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Author Topic: Procedurally Generated Mafia- GAME OVER MAFIA WIN  (Read 75397 times)

notquitethere

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #30 on: October 20, 2017, 05:31:35 am »

Version Spaghetti 7.9
Patch Notes
- All abilities now have ability-use names (like kill, block etc.)
- Role names now appear on a separate line for clarity.
- Miscellaneous typo fixes.
- Friendly-Neighbour type roles are now generated.

I have also created a power clarifications section in the OP for FAQ.
« Last Edit: October 20, 2017, 06:35:44 am by notquitethere »
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NJW2000

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #31 on: October 20, 2017, 08:11:47 am »

Quote
Alienated Spy
Once per night you can redirect the actions of a random person targeting everyone targeting two targets to another player. Action: Redirect.
I'm not quite sure I get this... the word "target" sometimes makes things less clear. Can you have more than one target in an action? More than one type of target?

Quote
Once per night
you can redirect the actions of:

a random person targeting: [everyone: targeting two targets]
to another player.

So there must be at least one person who is targeting EVERY SINGLE PERSON who has two targets. And that person, or one of those people, you can redirect their actions to another player. Right?
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notquitethere

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #32 on: October 20, 2017, 08:17:53 am »

That's exactly right. It would only successfully work if there was someone who was targeting everyone in the game that was targeting two players. It was a maximally convoluted role, but you figured it out correctly.
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NJW2000

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #33 on: October 20, 2017, 08:33:25 am »

Great. That shouldn't be too bad, actually, and could concieveably happen with low player numbers.
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FallacyofUrist

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #34 on: October 20, 2017, 08:34:24 am »

Alpha Townie
Once per night you can swap this ability with an ability belonging to everyone targeting your target. Action: Swap.

So... target someone, everyone targeting that player loses an ability to the user of this one, and then they all get this ability? Or is it they get a piece of this ability?
~~~
I think some of these names are based off players. "Four masked..."
~~~
>kill
What do you want to kill?

Everyone who isn't targeting me.
~~~
Evil Monolith
Once per night you can kill everyone who is not targeting you. Action: Kill.

Something like this could bring the game to a halt.
~~~
Ability suggestions:
Target is un-primed.
Target is immune to being blocked this phase.
Target is immune to being redirected this phase(could be combined with above).
Target is immune to the lynch next day(rare).
« Last Edit: October 20, 2017, 08:37:09 am by FallacyofUrist »
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Would you like to play a game of Mafia? The subforum is always open to new players.

notquitethere

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #35 on: October 20, 2017, 08:47:05 am »

Alpha Townie
Once per night you can swap this ability with an ability belonging to everyone targeting your target. Action: Swap.

So... target someone, everyone targeting that player loses an ability to the user of this one, and then they all get this ability? Or is it they get a piece of this ability?
This would only successfully work if everyone targeting your target all shared the same ability. That's a situation that could happen if another power had given everyone an identical copy of an ability.


I think some of these names are based off players. "Four masked..."
Haha yeah, all the names are based on Xylbot's role list but I added a few more adjectives to the list for variety.

Evil Monolith
Once per night you can kill everyone who is not targeting you. Action: Kill.

Something like this could bring the game to a halt.
That would be a monolithically evil power! And you're right, it would instantly kill the game. As part of running the game, I'll prune any role that would make the game unfun (i.e. by being incredibly overpowered).

Quote
Ability suggestions:
Target is un-primed.
Target is immune to being blocked this phase.
Target is immune to being redirected this phase(could be combined with above).
Target is immune to the lynch next day(rare).
Good suggestions, I'll throw them in a new Protect action with a possible recursion.
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Tiruin

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #36 on: October 20, 2017, 08:59:16 am »

:V
So...in case this starts ahead, what I'll say in the next paragraph is part of what I mean in play.

I really won't care about my role but will day game this through. :P
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notquitethere

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #37 on: October 20, 2017, 09:23:13 am »

Version PoodleAscendancy 12.8

- Majorly recursive protection roles have now been added.
- Some minor typos squashed
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FallacyofUrist

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #38 on: October 20, 2017, 04:33:06 pm »

The Eavesdropper
Once per night you can perform an action that yourself is capable of on a dead player. Action: Mimic.

