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Elixir
August 1st, 2011, 01:04 AM
At work today I pondered how I might add in some more roles to the next game using the forum tech and I came up with ideas for the above roles.

Which ones would you most like to see in the next forum mafia?

philie
August 1st, 2011, 04:35 AM
I voted jailor, janitor and mayor, rest seem imbalanced in forum environment

What i think should change is the cult: right now there is no way to protct yourself from it and that faction possesses unlimited recruit+unprevenable kill+access o any power role they want

Zack
August 1st, 2011, 07:43 AM
The roles that would really add more to the game: Detective and Lookout on town side, perhaps replacing each a sheriff and an investigator.

As for a bad role: Witch is a must have! ;D

Obviously I mean DR's neutral witch, not the lame mafia-side witch from epicmafia.

Its possible also to replace the SK with Arsonist, but don't put both of them in, unless there will be only one mafia group.

Elixir
August 1st, 2011, 11:15 AM
Updated with witch.

Zack
August 1st, 2011, 11:19 AM
Thanks, I was also able to edit my vote :)

Elixir
August 1st, 2011, 03:49 PM
http://wiki.epicmafia.com:8081/index.php?title=Enforcer

Might use this or a variation of this as a cult counter... Dunno. Depends how well they do in a bigger game. Remember if the cult leader is killed half of the cult dies and they can't recruit anymore

philie
August 2nd, 2011, 01:47 AM
Yes, this please so many times. There should be a town power role that prevents any recruitment. I would only put 1 in, just like doctor. or even extend doctor/vest protection to culting instead.
Also by the rate town is dying off right now they couldnt win even if they lynched a bad guy perfectly, every day. It only is possible with bad guys doing a fair amount of damage to each other. There need o be a vigi.

Zack
August 2nd, 2011, 01:52 AM
I do believe 2 mafias are going to be dead by the end of this night. One from each side.

philie
August 2nd, 2011, 02:01 AM
i do believe narks/raiden or goon are gonna get recruited tonight. Most likely Raiden now thet he revealed that he's unkillable, and i would like to see if he stands by his accusation of claw the next day, because claw might aswell be culted.

oops_ur_dead
August 3rd, 2011, 05:00 PM
I came up with an interesting role idea that might work for forum Mafia, and that could be used instead of mason.

Name: Revolutionist
Description: A ordinary citizen fed up with with the constant oppression of the citizens by the Bourgeoisie. Now, having finished his manifesto, the Revolutionist is ready to help the citizens free themselves from Capitalism and Authoritarianism!
Abilities: Can target a player every night. If the player he targets is a Citizen, then the Citizen will become a Proletariat aligned with the Revolutionist and gain access to a Proletariat forum.
If the Revolution has at least three people on its side, then they can kill once every night.
Win Conditions: Wins when only Revolutionists, Proletariat, and Citizens are left.

Elixir
August 3rd, 2011, 05:02 PM
I came up with an interesting role idea that might work for forum Mafia, and that could be used instead of mason.

Name: Revolutionist
Description: A ordinary citizen fed up with with the constant oppression of the citizens by the Bourgeoisie. Now, having finished his manifesto, the Revolutionist is ready to help the citizens free themselves from Capitalism and Authoritarianism!
Abilities: Can target a player every night. If the player he targets is a Citizen, then the Citizen will become a Proletariat aligned with the Revolutionist and gain access to a Proletariat forum.
If the Revolution has at least three people on its side, then they can kill once every night.
Win Conditions: Wins when only Revolutionists, Proletariat, and Citizens are left.


Viva la resistance. I'll put it in the poll

monster
August 5th, 2011, 08:47 AM
Roles like blackmailer, janitor, veteran and witch in forum mafia are hurting my brain.

Lookout, Detective instead of 1 Sheriff and 1 Investigator should add to the gameplay diversity within the current setup.

Zack
August 5th, 2011, 12:24 PM
Blackmailer is completely unwanted in a forum mafia, where discussion is a much more involving element. I object to having Blackmailer on forum mafia.

Veteran could also be an issue, yes... Proabably better not to have it. And yeah, no janitors please.

