killing_You

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Everything posted by Killing_You

  1. 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.
  2. 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.
  3. 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
  4. @Voe attempts to shoot @iLikeToSnipe, but his weapon gets stuck!
  5. @FRAYDO attempts to shoot @iLikeToSnipe, but his weapon gets stuck!
  6. @ChopBam shoots and kills @Jeod! He was the Nod Toxin Trooper!
  7. @Shade939 attempts to shoot @Jeod, but his weapon gets stuck!
  8. DAY 3 With their numbers dwindling, the remaining personnel dread morning roll call. Their fears are answered when one of their own never shows, and is found dead at his post. Category 5 Hurricane, the GDI Light Infantry, has been murdered by Nod! Down four people and with no confirmed infiltrators, the personnel begin to panic. They must stay strong if they are to discover the enemy lurking in the shadows. Day 3 ends in 48 hours.
  9. Can do. I'll add it into the N1 post as well for consistency.
  10. NIGHT TWO After burying their fallen medic, the outpost personnel decide that enough blood has been spilled this day. They part ways as they prepare for the inevitable nighttime strike from Nod... FINAL TALLY: PLAYER VOTE Jeod NoLynch ChopBam NoLynch iLikeToSnipe NoLynch FRAYDO Category 5 Hurricane Voe Shade939 OrangeP47 Retaliation Shade939 Mojoman Shade939 NoLynch TheIrishMan Anon_Kat Louis NoLynch MAJORITY NoLynch (5/6-Hammer) Day 3 begins in 24 hours.
  11. @Jeod shoots and kills @TheIrishman! He was the GDI Medic!
  12. @TheIrishman attempts to shoot @Louis, but his weapon gets stuck!
  13. *sigh* Following standard procedure, individual scum players must choose between using their ability and performing the nightkill. MOD ANNOUNCEMENT: I've gotten several questions regarding mechanics both in the thread and via PM. I've been more forthcoming than I'm comfortable with because it's been a while since we've played CYOR, but I do want to keep this mostly focused on player discussion. Therefore, I will not be answering any further questions regarding game mechanics until the game is over. I hope you understand.
  14. To paraphrase something you said in APB 1: The roles on the sheet might not work as advertised, but they probably do. It's meant to be a guideline, not a 100%-accurate reference, as adjustments can be made for balance. Such adjustments would be as minor as possible, though. That is all I'm willing to say on the matter. I'm trying to keep mechanic questions-and-answers to a minimum.
  15. Happened in my very first game. The final day consisted solely of me, a Rifle Soldier, opening fire on Voe. I missed, scum won.
  16. Since he is dead, I will post for OrangeP47 here. Wow ruude.
  17. DAY TWO The sun rises on a new day. Still no word from command, and after a quick search of the base, a grim discovery has been made. OrangeP47, the GDI JumpJet, has been murdered by Nod! With two known casualties, the rest of the personnel must root out the Nod infiltrators before they can strike again. Day 2 ends in 48 hours.
  18. Results going out. Official day start in half an hour.
  19. As long as there's no ingame discussion, I'll allow this possible third post.
  20. NIGHT ONE With nightfalling, the outpost personnel decide to lynch Mojoman. Unfortunately for them, they realize who he is too late. Mojoman, the GDI Light Infantry, has been lynched! Down one soldier and still cut off from command, GDI braces for a rough night as Nod prepares to strike... PLAYER VOTE Jeod ChopBam iLikeToSnipe iLikeToSnipe Mojoman FRAYDO OrangeP47 Category 5 Hurricane OrangeP47 Voe iLikeToSnipe OrangeP47 Mojoman Retaliation Mojoman Mojoman NoLynch Shade939 Mojoman TheIrishMan Mojoman Anon_Kat Louis MAJORITY Mojoman (5/7-Hammer) Day 2 begins in 24 hours. Please try to send in your actions in 1 hour prior to daystart. As usual, 2 night posts per player.
  21. I'm gonna go ahead and say it's perfectly fine. I double check the votes anyway, so if something weird happens I'll catch it. Kane's Wrath. They replaced the Flametroopers for Marked of Kane and are part of why MoK is a poop faction don't @ me
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