Re: M45 SPECIAL Host Sign-ups
Posted: Mon Sep 25, 2017 8:40 pm
One thing y'all need to do that I'm not seeing in about half of these games is specify whether or not the members of each faction know each other. Thanks.
Forums for SMBX
https://www.smbxgame.com/forums/
Paper wrote:Nobody knows who anybody else is unless otherwise specified
I have never seen a faction game have it so you know your teammates.Pseudo wrote:One thing y'all need to do that I'm not seeing in about half of these games is specify whether or not the members of each faction know each other. Thanks.
Witchking666 wrote:Approved.
PixelPest wrote:Unknown Win Conditions just doesn't work for me. EDIT: This is good now.
Pseudo wrote:This is a full mystery game, in essence, which you are not eligible to submit. To be a "semi" mystery game the game outline needs to contain complete information about the game, even if it is not certain which of the possible roles, etc. will be used.
Looks good, sorry for the confusion
Witchking666 wrote:You clarified the cultist, approved!
PixelPest wrote:Interesting hybrid normal game-faction game thing with a little extra zest.
Warlock wrote:When do the polls start?
Pseudo wrote:Seems cool, I'm a big fan of this game actually
Witchking666 wrote:Resubmission.
PixelPest wrote:Seems a little complex but a good game.
?????MECHDRAGON777 wrote:Elementals
- Works together to take out the Time Wizard, Elementals, and Machines.
Thanks for catching that.Paper wrote:?????MECHDRAGON777 wrote:Elementals
- Works together to take out the Time Wizard, Elementals, and Machines.
A: How would you fix the Time WizardWitchking666 wrote:While it was fine on MosaicMafia as a side game I do think the Time Wizard is a bit too complicated and strange for an official game. You also really need to add more players since 10 is a rediculously low number. You do know that it's not a side game anymore right?I do like the semi-mystery aspect a lot.
A: I would remove it.MECHDRAGON777 wrote:A: How would you fix the Time WizardWitchking666 wrote:While it was fine on MosaicMafia as a side game I do think the Time Wizard is a bit too complicated and strange for an official game. You also really need to add more players since 10 is a rediculously low number. You do know that it's not a side game anymore right?I do like the semi-mystery aspect a lot.
B: What happened to the unspoken rule about Faction Games can not have more than 14 players?
PixelPest wrote:Yeah it's balanced.
Pseudo wrote:Looks good, isn't it 15 players though? Unless I'm missing something.
Witchking666 wrote:Very interesting concept, Approved!
Pseudo wrote:10/10 concept
EDIT #1:PixelPest wrote:Good faction concept.
I guess I should not be pointing at M3?Witchking666 wrote:A: I would remove it.MECHDRAGON777 wrote:A: How would you fix the Time WizardWitchking666 wrote:While it was fine on MosaicMafia as a side game I do think the Time Wizard is a bit too complicated and strange for an official game. You also really need to add more players since 10 is a rediculously low number. You do know that it's not a side game anymore right?I do like the semi-mystery aspect a lot.
B: What happened to the unspoken rule about Faction Games can not have more than 14 players?
B: What the fuck? I never heard of that rule. TNT's M39 had 20 players and it won the poll...
The "Pacifist" has been replaced by the Spy. What do you think of it?Witchking666 wrote:The Assasins are overpowered since they get another delayed kill each night on top of their already existing kill by the hitman I suggest removing the pacifist and changing that slot into a different non-lethal role.Looks fairly balanced otherwise.
There may be a lot going on but everything is there for a reason. Each of the teams has a killing ability with a contingency and a reward for killing the head of another team, along with a conversion ability as well as two other abilities--in most cases one of which is to help get team members together and one is used as an asset to the team altogether.Witchking666 wrote:This game has too much going on and most of the abilities are useless either way.
Sure it's a complex game but everything there is in there for a reason and each team follows a specific structure. It's built to be an interesting game and less-focused on a single mechanic such that it can play in a fun way. Each of the primary three teams have two roles that are the same throughout and then two helper abilities that each serve a purpose; I don't see any that are apparently useless. Just because it has a lot of abilities doesn't mean it's unreasonable and because of its structured-ness it isn't too hard to understand.Witchking666 wrote:It is very complicated because of the cultists already and I do not think that it is wise to have both a conversion mechanic and a lot of abilities.
I don't want to make the Overlord abilities OP and then have the team screwed over when they are killed which is why I don't want to give them an inspection ability. By spreading out abilities across the team it gives each member a specific purpose, makes all of the roles in the game fun to play, and keeps the teams relatively balanced even when a player has been killed.Witchking666 wrote:My suggestion would be to keep the cultists and the killers and to make the other two members of each team not have an ability. If you want you can make it so the killing role or the wannabe can inspect but I doubt it's truly necessary.
Thanks.Witchking666 wrote:Those TPs are fucking cool though. Never seen anything like it before.
That's literally what it means; I don't see how it needs further explanation. You killed the previous Night--you can't kill on the current Night. It's just part of what I used to balance the game so that there aren't three killing abilities plus the chance for a player to be killed if targeted by two Converters. This basically makes it so that each of the Overlords can only kill every other Night if they choose, however the are not forced directly via role description to kill on even or odd Nights, etc.Witchking666 wrote:The killing roles themselves need clarification. "Can kill a player each Night, as long as they haven't killed on the previous Night." Does that mean they can only kill every other night? Explain please.
Okay, we can all pack up and go home, we know this game will win.ShadowStarX wrote:Two Towns, One Problem
- 15 players
- 7v7v1
- No team contact
- Cardflip
Cold Town - Wins by eliminating the hot town and the serial killer.
Sheriff: Can inspect a player each night to learn their color.
Doctor: Can protect a player from nightkills each night. Can self-protect once.
Vigilante: May kill a player during the night.
Townsperson
Townsperson
Townsperson
Millwright: Thinks they're a regular townsperson.
Hot Town - Wins by eliminating the cold town and the serial killer.
Sheriff: Can inspect a player each night to learn their color.
Doctor: Can protect a player from nightkills each night.
Vigilante: May kill a player during the night.
Townsperson
Townsperson
Townsperson
Millwright: Thinks they're a regular townsperson.
The Murderer - Wins by being the last one or one of the last two standing.
Serial Killer: Can kill a player of his choice each night. Immune to nightkills.
Witchking666 wrote:Very interesting concept, Approved!