But witch? Yes she can mess things up if she controls an investigator. More likely she'l seek the killing roles to use though. I stand by my suggestion of witch, its an interesting role to have around ;)

Elixir
August 6th, 2011, 04:55 AM
This is why we're taking a vote.

If I run the next one (which I probably wont) I have some other idea's ill be implementing... Such as day / night theme music and a scenario involving the Illuminati of Rome.

Narks
August 7th, 2011, 05:28 PM
veteran 1.0

then give it to me

it would be amazing

Elixir
August 9th, 2011, 02:29 PM
Here it is.

FalseTruth
August 9th, 2011, 02:32 PM
Mayor and jailor will go in.
Arsonist won't go in because it would potentially become extremely messy with cult included.
Janitor and Amnesiac might go in.
Either detective and lookout will both go in or neither will go in, still deciding on that.

Raiden
August 9th, 2011, 02:41 PM
I will quote my post from the other thread, it's an almost complete explanation of what i think:



Well there are a lot of roles in sc2 mafia that i cannot see being implemented in a forum mafia. Just to name some:

- Spy: absurdingly op, will never make it.
- Arsonist: very hard to implement since the existance of faction switching. I think i said it some time ago, but what would you do if you doused the cult leader and then you get recruited?
- Bus Driver/Witch: might be nice but i can see there's already more than enough mess in the mind of the players :).
- Veteran: my personal opinion is that it wouldn't be very cool in a game like this.
- Mayor: too many people involved to make it a balanced role.
- Janitor: now this is something i would really like to see, however as for bd/witch, there's already enough confusion - unless...
- Coroner: ...see above.
- Detective/Lookout: might be cool if we reduce the amount of other investigating roles, but i'm not sure.
- Survivor: sounds boring to me.
- Bodyguard: not very interesting in a slow-paced game like this, you really don't want to win by dying early.
- Jailor/good aligned Escort: might be cool but i'm not sure.
- Amnesiac: might be cool but i'm not sure.
- Random role: again an expedient which would create even more confusion :)

As for new roles, i don't know. I'll let the host/s decide.


And i wouldn't like a blackmailer either.

Also, if there is a janitor, why don't we put in a coroner? Coroner should be able to find the exact role of the dead player and his last will, as well as who visited him last night (as of the coroner 1.0 in sc2).

FalseTruth
August 9th, 2011, 02:45 PM
I may do that, thanks for the suggestion.

Inca_Killa
August 9th, 2011, 02:50 PM
Man. So sick of jailors >:.

I voted for witch, lookout, janitor.

Coronor +Jan is cool too.

McJesus
August 9th, 2011, 02:58 PM
coroner + janitor might work or a janitor with only one cleaning but without a coroner

I personally voted witch, mayor, amnesiac all of which are cool roles.

I agree I'm sick of jailors in sc2 mafia and everyone bending over backwards to give day 1 to them.

Goonswarm
August 9th, 2011, 04:29 PM
Voted for Amnesiac Jailor and Witch. Best 3 to add imo.

NorthStar
August 9th, 2011, 05:37 PM
The Jailor, Amnesiac, and the Janitor. 8)

Auckmid
August 9th, 2011, 06:20 PM
I am highly opposed to haveing the Cult included 3 game's in a row.

Auckmid
August 9th, 2011, 06:24 PM
I would like

1) No Cult
2) Longer day's
3) Semi-open or Closed set-up (Semi-Open being where there are some random role's, or we know all the role's, just no how many of each. Closed being no idea what the set-up is.)

Elixir
August 9th, 2011, 07:03 PM
I would like

1) No Cult
2) Longer day's
3) Semi-open or Closed set-up (Semi-Open being where there are some random role's, or we know all the role's, just no how many of each. Closed being no idea what the set-up is.)


1) Probably wont happen
2) The days are already 48 hours and that cap was only nearly reached on day 1/2....
3) We may do randoms.

Raiden
August 10th, 2011, 01:53 AM
1) I love the cult and i would definitely like to see it again (although probably now the cult doesn't love ME)
2) Longer days is madness, 48 hours is too long already. I understand there are people who can't be on the forums all day, but even if you have more time it just means you have to check more discussion, a thing which you will never do if you are short on spare time. 24 hours a day is perfectly fine, and this game has proven how a lynch can be made without the need of oversized days.
3) I already talked about randoms roles, anyway i would put in 1 or 2, no more than that.
4) Since the issue has been brought up, i think sheriff shouldn't detect SK. It's 1v29 already, how hard do we want it to get?

