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02-24-2016, 03:05 PM
(This post was last modified: 02-24-2016, 03:17 PM by mfc.)
(02-24-2016, 02:13 PM)Ramond Wrote: mfc get off your horse already, your actions would have led town to inevitable defeat if Amadis hadn't double-crossed Darl. (02-24-2016, 11:21 AM)mfc Wrote: And uncertainity was never gone until Darl revealed everything, Amadis and Jernemies and Ariel. Also Pf. Jernemies blocked Aman last night from copying powers of tornado. So, game could end with even mafia's victory, since we were trusting anything amadis told us and jernemies on the safehouse. I am not riding any horses. I am aware of everything since i realised true identities of jern and amadis.
Do I regret any decision I made? No ofc hahaha, Town won:P But like I said, this game was an experiment for me too, I simply trusted people more than I should just to see how it goes. And I saw. Next games I will follow different strategies overall. Also remember, this is my 2nd mafia game in my life and 2/2 winning streak, let me become happy in my small little world pls.
Also, Even if darl didnt have power to convert, no way 95% mafia winning. Nave already died, cosmic died. vigilante known. After checking enough people, we would eventually realise the rats. 2 mafia aint winning vs like 10 townies.
And if amadis kept his mouth shut and agreed with darl, monk side could have an edge but still, i was planning to sacrifice darl to reveal somebpdy's identity anyways and if monk dies, whole faction fails. your 95%town loss is borken.
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Ramond Wrote:Finally somebody who understands that Mafia was actually going to win if the Amadis-Darl controversy hadn't happened this way. That's still an "if". Here is my version: If Amadis wasn't a mafia, we would have won harder :P
But yes, I do agree with everything you said about the game balance. Some abilities would have shown stronger in different situations.
Ramond Wrote:In my opinion, counting out the 3rd party, this situation would be won by Mafia 95% of the time, since Leader role would inevitably fall on Amadis or Jernemies at some point because of 100% 'trust'. Ah, not quite. My plan was to pass leadership to one of the mafia suspects (prince freeza) in belief a vigilante with the abilities TheNave had claimed exists and sides with the mafia.
Ramond Wrote:Coroner's passive is twofold; appearing as Town and being able to still talk after death I am not sure about the second part. I mean, I expected abilities to not go out of their role scope. The thing about the coroner talking after death sounded too far-fetched that I almost disregarded it completely as truth.
Ramond Wrote:because of no more story videos Noo, they were really great =( Anyway, I can do the narration if nobody has already done/asked you before.
Apocalipsis Wrote:I never said otherwise. Even though you keep comparing mafia abilities to civilians'.
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Yes I was going to sacrifice darl to reveal ariel
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(02-24-2016, 03:05 PM)mfc Wrote: After checking enough people
You sir seem to forget Mafia kill people. You'd lynch Darl and klodas on Days 4 and 5, and I can tell you Mafia would kill Ariel and mfc same nights. Boom, checking is over. Town will keep going after people on the "not safe" list while Mafia keeps killing Leader until Leadership is passed onto one of them. After that, kill most dangerous roles or 100% Townie roles.
03:28 [BluePhoenix] sleep is for weakling.
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My not safe list wasnt bulletproof and townies knew it. I even put coroner to townie part in one of my posts after you revealed so. And appc and ariel never stopped suspecting amadis. there you go. They would eventually kill amadis and only 1 mafia jernemis left. even if he keeps killing, i dont give him too much chances. All I did was transparent and documented. My mighty townies would figure out.
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The point being here is still Townies won because Amadis tried to bite off more than he could. And the biggest fault of mine in this game is revealing my role very soon. Won't happen again. Also I am more proud of having the videos made stating Townies won which Mafias are never going to get.  (If Ramond doesn't change his mind though)
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I need a spriter to help in my All Stars Project.. So if anyone interested, please contact me.
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Mfc you still trusted Amadis and Jernemies way more than you trusted me lol. Not implying you should trust everyone.
That being said I have to say the abilities and overall set up was actually quite excellent, I really like it.
Though I wish Gravedigger had more power
Also I have to agree, mafia would have won. Amadis spilled the beans about Darl with us but he shouldn't have because Darl knew his identity. Townies thought they had the upper hand while it was the mafias the whole time.
