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Post by Snaq ◢ ◤ on Sept 23, 2017 21:00:47 GMT
Do you think you have a cool idea, but don't know how to continue? Do you just want general feedback on your Open Setup? Post here and we'll work on it as a community!
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Post by ForgotToFlush on Sept 23, 2017 22:20:49 GMT
pastebin.com/yJYM5Zd3Made this way back when Previous iterations were completely broken and took me forever to realize Recently updated it but I'm still not sure about the balance
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Post by Snaq ◢ ◤ on Sept 25, 2017 20:21:21 GMT
I'll just post an OS I made quickly for Role Madness official. 1 Mafia Bus Driver, 1 Mafia PR, 6 PRs. The PRs are: 2 Cops, 2 Docs, 2 Pretty Ladies, 1 Universal Back-Up and are randomly divided over the 1 Mafia PR and the 6 Town PRs. Flips are done as Town / Mafia, not exact role. This way you can never completely clear someone. Tagging Hawkie and megaeeveex.
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Post by megaeeveex on Sept 27, 2017 6:50:12 GMT
interesting concept, could be a bit unfair for scum if they don't pull a PL or Doc, but it's def a fun game, esp with many experienced players.
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Post by Snaq ◢ ◤ on Sept 27, 2017 7:39:51 GMT
interesting concept, could be a bit unfair for scum if they don't pull a PL or Doc, but it's def a fun game, esp with many experienced players. I feel like a scum Cop is fairly good too, and would argue a Doc is weaker, although all have their advantages. Scum Cop can frame someone and makes it so that town doesn't get as much reliable information.
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Post by megaeeveex on Sept 27, 2017 8:44:45 GMT
it's more the fact that if scum pulls uni backup or cop town has 4 roles that can stop kills, and if they get a unibackup they basically have 5 kill stoppers and a cop, whicb makes town a tad overpowered, especially if pl can consistantly hit maf cop.
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Post by Snaq ◢ ◤ on Sept 27, 2017 8:47:30 GMT
it's more the fact that if scum pulls uni backup or cop town has 4 roles that can stop kills, and if they get a unibackup they basically have 5 kill stoppers and a cop, whicb makes town a tad overpowered, especially if pl can consistantly hit maf cop. How can a Uni-Backup stop kills? They only can when a Doc or PL has died, in which case there are still 4.
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Post by megaeeveex on Sept 27, 2017 17:44:46 GMT
i'm saying that because they have unibackup, odds are it'll become a 5th kill stopping role, which means the first PR death is just a reduction of numbers.
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Post by Snaq ◢ ◤ on Sept 27, 2017 19:00:17 GMT
i'm saying that because they have unibackup, odds are it'll become a 5th kill stopping role, which means the first PR death is just a reduction of numbers. Yeah the first PR death is always going to be that, lol.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 28, 2017 22:49:18 GMT
4 Bleeders, 4 gunsmiths, 3 mafia gunsmiths. Each mafia gunsmiths can individually give a fake gun to a townsperson. These guns will shoot a townsperson as normal but have no effect on a mafia. Bleeders will die 24 hours after being shot or targeted by a nightkill (shot D3, dies end of N3, shot N3, dies end of D4). They are notified that they are bleeding. Getting shot or killed during this time has no further effect. Lynching them kills them immediately. Gunsmiths are gunsmiths. Everything kills them. Start N0, when all seven gunsmiths give guns, but make no kills. I wanted to create a setup where guns were a scumhunting tool instead of a random potshot maybe-get-lucky game mechanic, as they are often so abused. Does this setup accomplish this goal? Game can be played at EM here. It's not tested. Pre-test strategy guide I wrote: Some common sense, please: Aguns will not kill assos. Normal guns kill anyone. Shooting someone and them not dying does not clear them.
3/7 guns given on Day 1 will completely fail to kill assos. 7/7 guns fail to kill bleeders, at least at the moment. Shooting in this setup is more than likely NOT tantamount to killing, it is a scumhunting device. Hipfiring accomplishes absolutely nothing 90% of the time.
Gunsmiths are fragile. Handle with care.
Do not fire a gun before the N1 hit bleeder claims.
Keep track of every gun given and every gun fired.
Assos tend to claim bleeder.
If someone is shot and nothing happens, they are either bleeder or asso shoy by Agun. If they are bleeder, they are going to die anyway, and if asso, great! Lynch them. Never no lynch when someone is shot and keeps talking.
Chain shoot. If three people shoot the same guy, chances are he's bleeder. Towntell and self.
For the above two reasons, assos are more likely than town to hipfire. Policy lynching is a good thing.
For the love of all that is good and holy, get a townread. If they are GS, ask for gun and carry the game.
Assos, don't shoot your partners. Do I really have to tell you this? Yes, apparently, I do. Bus the normal way.
If you suspect you have Agun, shake it off by shooting someone who claims to be bleeding. Then you can potentially get a normal gun that night.
There is no such thing as MyLo, only LyLo with stupid town.
There is no such thing as LyLo, only gameover with stupid mafia.
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Post by rubberbanned on Oct 7, 2017 14:13:17 GMT
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Post by Jodie Whittaker on Oct 21, 2017 10:50:43 GMT
What do you guys think of this role?
Kidnapper (Third Party. If Innocent Child is revealed, IC becomes silenced. Gets NK + Can choose a talking group)
(It's myn, don't copy it)
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Post by chapterseven on Nov 21, 2018 18:16:30 GMT
Should bring this back tbh I'll start discussion with this
What do you guys think of a setup where the game starts as Vanilla but for every mafia member lynched they have to give a predetermined role to a player of their choosing (predetermined by the Mafia Faction in pregame not the host) and for every Town Player lynched the lose one of their roles picked by mafia idk i feel like its on the right track but still needs more hit me with feedback
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