| Mekkah |
Mar 2nd, 2010 5:35:56 AM |
quick responses to people's ideas:
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For example, askaninjask and I are starting the basis for an experimental mafia which so far I've dubbed "Mansion Mafia." Basically, the players exist on one of three to five "floors" and can go up or down a flight of stairs to another floor at the end of the night or day. The floor one is on will affect abilities, targets, and perhaps roles as well (so far it's pretty vague). In a sense though, it's a new spin on mafia which may or may not be effective that I really wanted to try.
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As I might have mentioned before I thought of something similar (except with countries). Definitely want to see something like this happen.
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larger than average village with three competing mafias and no neutrals
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Even if you implement the necessary crossfire protection (something that redirects kills to the village would be best), you still run into an endgame issue. Sooner or later, information on everyone's alliance will be public, and it'll be a Diplomacy-like situation. I like to avoid those.
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normal sized or smaller than average village with no mafias and only a large number of neutrals
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Heh, this might be funny. Can't afford to give every neutral a kill though. Maybe they should need to cooperate to kill (eg 2-3 neutrals targeting the same person with an ability = dead target).
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rps-style mafia with three equal sized factions each with an advantage over another
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Can be fun if thought out well...but I'm kind of stuck thinking of a good way to do this. I don't really want to use my precious priority to play 25-man rock-paper-scissors.
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another "all neutral" game but actually balanced; kind of like a mafia-esque diplomacy where everyone would need to form alliances and such (would work better anonymously)
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Yeah, I personally had my share of Diplomacy-like mafia after Viva and all those games where there's 1-2 of each faction left at the end of the game and the only thing you can do to win is hope one of your opponents takes out the other in votes/kills.
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I had this idea of a mafia game with fixed length of, say, 10 days and 10 nights, and the winning team would be the one that acquired the most "points" and these "points" could be gained by lynching someone on the opposite side and various night actions.
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Possible, but might be very luck dependent...always wanted to get more out of point-based CWCs though.
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Hit Points Mafia:
Instead of just having their one life, each player has a set number of hit points. If a player's hit points go to zero, he or she dies. The lynch, and the mafia and wolf's kills, take away hit points equal to the number each player starts with. Certain roles can diminish the target's hit points, make the user or target gain hit points (having hit points over the initial set value may or may not be allowed), determine how many hit points the target has, transfer hit points from one player to another, or cost hit points to use.
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Needs to start with a very low amount of hit points to keep it simple. Say, 3. Might be a good idea to make kills only take away 2 hit points.
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Here's my idea: Wager Mafia. Each player starts the game with an item, and all players have the ability to make a single wager with another player each night. The wagers can be about anything, from whether or not someone is going to turn up dead in the morning, to how many posts there will be in the thread by the end of the third day. Each wager would reuire a deadline upon which the host(s) will determine who won the wager. The winner of the wager gets all of the loser's items, and if the loser had no items, they die. All wagers are voluntary.
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Needs something to encourage people to wager, or else they'll idle until a lot of people have fallen.
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