But now that we all know abilities and everything is there a chance for round 2?
(03-20-2016, 06:41 PM)mfc Wrote: Be the unsqueezable sponge! My new life motto!
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02-24-2016, 03:47 PM
(This post was last modified: 02-24-2016, 03:56 PM by mfc.)
You are mistaking trust with checkings. You give more credit to my Townieness Percentages column more than I did
Also Darl-Amadis standoff was inevitable and Amadis had no choice because Darl cannot convert amadis. He would convert himself lol.
Also, I have questions:
How did Cosmic knew my abilities as if they were from my pm? Amadis checked Aman first night, he couldnt possibly know.
Why could cosmic talk after death?
What are cosmic's powers actually at all?
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02-24-2016, 04:27 PM
(This post was last modified: 02-24-2016, 04:28 PM by Ramond.)
I had not thought about Monk conversion being reflected. I think I would have let that pass, making Amadis convertable.
(02-24-2016, 03:34 PM)Rhino.Freak Wrote: But now that we all know abilities and everything is there a chance for round 2?
If there's enough interest and we can work out a setup that works for all, there is. But I'd like to refrain from doing classic Mafia, I've had that way too often already. Obviously, there also won't be exactly this same batch of abilities.
(02-24-2016, 03:47 PM)mfc Wrote: How did Cosmic knew my abilities as if they were from my pm? Amadis checked Aman first night, he couldnt possibly know.
By the time they planned to reveal the Mentalist, it was already publicly spilled what his abilities were. And about the abilities sounding almost the same, this is not a game about imitating my writing style perfectly. Therefore he just told me which abilities should be shown and I would note it down in my style. Unsurprisingly, they were almost the same as the real Mentalist's because that was revealed already.
(02-24-2016, 03:47 PM)mfc Wrote: Why could cosmic talk after death?
What are cosmic's powers actually at all?
The SCIENTIST (Mafia)
Active: Each night, the Scientist may PM the game master with a player name. He will then learn of the target's role and abilities.
Passive: Any night abilities used on the Scientist will reflect back to the original player.
The CORONER (Mafia)
Active: 1x use, Day phase. The Coroner may use this ability to make the active day's lynch victim appear to have had a different role than he really had. His role will be subtly reverted to his original role after the following Day phase.
Passive: When the Coroner dies, his role will be revealed to be town-sided and he may still participate in public discussions (not private, not even with Mafia colleagues). (The abilities shown on death will be slightly different to reflect his town-sidedness.)
The COP (Mafia)
Active: Each night, the Cop may PM the game master a player name. The target player will be blocked from using any active abilities the same night. The Cop cannot block the same person two consecutive nights.
Passive: The Cop appears town-sided when his alignment is checked.
The GODFATHER (Mafia)
Active: Each night, the Godfather may PM the game master with a player name. That player will have an additional public lynch vote against him the following day.
Passive: Any abilities checking the Godfather's alignment, role or abilities will be inconclusive.
The VIGILANTE (Mafia)
Active: Each phase (day and night), the Vigilante may PM the game master with a message and optionally a player name. That message will be either anonymously forwarded to the recipient (by choice either immediately or at the end of current phase) or anonymously appended to the following Night/Day post.
Passive: Once the Vigilante is 'killed', he prolongs his death until the end of the following Day phase. He loses his active ability during that time though.
The JOKER (Town)
Active: Each night the Joker may do exactly one of the following actions once per game:
1) save the Mafia's night victim
2) investigate a player's role and abilities
3) assign a public lynch vote against a player for the following day
4) assign a secret lynch vote against a player in the following day
Passive: When lynched, the people recognize the Joker for who he really is and don't kill him. However, while keeping his active ability, he loses his lynch vote.
The NECROMANCER (Town)
Active: 2x use, Night phase. The Necromancer may use this ability on any dead player to resurrect him for the next day: He will be able to participate normally and give a lynching vote.
Passive: The Necromancer has mastered death, so killing him off won't rid of him. He will lose his active ability, but can still participate in discussions and his lynch vote still counts.
