Search Results - SC2 Mafia
Register

Search:

Type: Posts; User: Auckmid

Search: Search took 0.02 seconds.

  1. Replies
    104
    Views
    15,622

    ►►Re: FM X rules & role cards (not finalized)◄◄

    I've been looking at the way FMIX is going, and I am starting to doubt that even if everyone is accepted into FMX, that we shall have 50 sign ups.
  2. Replies
    104
    Views
    15,622

    ►►Re: FM X rules & role cards (not finalized)◄◄

    I have been here for every single FM game. There have been citizen complaints before. What a great deal of it comes down to is that making a setup of such a large size with all PRs would no longer be a game of skill. It becomes a game of chance, which is almost completely dictated by the luck of night actions. To make an all PR town would require you to buff the anti-town factions to a point where the town could lose even if they do everything right, but are repeatedly the targets of all anti-town actions. While it may be possible to balance an all PR setup to an even chance of everyone winning, it would still end up with the whole "Let the game be decided by the luck of the first few night actions" thing.

    The mason's recruiting PR's is also something which has previously come up and been shot down. There is no good way to balance it. If the mason caused the PRs to lose their ability when becoming a mason, then the masons are much more of a hindrance then a help. If the PRs kept there ability’s, then the mason would become COMPLETLY OP.

    While you can do whatever you want when you want and prove me wrong when you become FM host, Yapyap has already planned out a setup. You may decide to have an all PR setup, but don't try to make the current setups all PR. Double voters may not be up to the same scale as vigilante's or similar roles, but they are still PR's. Citizens tend to sheep, so there is every possibility that you could have a ton of citizen's become double voters if the town has a great start. While having a very few double voters in the mid game wouldn't hurt that much, having many in the mid game, which could happen, would cause large balancing issues. Even just having a few in the late game could fuck up mechanics like LYLO. I was citizen 3/4 for my starting games. If anyone has the right to complain, it is me, and I am telling you that citizens, while not as fun as PRs, are not as bad as everyone makes them seem, and do help the game stay in a more skill orientated direction.

    While you can say whatever you want, please don't try to change the way our FMs work before you even play one.
  3. Replies
    104
    Views
    15,622

    ►►Re: FM X rules & role cards (not finalized)◄◄

    Quote Originally Posted by Kromos View Post
    I'm not sure how likely it is to lynch 6 scum players in a row (counter will be reset by lynching town or the jester). Has this ever been done before on other FMs?
    Nah. FMVII was a pro performance by the town, but even there a good deal were killed at night, we stopped lynching at the end when we realized that Yuffie was using jailor powers which allowing for a double execute with no lynch, and then there was that 1 mislynch right in the middle because Zane was being a tool.
  4. Replies
    104
    Views
    15,622

    ►►Re: FM X rules & role cards (not finalized)◄◄

    I said above that I thought it would suck to be citizen in this set-up. However, citizens are only as useless as they want to be. Citizens have been some of the best at guessing the alignments of people, simply by post analysis. The major problem comes in when half of the citizens say "I'm a citizen, fuck this. I'm either going to be a sheep for the entire game or I'm going to rage quit right now".

    After doing some thinking, I don't see how a citizen level system could be implemented without being OP. The rewards would have to be very minor, and be in a way that all the citizens wouldn't level up at once, such as "Hammer an anti-town player to level up"...................................... Hey, that was actually a pretty good idea
  5. Replies
    104
    Views
    15,622

    ►►Re: FM X rules & role cards (not finalized)◄◄

    Making a level system for citizens would add a bit of flavor for them. While I have no sympathy for rage quitting citizens, the first thing I thought when seeing this set-up is that it would suck to be citizen and miss out on the whole inventory/level thing. Giving citizens an extra vote would be OP, but maybe give them 1 piece of armor at level 2, 1 time use of body armor at level 3? That would probably be OP as well, mind you.
  6. Replies
    104
    Views
    15,622

    ►►Re: FM X rules & role cards (not finalized)◄◄

    Role list looks great, and I like the level system a lot .

    I too express a bit of worry about bringing people back from the dead. Even with the isolated dead chats, if any dead PR tells of any findings they had which they did not tell the living, then no dead people from that chat can be brought back. Trying to make rules as to what you can say in dead chat could turn into the FM8 fuck up all over again, where if you accidentally give too much of a hint, you face being mod-killed and banished from the dead chat. Having said that, hopefully any AFKers/lurkers will get caught very early, so there won't be any of those sort of problems.

    Other than that, my 1 question is what would happen if the dark thief stole the 6-round revolver from the vigilante N1? Would he be able to use that gun?
Results 1 to 6 of 6