[Rework] Mafia Faction

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[Rework] Mafia Faction

Postby JacksonVirgo » Tue Oct 08, 2019 9:02 pm

ALIGNMENT CHANGES
Mafia Head
This new alignment will be, for the current moment, solely for the Godfather. The reasoning behind moving Godfather to another alignment is to enable extensibility of Mafia roles, adding new Mafia head roles (as long as they're well thought out) to change the gameplay is a great thing in my point of view as long as it doesn't over-complicate the game. In addition, having this role in a separate alignment will aid in the understandability of the Mafia Killing change (as explained later).

Mafia Killing
Mafia Killing from now on will be a unique alignment, meaning only one role from this alignment can be alive at any given time. Currently, this alignment will hold Mafioso and Ambusher. Since the alignment is unique, there cannot be a Mafioso and an Ambusher in a single game, keeping the 1 KPN which Mafia needs to stay consistent. Every single Mafia kill will be shown to Town as the Mafia faction kill, removing the "Killed by Ambusher" garbage.

ROLE LIST CHANGES
The current ranked rolelist's mafia are the following.
Godfather
Mafioso
Random Mafia
Random Mafia


The new ranked rolelist could be the following.
Mafia Head
Mafia Killing
Mafia Support
Random Mafia

I will now explain why each role in the rolelist has been change. Mafia Head was placed into this rolelist because, in the case of more Mafia Head roles being added into the game, the role-list doesn't need to be changed, creating extensibility for the developers. Mafia Killing has been added to make use of the alignment change as well as make Town become more of an uninformed majority as well as make it risky to carry through with the TP/LO meta as visiting might be risky in case of the Ambusher being the MK. Mafia Support has replaced one of the Random Mafia slots because there should always be a strong reliable Mafia role such as Consigliere or Blackmailer leaving the last Random Mafia to deceive Town or support Mafia depending on what it rolls. This change attempts to fight back against the D1 TP/LO meta as well as fixing the swingy nature of Mafia's Random Mafia roles.

SPECIFIC ROLE CHANGES
A few changes to a few roles, both Mafia and Town, will result if more strategic gameplay on both factions and invite more deceptive plays by Mafia.
Godfather
  • Can kill a target with a direct attack every night.
  • Can select which kill will have priority (the specialized Mafia Killing attack or the direct factional kill).
  • Can order the priority list for Tactical Mafia kills.


Mafioso
  • Replaced with another Mafia Killing role suggestion that works differently than the Godfather and the Ambusher.
  • Not yet developed, suggestions welcome! (credit will be given)


Ambusher
  • Visitors of this role's target will no longer know the Ambusher's name or presence of an Ambusher at all.
  • If nobody visits your target, you don't kill anybody and waste a night's kill.
  • Can visit Mafia


Spy (LairesTheUnscaled's Suggestion)
  • Can see Mafia Support visits and the Mafia Killing visit at night. In extension Spies can no longer see the Mafia's deceptive abilities.


The aim here with the Mafia Killing roles is to use strategy to know which Mafia killing role to attack with to benefit the Mafia long term, knowing that attacking with a role other than Godfather may end in no Mafia kills that night at all.

INCORPORATING TACTICAL MAFIA KILLS
(I will be calling the Tactical Mafia kill system, the TMK)
The TMK will work as the following; the Godfather can select the priority list of which TMK kills occur. For example
  1. Ambusher
  2. Framer
  3. Janitor
  4. Godfather
Scenario 1: If the Ambusher is jailed and the Framer is roleblocked, the Janitor takes out the kill.
Scenario 2: If the Ambusher is roleblocked, the Framer takes out the kill.
Scenario 3: If the Ambusher is jailed, Framer is roleblocked and the Janitor is roleblocked, the Godfather will carry out the kill.


By default, the priority list will be the following which can be changed at any time in-game.
  • Mafia Killing
  • Random Mafia (either the RM or the RS)
  • Random Mafia (either the RM or the RS)
  • Mafia Head

The TMK only affects the direct factional kills, not the Mafia Killings specialised attacks and thus if the Mafia Killing is using their attack and is roleblocked, the direct attack will be used instead using the TMK system.

ADDITIONAL INFORMATION
This Mafia change/rework is a way to have Mafia stay more of an informed minority and keep Town as an uninformed majority. Also forces smart town to use more strategy and may punish them for choosing poorly, especially as TP as Town may be scared to visit the Jailor/Mayor in fear of being hit by the Ambusher. What are your thoughts on these changes?