The yourself typo still isn't gone.

More rare ability suggestions:
Delude(target gets random results for investigative actions)
Frame(target appears mafia when alignment investigated)
~~~
I'd like to note that there are a lot of actions affecting dead players. Blocking dead players, informing dead players... maybe give the dead some way of acting?
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notquitethere

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #39 on: October 21, 2017, 07:30:58 am »

Version ClimbingCosmos 91124-BETA
Patch notes:
- Brainwash ability added.
- Frame ability added.
- Yourself typo in mimic power fixed.
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notquitethere

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Re: Procedurally Generated Mafia - 13/13 - Bug Fix Stage
« Reply #40 on: October 21, 2017, 08:32:42 am »

Pre-Game Set Up

I'll be sending out roles and will unlock the thread when it's ready. We'll have a soft start over the weekend, with no hammering until Monday.
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notquitethere

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Re: Procedurally Generated Mafia - 13/13 - Pre-Game Stage
« Reply #41 on: October 21, 2017, 09:03:22 am »

DAY ONE

In hindsight, giving everyone admin powers on the new server was not a grand idea. Now you had 13 players all pulling in different directions, expanding the world out in all directions. Most players were content for everyone to build their own things but a small cabal were determined to impose their vision on it, no matter who they had to kick to get it that way. And if it weren't bad enough, there was a griefer or griefers (though who knew how many) wrecking peoples stuff. They would only be content once the whole world was burning...

Vote Count
Tiruin
TheDarkStar
Fallacy of Urist
NJW2000
codybob1999
Starver
Maximum Spin
Leafsnail
Shakerag
4maskwolf
kingawsume
BlackHeartKabal
juicebox

Day will end 12AM 26th Oct BST. Hammering is possible from Monday (BST) onwards.

« Last Edit: October 21, 2017, 09:12:51 am by notquitethere »
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Tiruin

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Re: Procedurally Generated Mafia - Day 1 - Soft Weekend Start
« Reply #42 on: October 21, 2017, 10:35:38 am »

WoooOooo alright. Game starts at my sleepytime :'(
That means NQT is really back and woo.

Also PFPhone

Wow lots of people I dont know. TDS; everyone how are ya gonna treat the game with what seems to be 50% out of context content? How will you also see the day game? And how would you define "scum"; by the book 'scumtells' or otherwise?

Bluhbluhhsleep
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Tiruin

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Re: Procedurally Generated Mafia - Day 1 - Soft Weekend Start
« Reply #43 on: October 21, 2017, 10:47:06 am »

Quote from: NQT's code; whom I read as "nuh-cutie". NQT confirmed for bashful cute person
Spoiler (click to show/hide)
So um, parsing out the many [THINGS LIKE THIS] in the first bit, what were you saying by showing all that, NQT?

It is magic on phone
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NJW2000

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Re: Procedurally Generated Mafia - Day 1 - Soft Weekend Start
« Reply #44 on: October 21, 2017, 11:17:02 am »

Not sure if it's possible to screw up RVS, but lets see.

Right, I'm going to fail to practise what I preach below, and talk about powers.
1) Useless night actions: do people think town should use them?
I think not. They will make it harder for town to have clear information or understanding of what went on.

2) Regarding census takers: if someone can get a list of all the roles in play, should they post it at once?
I don't see why not. Knowing about a chaotic or disruptive role will benefit town more than scum. And town will benefit more from knowing what might have happened on a certain night.

Want to hear people's reasoning on these. I'm not very experienced. Bolded questions are for everyone, or everyone who has any opinion.



everyone how are ya gonna treat the game with what seems to be 50% out of context content? How will you also see the day game? And how would you define "scum"; by the book 'scumtells' or otherwise?
I'm going to treat the game as normal mafia with a couple of unknown power roles thrown in. I suspect most roles will be bloody useless.
The day game will be like day games in very vanilla or ordinary mafia, with maybe a few people trying special things. I'm going to try not to focus on powers much, because there is little information about them, and probably little to be gained by knowing most of them. Will look with some interest if anyone posts a census of some sort.
"Define" is an odd word choice. If you mean scumhunt, I'll look for scumtells and not-town behaviour. If you mean something else, what is it?

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