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View Full Version : Suspicious Nighttime Behaviour Detection



st.rage
September 9th, 2013, 12:00 PM
This is a SIMPLE way to detect suspicious nighttime actions in which one person in a group (Mafia/Cultist/Mason) does something, someone ELSE in his group Skypes what is happening, and the receiver (person who gets the Skype message) responds to the action.

The receiver may do the following:
-Bodyguard, Doc, or Witch Doc saves someone AFTER person is targeted to be killed (by Mafia or Mason Leader), or switches AWAY from them to let them die
-Bus Driver makes a switch AFTER person is targeted for any reason (either switching himself away, or switching to get the target, etc.)
-Citizen/Survivor puts on vest AFTER being targeted (or takes it off)
-Escort/Consort are blocking person from group, person changes or cancels action, and they suddenly decide to block someone else
-Lookout visits target
-Killer (SK, Mafioso, Vig, ML, etc.) decides to kill someone else after learning that they're first target is being targetted by something else
-Veteran goes on alert AFTER being targeted

There are more possible ways, but in general what happens is:

1. Player B does something or nothing
2. Someone in GROUP (containing 2 or more people) targets Player A
3. Player B who ISN'T IN THE GROUP CHANGES his final interaction with Player A

There should be some ranking system based on how suspicious it is or how often it happens (i.e. if mafia target 1, then BG tries to save 1, then mafia change to 2 and BG switches to 2, and so on, this would be highly suspicious), and at the end of the game show a message telling players to watch the replay or report someone.

pat_power
September 9th, 2013, 05:23 PM
Isn't worth the time it'd take to implement, imo.

Helz
September 9th, 2013, 07:48 PM
I support this if it is easy as hell to script. I feel like it would put more pressure on keepers though.