Since Ambusher is a Coven exclusive role, BMG may be hesitant to move it to classic, so why not add another powerful Mafia Support role as the second Mafia role in coven, next to Hypnotist, the Osservatore, I feel it's cooler than Ambusher anyway.
Osservatore
  • A role that can see visits on a target and who they visit (jailor visits their jailed target etc).
  • Reference can be found here, though it's outdated, just consider the role as a Tracker/Lookout combo.


REFERENCES
Fixing TP/LO D1 Meta - link
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Re: Mafia Rework!

Postby ScarfVendetta » Wed Oct 09, 2019 10:37 am

Regarding the rolelist changes:

Always having at least 1 Mafia Support would be nice. Consigliere, Consort and Blackmailer all have their own utility, whereas Janitor is the only Mafia Deception that doesn't feel like a dead slot. I strongly support this change.

The new Mafia Head alignment seemed pointless to me. Godfather is a Unique role, so it wouldn't interfere with the Mafia Killing slot. Might as well just keep the alignment the same, and the rolelist will look like below, but will remain functionally identical to your proposal:

Godfather
Mafia Killing
Mafia Support
Random Mafia

Regarding the Ambusher changes:

Introducing Ambusher into Classic modes could be useful for countering the current Jailor meta. I definitely agree with the removal of the message informing all visitors of the Ambusher's identity. Making Ambusher's kill mesage identical to the other Mafia kill message would be beneficial as well, as it would not immediately inform the town which Mafia Killing role is present.

Not sure how I feel about giving Ambusher the ability to kill the target when there are no visitors. Since this replaces the Godfather's kill completely, then this could make it much more difficult for the Mafia to actually kill their intended target due to other Town roles obstructing the kill. (e.g. if Town Protective is dead, a Sheriff or another filler Town role could stay on the Jailor, preventing the Mafia from attacking them due to Ambusher's mechanics.

Maybe it would be better to keep the Godfather's kill separate (like it currently is). This would keep the Mafia 's currently reliable kill, but would also allow the Ambusher to score a secondary kill if it's target is visited. This might seem quite overpowered to have a possible 2KPN at first, but this would mean that the Godfather could be locked down by the Jailor or an Escort. Still, the Ambusher's secondary kills could cover for this weakness, as it would be more difficult to determine if the Godfather is jailed.


Something like this, or the Tactical Mafia idea, would definitely make Ranked more fun. Right now Mafia is hella underpowered. :cry:
Just some Sheriff who didn't claim until Day 5, and has no leads whatsoever

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Re: Mafia Rework!

Postby Villagerlover » Wed Oct 09, 2019 1:37 pm

I find this quite interesting and have a few questions/thoughts:

Questions:
1) How is Ambusher impacted by the Godfather choosing to kill someone if the Ambusher chooses someone different? Does the Godfather override the Ambusher similar to the Mafioso?
I understand you said you wanted to keep them separate, but you gotta make it more clear about who's taking priority here if we were to roll with this idea.

2) If the Ambusher got the changes you suggest, then wouldn't that just make it a better Mafioso at that point? It basically becomes a Mafioso, but with an extra ability. How can you make the Mafioso unique so that it can shine on its own?

3) Does the Ambusher get promoted to Godfather if the original Godfather dies?


As for the rest of the changes, I totally agree. There's so much stuff that needs to be fixed about the Mafia, and I think this is a great direction for the overall mafia power.
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Re: Mafia Rework!

Postby JacksonVirgo » Wed Oct 09, 2019 5:57 pm

Villagerlover wrote:I find this quite interesting and have a few questions/thoughts:

Questions:
1) How is Ambusher impacted by the Godfather choosing to kill someone if the Ambusher chooses someone different? Does the Godfather override the Ambusher similar to the Mafioso?
I understand you said you wanted to keep them separate, but you gotta make it more clear about who's taking priority here if we were to roll with this idea.

Godfather will always take priority.

2) If the Ambusher got the changes you suggest, then wouldn't that just make it a better Mafioso at that point? It basically becomes a Mafioso, but with an extra ability. How can you make the Mafioso unique so that it can shine on its own?

That's a good point, I'll try and brainstorm ways for Mafioso to be a unique twist on a killing role. I was somewhat thinking that Godfather can be the role that can kill a specific target at any point in a game and has priority, if the Ambusher and Mafioso select a target and the Godfather is rbed or doesn't select a kill, they kill instead (ambusher killing a visitor and mafioso killing by x).