FalseTruth
August 10th, 2011, 01:57 AM
1) I love the cult and i would definitely like to see it again (although probably now the cult doesn't love ME)
2) Longer days is madness, 48 hours is too long already. I understand there are people who can't be on the forums all day, but even if you have more time it just means you have to check more discussion, a thing which you will never do if you are short on spare time. 24 hours a day is perfectly fine, and this game has proven how a lynch can be made without the need of oversized days.
3) I already talked about randoms roles, anyway i would put in 1 or 2, no more than that.
4) Since the issue has been brought up, i think sheriff shouldn't detect SK. It's 1v29 already, how hard do we want it to get?

Agree with you on most of these, except we're probably gonna need to make it 48 hours to compensate for other time zones.

Raiden
August 10th, 2011, 02:10 AM
I can live with 48 hours days, i just wanted to point out that more than 48 is a complete overkill.

monster
August 10th, 2011, 05:00 AM
Just make it fairly balanced and have a lot of citizens, I will play any setup.

Darth Sand
August 11th, 2011, 12:57 PM
I wouldn't like a closed setup or even randoms (although those would be okay). I like it much more if you know which roles are there and you have to convince people of you being a certain role that may always be counterclaimed. For example, the confusion around the investigators in forum mafia II was very interesting and fun to read as well. With a closed setup you'll never know if three investigator claims would be possible etc. On the one hand, it could make the game more interesting but on the other hand it could also just become too messy with no real clues.

chocopaw
August 12th, 2011, 11:20 AM
Because the other thread is closed I'm gonna ask here:
Can an admin change my name into Justin Bieber for the forum mafia? I heard that makes you survive very long. :3

Clawtrocity
August 12th, 2011, 11:21 AM
You can change your name in the Profile section at the top of the page.

FalseTruth
August 12th, 2011, 12:09 PM
For anyone interested, the roles list is in the signup thread. Note that many of those names will be renamed for storyline purposes.

Why we didn't add a detective/lookout: There was nothing to match them with in terms of investigator descriptions. Also, Goon and I agreed they may become a bit overpowered.

Revolutionist wasn't added because we don't have enough people for 5 factions.

Veteran wasn't added because it's too luck based. 1.0 and 2.0.

Arsonist won't work well with switching alignments.

Blackmailer encourages lurking.

Severn
August 12th, 2011, 02:45 PM
I like the new role list. It should make for a very interesting game.

The mafia look a LOT more threatening now. I'm liking the consig-janitor combo that could start going on there. They are definite contenders now. Of course with more numbers comes an increased chance of their organization being figured out or disrupted by the cult or investigative roles.

I'm very curious how the jailor is going to talk to people at night, will he remain anon to them? FIVE EXECUTIONS! If he gets some armor that will really help the town late game when they lose the majority. Mayor serves that purpose nicely as well. I think the town will have a lot more viability late game if certain power roles make it that far.

Auckmid
August 12th, 2011, 03:02 PM
I gotta question. What possible faction's can the Witch win with? He obviously can't win with Town, and obviously can win with either Mafia, but what else. Can he win with SK? Can he win with the Cult?

Also, how can the Jailor communicate with his Jailed person without the Jailed person knowing who the Jailor is?

Elixir
August 12th, 2011, 03:10 PM
I gotta question. What possible faction's can the Witch win with? He obviously can't win with Town, and obviously can win with either Mafia, but what else. Can he win with SK? Can he win with the Cult?

Also, how can the Jailor communicate with his Jailed person without the Jailed person knowing who the Jailor is?


Pretty sure witch can win with anyone not town.

We figured out somethin for the jailor dw.

FalseTruth
August 12th, 2011, 03:20 PM
I gotta question. What possible faction's can the Witch win with? He obviously can't win with Town, and obviously can win with either Mafia, but what else. Can he win with SK? Can he win with the Cult?

Also, how can the Jailor communicate with his Jailed person without the Jailed person knowing who the Jailor is?