The SPY (Town)
Active: Each night, the Spy may PM the game master with a player name. If he survives the night, he will find out which role and abilities the target has.
Passive: The Spy appears to be Mafia-sided when his alignment is checked.
The GRAVEDIGGER (Town)
Active: 1x use, Day phase. The Gravedigger may use this ability to make the active day's lynch victim (not himself) fake his death. While it will look like he was normally lynched, his role will appear to be insignificant. The target player will then get to know the name of the Gravedigger, but he must not participate in any private or public discussions or vote within the next three phases (he may privately converse with the Gravedigger). Then, at the beginning of the second Day phase after his lynch, he will be officially declared as having returned.
Passive: If the Gravedigger is killed during a Night phase, the lynch of the next Day phase is omitted.
The DOUBLE (Town)
Active: 1x use, Night phase. The Double may use this ability to copy the active AND passive ability of the Mafia's night victim for the remainder of the game. If the victim survives, nothing happens, and the ability is not used up.
Passive: Any abilities checking the Double's alignment, role or abilities will be inconclusive, even after copying an ability.
The MENTALIST (Town)
Active: Each night, the Mentalist may PM the game master with a role name. If he survives the night, he will find out whether the targeted role works for the Mafia or not.
Passive: Each night the Mentalist will receive the name of the Mafia's target. However, if they target him, he will receive a random other name instead.
The INSOMNIAC (Town)
Active: Each night, the Insomniac may PM the game master with a player name. If he survives the night, he will find out whether the target used a night ability and on whom.
Passive: At the end of each night phase, if the Insomniac survives the night, he will learn which players used a night ability on him that night, and one of their roles.
The PARAMEDIC (Town)
Active: Each night, the Paramedic may PM the game master with a different player's name. If that person is targeted by the Mafia the same night, he will survive the attack. However, the Paramedic cannot save the same person two consecutive nights.
Passive: The Paramedic will survive the first attack of the Mafia against him.
The GOVERNOR (Town)
Active: Each day, before the lynch happens, the Governor may PM the game master with a secret extra lynch vote (additional to his normal public vote).
Passive: At the end of each Day Phase, the amount of lynch votes against the Governor is reduced by one.
The ARTISAN (Town)
Active: 1x use, Day phase. If you are the lynch victim of the day, you can use this ability to redirect the lynch to any other alive player, who will then get lynched instead of you.
Passive: At the end of each night phase, if the Artisan survives the night, he will learn which night abilities were used on him that night.
The PRIVATE EYE (Town)
Active: Each day, the Private Eye may PM the game master a player name. He will then learn the role of the target.
Passive: In the Day phase, when you vote for a person whose role you have previously deduced with your active ability, your vote counts as two votes.
The MONK (Independent)
Active: Every odd-numbered night (starting with Night 1), the Monk may PM the game master a player name. He will be converted to the Monk's side and their alignment adjusted to Independent. Their winning condition is to kill all non-converted players. All converted players know each other.
Passive: The Monk wins the game once only converted players are left alive.
UNUSED:
The JUGGERNAUT (Town)
Active: 1x use, Night phase. The Juggernaut may PM the game master to confirm usage of this ability. The Juggernaut is then invulnerable for the current night and the following day.
Passive: Your role name makes you look very manly.
03:28 [BluePhoenix] sleep is for weakling.
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02-24-2016, 04:44 PM
(This post was last modified: 02-24-2016, 04:45 PM by mfc.)
(02-24-2016, 04:27 PM)Ramond Wrote: (02-24-2016, 03:47 PM)mfc Wrote: How did Cosmic knew my abilities as if they were from my pm? Amadis checked Aman first night, he couldnt possibly know. By the time they planned to reveal the Mentalist, it was already publicly spilled what his abilities were. And about the abilities sounding almost the same, this is not a game about imitating my writing style perfectly. Therefore he just told me which abilities should be shown and I would note it down in my style. Unsurprisingly, they were almost the same as the real Mentalist's because that was revealed already. I would wish you at least rephrased the thing, It made me think that they actually knew my real passive. Because of it looking like a copy paste. I think he should have been the one writing thing, not you.
And the publically spilled part was what I wanted from aman to say, It was intentional.
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