3) Does the Ambusher get promoted to Godfather if the original Godfather dies?

Ambusher will act as the current Mafioso and will get promoted to Godfather. If the promoted GF dies, another Mafia role will promote to Ambusher/Mafioso depending on which is in game.

As for the rest of the changes, I totally agree. There's so much stuff that needs to be fixed about the Mafia, and I think this is a great direction for the overall mafia power.

Thank you so much :D


ScarfVendetta wrote:Regarding the rolelist changes:

Always having at least 1 Mafia Support would be nice. Consigliere, Consort and Blackmailer all have their own utility, whereas Janitor is the only Mafia Deception that doesn't feel like a dead slot. I strongly support this change.

The new Mafia Head alignment seemed pointless to me. Godfather is a Unique role, so it wouldn't interfere with the Mafia Killing slot. Might as well just keep the alignment the same, and the rolelist will look like below, but will remain functionally identical to your proposal.

Godfather
Mafia Killing
Mafia Support
Random Mafia

Yeah that Mafia head idea was when I had two types of Mafia Head roles but removed it and forgot to take that bit out. But yeah, you're 100% right.

Regarding the Ambusher changes:

Introducing Ambusher into Classic modes could be useful for countering the current Jailor meta. I definitely agree with the removal of the message informing all visitors of the Ambusher's identity. Making Ambusher's kill mesage identical to the other Mafia kill message would be beneficial as well, as it would not immediately inform the town which Mafia Killing role is present.





Not sure how I feel about giving Ambusher the ability to kill the target when there are no visitors. Since this replaces the Godfather's kill completely, then this could make it much more difficult for the Mafia to actually kill their intended target due to other Town roles obstructing the kill. (e.g. if Town Protective is dead, a Sheriff or another filler Town role could stay on the Jailor, preventing the Mafia from attacking them due to Ambusher's mechanics.

As stated in the previous section of this reply, that is true and the Godfather will always be able to target a specific target and the Mafioso/Ambusher will have different kill styles that Town won't know about and would need to figure out before being able to somewhat counter them. TP's will have to think more outside of visiting the priority kill target or take a risk.

Maybe it would be better to keep the Godfather's kill separate (like it currently is). This would keep the Mafia 's currently reliable kill, but would also allow the Ambusher to score a secondary kill if it's target is visited. This might seem quite overpowered to have a possible 2KPN at first, but this would mean that the Godfather could be locked down by the Jailor or an Escort. Still, the Ambusher's secondary kills could cover for this weakness, as it would be more difficult to determine if the Godfather is jailed.

2 KPN is bad for the Mafia, and as stated in the previous section to this reply. There can be the Godfather's kill, or the Mafiosos/Ambushers special kill depending on which the Mafia decides on. It creates a dynamic where Mafia can select the optimal outcome to remove threats.

Something like this, or the Tactical Mafia idea, would definitely make Ranked more fun. Right now Mafia is hella underpowered. :cry:

I have never really understood the whole Tactical Mafia idea, I came into the forums a tad late and I can't really find it anywhere, could it possible work in combination or with a slight alteration (of either this or that)?


There is one thing I may want to add, regarding the Ambusher. Should there be a kill priority list? I was thinking Lookout->Town Protective->Other Town.
Or should it be completely random?
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Re: Mafia Rework!

Postby kyuss420 » Fri Oct 11, 2019 3:08 am

Mafia kinda needs ambusher for the 2 KPN possibility, it balances out having a psy in game, changing it suit classic ranked just unbalances the coven modes it appears in
goosegoosegoosegoosegoose
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Re: Mafia Rework!

Postby JacksonVirgo » Fri Oct 11, 2019 3:30 am

kyuss420 wrote:Mafia kinda needs ambusher for the 2 KPN possibility, it balances out having a psy in game, changing it suit classic ranked just unbalances the coven modes it appears in


We should add another Mafia role that can replace it in classic then but not totally replace it for the Coven
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Re: Mafia Rework!

Postby Soulshade55r » Sun Oct 13, 2019 10:57 pm

kyuss420 wrote:Mafia kinda needs ambusher for the 2 KPN possibility, it balances out having a psy in game, changing it suit classic ranked just unbalances the coven modes it appears in


How about we remove psychic? woah! the rng boring invest class
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Re: Mafia Rework!

Postby Transcender » Mon Oct 14, 2019 5:14 am

Soulshade55r wrote:
kyuss420 wrote:Mafia kinda needs ambusher for the 2 KPN possibility, it balances out having a psy in game, changing it suit classic ranked just unbalances the coven modes it appears in


How about we remove psychic? woah! the rng boring invest class

oh god dont say remove you will summon the devs and we'll all get banned
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Re: Mafia Rework!