He wins with either mafia or cult, but not SK or town

Rumpel1408
August 12th, 2011, 03:30 PM
I gues you got to PM Admin and Admin send s a PM to Jailor...

But I gues we wont see happy Masons this time.

Last Game First Mason had 10 Citizens to recruit, 9 roles would not have joined Masons while 8 would have killed them...

This Time there are only 8 Citizens in a Town that is way larger, so the chance to random hit a Citizens is pretty low, and even though the chance for Mafias and SK to random kill a Citizen has lowered, it will still hurt Masonary alot.
Oh and the chance of deadly Mismasoning has risen too (29% last game, 31-34% this time, depending if Witch kills Masons)

I gues an Cult- Win for FM3

FalseTruth
August 12th, 2011, 03:45 PM
I gues you got to PM Admin and Admin send s a PM to Jailor...

But I gues we wont see happy Masons this time.

Last Game First Mason had 10 Citizens to recruit, 9 roles would not have joined Masons while 8 would have killed them...

This Time there are only 8 Citizens in a Town that is way larger, so the chance to random hit a Citizens is pretty low, and even though the chance for Mafias and SK to random kill a Citizen has lowered, it will still hurt Masonary alot.
Oh and the chance of deadly Mismasoning has risen too (29% last game, 31-34% this time, depending if Witch kills Masons)

I gues an Cult- Win for FM3

We will see. You also have to account for the jailor, who is a town killer and other new roles that buff town significantly from last game, like the mayor. We have more people this time and cult can only recruit one at a time, so they lose a bit of their power as well. It will take longer for them to reach a majority.

Rumpel1408
August 13th, 2011, 01:22 AM
Can Jailor jail every Night or only if we don't lynch at day?

Goonswarm
August 13th, 2011, 02:04 PM
Can Jailor jail every Night or only if we don't lynch at day?

Non lynch days only would make sense but at the same time there are so many evil roles. I still think it is unfair for town to be able to lynch at day and also kill at night. I will ask False when he gets back.

Clawtrocity
August 13th, 2011, 02:14 PM
The role block should be able to happen each night. The killing should only be able to happen on days without lynches. This way the town can use it's greatest weapon (The Lynch), but also give the jailor the ability to anonymously get information/role block a potential threat out of the many amounts of people.

Does the role block prevent the player from reading his night chats if he is a Mafia/Mason?

Raiden
August 13th, 2011, 02:19 PM
Why not a town-aligned escort at this point?

Clawtrocity
August 13th, 2011, 02:37 PM
My favorite part of the jailor is the talking thing. If you're an escort you don't have that privilege.

In a setting like Forum Mafia the Jailor can really shine with his person and get info and even possibly strategize if the Jailor feels he can trust this person. The other great thing is that the town knows 100% that they can trust the jailor in SC2 mafia, but in forum mafia the jailor could be culted and both sides won't be able to trust each other. It adds another dynamic that makes this next game of Forum Mafia the best one yet. It just has more variety in the roles and we've finally dipped our toes in the water now it's time to jump in.

Keep up the good work Goon and whenever False gets back I hope this ship sails smoothly.

Raiden
August 13th, 2011, 02:54 PM
I 100% agree with you, although i can see how a jailor can become extremely complex and difficult to handle in a forum environment. That's why i suggested a much simpler concept like the escort.

If Goon and False have a balanced and functional solution for the jailor, it will be more than welcome.

Inca_Killa
August 13th, 2011, 04:30 PM
I 100% agree with you, although i can see how a jailor can become extremely complex and difficult to handle in a forum environment. That's why i suggested a much simpler concept like the escort.

If Goon and False have a balanced and functional solution for the jailor, it will be more than welcome.


From what I heard when talking to Elixir, the Jailor and Detainee will gain access to a secret forum called the Jail. The Jailor will appear anonymous in it and the detainee will not, thus allowing their anon chat at the same time as mafia/masons/etc. IT means everyone will have to check the the forums during the night otherwise you will miss being possibly jailed and them summarily executed.

Auckmid
August 13th, 2011, 04:39 PM
It would be very amuseing if it became obvious the Jailor was Culted, and the Town had to lynch everyday just to shutdown the Jailor ;D.