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deathworlds
October 11th, 2014, 12:45 PM
WHOOPS

deathworlds
October 11th, 2014, 05:28 PM
Changelong:
1. Added the Aliens roles
2. Remove Psion, (Will add) Android, Insane A.I, Investigator
Changed name of Follower to Mimic
3. Changed name of Neutal faction.
4. Removed Neutral faction, added Insane A.I, Clarified Sheriff.
5. Added investigative Pairings, added Special Mechanics, added an additional charge to the Alien Hunter
6. Added; Win conditions, and tie functionallity.
Clarified Insane A.I slightly.
8. Added: The Special Mechanic, One and only One.
Replaced: Spitter with The Omniscient.
Modified: The roles list, the Parasite role.
9. Restored: Working version of post

deathworlds
October 27th, 2014, 08:15 PM
Right now, I'm not happy with the Spitter, and Fear's non-killing aspect.

Orpz
June 7th, 2015, 04:14 PM
Town starts off more informed than Scum.
Bridge Commanders are the strongest leaders and there are 3 roles who know who they are right off the bat.
Scum only know who one of the other is and risk targeting each other with their night actions too early.

I also think the Radar ability is OP as the Radar Operator can pretty much write down a role-list for the Town early on and then get killed since his use is already maximized.

All in all, Town is way overpowered at the moment.

Stealthbomber16
June 10th, 2015, 01:44 PM
Captain Farnsworth
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