Postby Transcender » Mon Oct 14, 2019 5:24 am

Xlranet wrote:
Soulshade55r wrote:
kyuss420 wrote:Mafia kinda needs ambusher for the 2 KPN possibility, it balances out having a psy in game, changing it suit classic ranked just unbalances the coven modes it appears in


How about we remove psychic? woah! the rng boring invest class

:MeowSip:
how to ruin VFRing in coven in 1 step

no
1. vfr is fucking shit
2. FAKE CLAIMING PSYCHIC IS NOT A VALID STRAT
3. you can vfr without fake claiming psychic
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Re: Mafia Rework!

Postby Villagerlover » Mon Oct 14, 2019 7:50 am

Google wrote:
Xlranet wrote:
Soulshade55r wrote:
kyuss420 wrote:Mafia kinda needs ambusher for the 2 KPN possibility, it balances out having a psy in game, changing it suit classic ranked just unbalances the coven modes it appears in


How about we remove psychic? woah! the rng boring invest class

:MeowSip:
how to ruin VFRing in coven in 1 step

no
1. vfr is fucking shit
2. FAKE CLAIMING PSYCHIC IS NOT A VALID STRAT
3. you can vfr without fake claiming psychic



Just wanna point out here that psychic is literally one of the easiest roles to fake in the game............
"Oh, look! One of these 3 people are evil, get them town!"
When the town inevitably tries to follow the advice so early on in-game, they either slowly kill themselves to give Coven majority early, or you happen to be right with one of the neutrals and become "confirmed".

Fake claiming psychic is a TOTALLY valid strategy and you are TOTALLY wrong about that lol


Still a shitty role to have around in the game though
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Re: Mafia Rework!

Postby LairesTheUnscaled » Mon Oct 14, 2019 7:52 am

You could have mentioned me giving you inspiration for this rework in different topic, but that aside, I agree on most of this. The question is WHEN are they going to make actual change for Ranked. Also while doing this Mafia reword I have a few adjustments to this. First is keeping 2nd TI for Town, especially if it had to be replaced by 5th RT. So many RT would make every game total roller coster. Either having 5 amazing TS and winning instantly, or 5 Spies and Sheriffs and probably losing.
Next, I disagree about switching TS for RT. I would love TS slot to turn into NB instead. That way Jailor wouldn't always execute everyone that is confirmed evil (like executing Jester once confirmed by Invest). There is just 6 evils and 9 townies, including Jailor, which is so powerful in Ranked. I think making 7 evils and 8 townies would punish Jailors for jailing NB and NE instead of NK or Mafia. I would love to see Amne or Survivor back in Ranked games. The only true allies of NK.

Also Retributionist and Spy should be reworked in that update as many people suggested everywhere now.
I had seen a few very good changes for Retributionists:
1. Bonding to his revived target. If either of them dies, their bonded player dies the following night.
2. Trading his own life for someone elses. Confirming themselves and bringing back someone from the dead while not "adding" 1 extra Town vote.
3. Revived target can't talk to Town or vote on anyone. Voting system wouldn't include him as part of the living Town, but he could use his abilities at night. Kind of like some zombie or ghost. That would make it useless reviving roles like Mayor or Medium, but that's imo good thing. Not every Townie should be good to bring back. At least it would raise Retributionist skill bar up a bit while making his ability less powerful.

For Spy I would simply make him see ONLY Mafia Support role visiting. Janitor wouldn't be really buffed, but Forger, Disguiser, and Framer would be much more playable while having Spy still good reliable TI to identify immune targets of Mafia, confirm Escorts, Investigators etc. Still very powerful, but at least not game-breaking anymore.
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Re: Mafia Rework!

Postby LairesTheUnscaled » Mon Oct 14, 2019 9:49 am

how the hell do I delete post, I accidently posted same one twice when internet shut down and I don't see any button to delete comment. Ignore this.
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Re: Mafia Rework!

Postby Transcender » Mon Oct 14, 2019 12:25 pm

"You could have mentioned me giving you inspiration for this rework"
bruh
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Re: Mafia Rework!

