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Killing_You

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Posts posted by Killing_You

  1. INTRODUCTION

    2mgKrHs.png

    Welcome, Mafiosos! It's been quite a while, hasn't it?

         Dune has been on a bit of a hot streak lately. The new movie came out late last year, Spice Wars is coming out soon, and our very own project, Battle for Dune: War of Assassins, is set to release this season! So to celebrate, I figured, why not throw a game of Mafia in there?

    AtrLogoNoBG.png THE GAME HrkLogoNoBG.png

         The game will take place in the capital city of Arrakeen, which is currently occupied by the noble House Atreides. Rather than a direct assault, the sinister House Harkonnen have sent in a small team of agents. Their goal is to tear the security forces apart from the inside, picking them off bit by bit until they are weakened enough for a direct takeover. 

         During the Day Phase, players will attempt to deduce who among them is a Harkonnen spy. Voting will be the only action here, and will be the only way for House Atreides to eliminate their foes. Persuasion (and deception) are key. Unlike previous games I've hosted, there will be no early hammer. This is subject to change in the future.

         As soon as the game hits the Night Phase, the real work begins. House Harkonnen will attempt to kill an enemy player, while House Atreides will seek to either gather extra information or prevent the kill altogether. Not everyone will have access to abilities, however.

         Previous Mafia games have also featured Items. They will make a return in this game, but with a twist. Rather than having a seperate action, they will provide passives when activated. All items can be activated alongside an action, but will expire after a single use. They will also be available to pass around.

    Sign-ups will close Friday, May 6th. The game will then begin at usual hammer time on Saturday, May 7th. However, the game is subject to small delays if more players are needed.

    SIGN-UPS- 8

    1. Jeod
    2. Category 5 Hurricane
    3. Shade939
    4. FRAYDO
    5. ChopBam
    6. Retaliation
    7. Louis
    8. TheIrishman

    BOOKMARKSDAY ONE

    NIGHT ONE

    DAY TWO

    NIGHT TWO

    DAY THREE

    NIGHT THREE

    DAY FOUR

    GAME END

  2. 14 minutes ago, Metaridley said:

    That Power Plant looks great! Will we see both Power Plant Variants ingame? For atmospheric purposes ofcourse (Normal ones for small bases, advanced ones for big bases).

    Undecided at this stage, especially since making an APP would involve just adding an extra cooling tower. Time will tell here.

  3. 56 minutes ago, des1206 said:

    Some Allied-buff balance ideas then to help direct confrontation

    1. Make APC/Ranger's machine guns a little better vs Soviet infantry like shock and Volkov

    APC feels fine IMO, and any buffs to the ranger will likely carry over to the Captain, so I'd exercise caution there.

    56 minutes ago, des1206 said:

    2. Shorten shockie's range a little more so they are easily kited in open field without cover.

    I think the shockie feels fine right now. If anything, it could do with a bit of a range boost.

    56 minutes ago, des1206 said:

    3. Make Tanya more useful in open field by increasing her Colt .45 range, but also her C4 throw range and C4 dmg vs vehicle.

    Not a bad idea, really.

    56 minutes ago, des1206 said:

    4. How about a Chronotank weapons logic that damage tank armors more, but health less? Alternatively, give the CT a small bonus dmg vs Mammoth armor

    That alternate suggestion is probably the better of the two. The Chrono Tank already feels like it should be a somewhat beefy brawler with a unique escape/approach option. Could probably lean into that a little more, and if it's too much, perhaps cutting the teleport ability for a few seconds if you take damage? (That way you can't just insta-nope out of a bad fight, you'd need to be smart).

    56 minutes ago, des1206 said:

    5. Increase CT dmg vs buildings slightly more so they can join in on a base attack easier.

    This, I'm also wary of, considering how they can already bypass a front line easily. But I'm not against it wholesale.

    56 minutes ago, des1206 said:

    6. Give the Phase Tank full/limited self-repair abilities. It did that in one of the Aftermath missions. Increase its price if you have to. This will drastically improve its lifespan in the field for skilled operators.

