Search Results - SC2 Mafia
Register

Search:

Type: Posts; User: Kromos

Search: Search took 0.01 seconds.

  1. Replies
    104
    Views
    15,682

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

    Quote Originally Posted by Goremancer View Post
    I have a question about the LV2 Hooker. It said that the target doesn't know he/she is roleblocked. What if the roleblocked target is an investigative role? Will it automatically show up citizen?
    He probably won't get any PM.
  2. Replies
    104
    Views
    15,682

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

    Are we going to have anonymous accounts? I checked the members list and it has accounts like fm narks and fm kronos (spelt my name wrong :P). I guess these would be randomised as Narks and MikeVipe etc. aren't in the game as far as I know.

    EDIT: I should read the post above me.
  3. Replies
    104
    Views
    15,682

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

    Maybe it's not such a great idea then. I thought only a couple of people would be able to get extra votes, it's mainly there as an incentive for the rest of the cits.
  4. Replies
    104
    Views
    15,682

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

    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?
  5. Replies
    104
    Views
    15,682

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

    I love the roles and the leveling + inventory system.

    It seems necessary that dead people are used to replace mod kills as it will be hard enough to even fill the 50 player slots, let alone have a good number of reserves. Lurking is bad enough in a 38 player game so a 50 player game will be even worse and I would expect plenty of mod kills.

    Maybe citizens could have a way to level up to make it more interesting for them and for an extra incentive to be active and helpful.

    Citizen

    Level 1 - Vote counts for 1.
    Level 2 - Vote counts for 2.
    Level 3 - Vote counts for 3.

    As with the ventriloquist the players will not know what the true vote count is. If players are keeping track of who voted for scum each lynch they should be able figure out who has the extra votes if the successful lyncher is a cit.

    To level up
    to level 2: Be part of a successful lynch on scum 6 times. Your counter is reset if you lynch a town member.
    to level 3: Be part of a successful lynch on scum 10 times. Your counter is reset to 5 if you lynch a town member.

    You are told when you level up.

    Or there could be some other reward for them for lynching scum.

    EDIT: I can see some problems with this like cits being too cautious in case they lynch a town member (although it has its benefits as they will behave less like sheep and will actually think about who they are voting for). I don't know if 6 and 10 lynches are too high but I think you want the game to go on longer than the average game + it prevents most of the cits from getting the power and becoming OP.
Results 1 to 5 of 5