Postby LairesTheUnscaled » Mon Oct 14, 2019 2:11 pm

Google wrote:"You could have mentioned me giving you inspiration for this rework"
bruh

Hey, what's your problem. It's true. Most of this topic I covered a few days ago in "Fixing TP/LO d1 meta" and "Forger (Buff)" discussions under "Role Ideas" section. He could have at least mention my name while making this topic. It's more or less the same thing just copied under different name with a few tweaks here and there with flashy colors. Although I'm glad someone liked my ideas so much to use them for a whole new topic with visuals far better than what I could have done, it's still common courtesy respecting someone elses work and mentioning them with reference to the original source. I didn't want to make it look super important to me, because it isn't, (I doubt any developer of this game actually gets to read these posts so anything written here is basically waste of time), but your reply just triggered me to give you full background.
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Re: Mafia Rework!

Postby JacksonVirgo » Mon Oct 14, 2019 3:01 pm

LairesTheUnscaled wrote:
Google wrote:"You could have mentioned me giving you inspiration for this rework"
bruh

Hey, what's your problem. It's true. Most of this topic I covered a few days ago in "Fixing TP/LO d1 meta" and "Forger (Buff)" discussions under "Role Ideas" section. He could have at least mention my name while making this topic. It's more or less the same thing just copied under different name with a few tweaks here and there with flashy colors. Although I'm glad someone liked my ideas so much to use them for a whole new topic with visuals far better than what I could have done, it's still common courtesy respecting someone elses work and mentioning them with reference to the original source. I didn't want to make it look super important to me, because it isn't, (I doubt any developer of this game actually gets to read these posts so anything written here is basically waste of time), but your reply just triggered me to give you full background.


Oh actually? I never even gave any attention to who's ideas they originally were, give me a day and the references will be there regardless if you care or not.
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Re: Mafia Rework!

Postby JacksonVirgo » Tue Oct 15, 2019 1:13 am

Reference to the 'fixing tp/lo d1 meta' added, couldn't find the other one.
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Re: Mafia Rework!

Postby Soulshade55r » Tue Oct 15, 2019 4:27 am

psychic is a digusting role it sits and waits for rng it takes no skill to play
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Re: Mafia Rework!

Postby JacksonVirgo » Tue Oct 15, 2019 4:51 am

Soulshade55r wrote:psychic is a digusting role it sits and waits for rng it takes no skill to play


I 100% agree with that. Psychic either needs a large rework that requires at least some skill and no RNG, or remove it from the game.
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Re: Mafia Rework!

Postby FMBot » Tue Oct 15, 2019 4:54 am

JacksonVirgo wrote:
Soulshade55r wrote:psychic is a digusting role it sits and waits for rng it takes no skill to play


I 100% agree with that. Psychic either needs a large rework that requires at least some skill and no RNG, or remove it from the game.

beep boop I agree with this because rng bad
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Re: Mafia Rework!

Postby JacksonVirgo » Tue Oct 15, 2019 4:59 am

LairesTheUnscaled wrote:You could have mentioned me giving you inspiration for this rework in different topic

Yeah sorry...

LairesTheUnscaled wrote:Also Retributionist and Spy should be reworked in that update as many people suggested everywhere now.
I had seen a few very good changes for Retributionists:
1. Bonding to his revived target. If either of them dies, their bonded player dies the following night.
2. Trading his own life for someone elses. Confirming themselves and bringing back someone from the dead while not "adding" 1 extra Town vote.
3. Revived target can't talk to Town or vote on anyone. Voting system wouldn't include him as part of the living Town, but he could use his abilities at night. Kind of like some zombie or ghost. That would make it useless reviving roles like Mayor or Medium, but that's imo good thing. Not every Townie should be good to bring back. At least it would raise Retributionist skill bar up a bit while making his ability less powerful.

I believe these points have been posted in the retri rework thread? The latter is one I don't personally agree with since Town wouldn't usually purposefully kill themselves outside of maybe reviving Jailor and Mayor which is not the greatest for evils, the former is still great if reviving a town is still wanted (outside of a light side necromancer etc).

LairesTheUnscaled wrote:For Spy I would simply make him see ONLY Mafia Support role visiting. Janitor wouldn't be really buffed, but Forger, Disguiser, and Framer would be much more playable while having Spy still good reliable TI to identify immune targets of Mafia, confirm Escorts, Investigators etc. Still very powerful, but at least not game-breaking anymore.