    I'm not sure if I like this, honestly. It's already quite capable in the right hands, and self-heal might be a bit too much. On top of that, it'd diminish the role of the mechanic.

  4. ##vote Option 1

    I agree with Shade. Option 2 won't get us anywhere.  Option 3 could be useful for finding clues as to the disappearence, but we'd also be suffering from a lack of direction.

    I'm not sure if I agree with contacting the villagers for help right now, but eavesdropping on the meeting might yield enough information to point us in the right direction. For example, they might namedrop a specific farmer who has disappeared, and we can then go to his farm to look for clues and try to discover some information. Y'know, something along those lines. Plus, we might pick up on their allegiance. Are they friendly towards GDI, Nod, both or neither?

  5. I voted for landing near the Airstrip. Allow me to explain my reasoning.

    Given that this is an Infiltration based game, it stands to reason that we're going to try to be as stealthy as possible, so I'm not worried about immediately running into a fight we can't win. The Nod Base is probably going to be our biggest source of headaches if and when the fireworks start, so while we're still undercover I think it'd be a good idea to assess the threat level. If it's little more than a few guys? Cool. If there's a tank that will give us trouble, we'll sneak away and know to prepare for such an engagement.

    Also, I agree with the consensus that the village is likely not our best bet, as we have no idea how the villagers will react to our presence. Landing at the tib field isn't a good idea either IMO because we'd be going in with zero intel on what Nod could throw at us if things go belly-up. So, I say let's scout the base and leave without making our presence known.

  6. 5 hours ago, Metaridley said:

    I mean i like the standart C&C Mode but i always like to see maps with goals/targets that are different from the normal standart. It gives a game more fun and variety. Thats why i think IMO Tiberian Twilight and Rivals - despite their status in the fandom - would have interesting concepts for an FPS. I hope we see a Mobile HQ Mode and a Sole Survivor Style Mode in Ground Zero

    Mobile HQ is a very strong possibility. Or, at the very least, some sort of unique escort mode, as I think that'd be fun to do within the MilSimmy environment. Sole Survivor mode... as much as I have zero interest in Battle Royale style games, I wouldn't say no to including it.

    Of course, bearing in mind that any and all hypothetical alternate game modes are post-release at best and should not be taken as "we're 100% doing them." Just to temper expectations properly.

  7. 4 hours ago, Nodlied said:

    IIRC, Ground Zero is going to be a more objective based game. But I'm sure that @ Killing_You  could tell you more about that.

    He speaks the truth. The primary game mode of Ground Zero is basically Domination mode with full tech and bases. The goal is to win by holding the majority of the points (represented by Supply Depots) to gain enough Conquest Points to win. (That said, if you wish to win by base destruction, that is also an option). We've been kicking around the idea of having more Seamist-style assault maps as well, but that's probably not going to be in the first release.

  8. Of all the changes introduced in the recent patch, by far the most interesting (to me, at least) was the introduction of the BTR to the low-tech Soviet roster, replacing the Soviet Ranger entirely. Now that we've had a few days to play around with it, I'm curious. How does everyone feel about it? Is it a worthy addition to the game? Is it over or underperfoming? Discuss away!

  9. I don't know if this counts because I haven't been around as long as most of you guys, but I did randomly remember that I made a cutscene for the Soviets on Seamist all the way back when I first joined the community. 

    Enjoy the cringe :v I may or may not remake this eventually, especially since I have actual facial hair.

  10. 13 minutes ago, Shade939 said:

    You act like the cop report didn't literally tell you who Scum was, and you didn't have a guaranteed to kill them.

    Or could literally have every single living player that was left be immune to the NK..

    Only Orange and Category 5 had no NK protection.

    So why on earth did you not kill Cat5 and coast on the one and only cop report in the game?

  11. Quote

    I’ve just pieced together that Dave is a character from KY’s upcoming series, Dead Legion. The one he’s playing himself in fact! If no last name is provided in the series, I could assume I would have been able to successfully write off Dave in my Death Note as well. I’ll have to check with KY on that after the game.

    @ FRAYDO  Dave's last name is never said in the series and I didn't submit one, so yes, you could've totally debt noted me. :P

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