Ah, that seems like a really cool idea that I've never heard of before honestly. In extension, I assume that it won't show the Factional kill either? Which is a benefit for immune Neutrals as well as allows deception roles to actually deceive Town. Do you give permission for me to add some of these into the original post, with credit of course (I sincerely apologize by the way :c)

EDIT: Just read that you still suggested showing the Mafia kill visit. Do you mean the visit that the Mafia select or whoever the Mafia ended up killing? Because for the case of Ambusher, it would be outted instantly that there is an Ambusher over a Mafioso kill. So I suggest see who they attacked, not visited MK wise.
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Re: Mafia Rework!

Postby LairesTheUnscaled » Tue Oct 15, 2019 6:32 am

LairesTheUnscaled wrote:For Spy I would simply make him see ONLY Mafia Support role visiting. Janitor wouldn't be really buffed, but Forger, Disguiser, and Framer would be much more playable while having Spy still good reliable TI to identify immune targets of Mafia, confirm Escorts, Investigators etc. Still very powerful, but at least not game-breaking anymore.

JacksonVirgo wrote:Ah, that seems like a really cool idea that I've never heard of before honestly. In extension, I assume that it won't show the Factional kill either? Which is a benefit for immune Neutrals as well as allows deception roles to actually deceive Town. Do you give permission for me to add some of these into the original post, with credit of course (I sincerely apologize by the way :c)

I'm 100% in bro. Post anything of mine as long as it has source link to it. Thanks for being cool about it. :)

About the Spy seeing Mafia Killing visit is alright I think. Because I can imagine faking Spy then would be much easier with only MS visiting, imagining the only MS mafia has dies early on, spy becomes useless till the end of game. I would keep him that ability, BUT there must be added 2nd MK, the mentioned Ambusher, so even if mafia hit immune, Town won't know if Ambusher or Mafioso hit them. It could make interesting scenerio where Ambusher hits Arsonist, then Town lynches the doused Townie thinking he got hit by Mafioso and he is the Arsonist.

Thinking about how many changes there would have to be made for Ambusher, I think it should be an entirely new Mafia role instead. Leave Ambusher in Coven as it is, and add a new role called something like "Assassin". Make him more like mix between Mafioso and Ambusher.

- You can choose to lie in wait at someone's house each night. You will deal a Basic attack to one random visitor. Other Mafia visitors cannot be attacked.
- You can't target yourself or other Mafia members.
- You can see if you hit target with immunity.
- None visitors of your target will learn your name, including Lookout.
- You will not be attacked by any Bodyguards on target of your visit.
- When your GF dies, you become Mafioso.
Last edited by LairesTheUnscaled on Tue Oct 15, 2019 7:40 am, edited 9 times in total.
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Re: Mafia Rework!

Postby JacksonVirgo » Tue Oct 15, 2019 6:40 am

LairesTheUnscaled wrote:I'm 100% in bro. Post anything of mine as long as it has source link to it. Thanks for being cool about it. :)

About the Spy seeing Mafia Killing visit is alright I think. Because I can imagine faking Spy then would be much easier with only MS visiting, imagining the only MS mafia has dies early on, spy becomes useless till the end of game. I would keep him that ability, BUT there must be added 2nd MK, the mentioned Ambusher, so even if mafia hit immune, Town won't know if Ambusher or Mafioso hit them. It could make interesting scenerio where Ambusher hits Arsonist, then Town lynches the doused Townie thinking he got hit by Mafioso and he is the Arsonist.


Ah, that's actually ingenious
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Re: Mafia Rework!

Postby JacksonVirgo » Tue Oct 15, 2019 6:43 am

I edited the original post. Not sure if it's possible to link to a specific reply or not, so I just referenced your name. That cool or?
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Re: [Rework] Mafia Faction

Postby JacksonVirgo » Thu Oct 17, 2019 8:43 pm

Bump

Added a Tactical Mafia killing system within the rework as well as updated the Godfather change accordingly.
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Re: Mafia Rework!

Postby kyuss420 » Fri Oct 18, 2019 3:04 am

Soulshade55r wrote:
kyuss420 wrote:Mafia kinda needs ambusher for the 2 KPN possibility, it balances out having a psy in game, changing it suit classic ranked just unbalances the coven modes it appears in


How about we remove psychic? woah! the rng boring invest class


noob towns need it, when theyre dropping 2+ at a time and no one wants to claim because they dont realise how trash of a target they would be to kill... or my favourite (gets me dieing of guilt everytime) the only TS in game wont claim because theyre waiting to cc the slot, (which no evil ever claims anyway)

Also, you may be surprised but theres a few people who think classic is too ''vanilla'' and enjoy the dynamics that come with a possible 2KPN faction.

But this subject is way off the point of the thread..
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