I never have a clue blade. You should know this. I'm the village idiot
I never have a clue blade. You should know this. I'm the village idiot
The vamps need at least a slight tweak. If it needs to be kept at two for some reason, I'd suggest giving them the mafia's ability to kill any converter that comes their way. The addition of the Roleblocker at the cost of a member did not strengthen them, unlike the other factions.
Originally Posted by ZERO
So like Templars in Epic Mafia then. That's not a bad idea and gives the Alpha Wolf even more reason not to go in for conversions himself and rather use his minions.
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The reason I added to the Mafiascum Jungle game is because I was going for a Werewolf/Hunter type theme. So i added to what it originally gave. Rightfully so, I see how the town was a lot more powerful than I thought they would be.
It's tough to combat Cult in game unless you have another faction like the Templar.
4) Use admin privileges sparingly and appropriately.
May I ask why you removed one of the Vamps? So they didn't have as much of a chance of being converted? That question has been bugging me since Phil deid his gambit.
Originally Posted by ZERO
Originally I believe the Mafia(vamps) had 3 Mafia Goons. I decided to give the Mafia a Roleblock with some immunities and get rid of one Mafia member because of this.
Originally (In the Jungle Republic setup) Mafia were just Masons in essence with a separate win condition. I felt giving them something else would help their side as well.
4) Use admin privileges sparingly and appropriately.
Roleblocker was interesting, but there's not always a role we want to hit. Since without at least 2 dead PRs, the Vamps have near no chance to win, we don't want to kill the WWs or the Vig, the seer doesn't hurt us, and the faith healer is just there. Well, you might want to stop the Vig or Seer, so the WWs don't die to quickly, but first you'd have to find them. A JOAT might have been more useful, or even a cop.
Don't know if anyone else has opinions on the Roleblocker.
I was looking at this setup a decent amount in the past month, because it was an interesting thought exercise. My first post, which I had written as soon as I signed up FYI, I still stand by.
Originally Posted by ZERO
I thought they were talkinga bout my role idiot, which we clarfiied in those pms, yeah remember those? As for outing us the first day, I said from now on I'll let you handle your or anyones business and if you get lynched, don't come bitch that I didn't save you after. Lesson learned.
Ass, don't worry. Mikey made the same mistake in the past, outting the Masons to the town's detriment, so you're in "good" company![]()
Originally Posted by ZERO
that is not true. In the game where i outted taz, it was for the betterment of town. Have your forgotten taz's modifier that game? Additionally, did town not also win that game as a result of those day 1 actions?
Taz is downs city, given his IQ it was the best move.
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What you fail to understand and happens to be a large reason for your consistent failure... is that.. no one action or decision is specifically right or wrong, when discussing the after math. Everything in these games is situational, where in one game it might not behoove you to out as masons right away, another game it may help. When you understand this.. if you even can, things will start looking up.
Roles and strat are not cut and dry.
Personal reform
Oh.. then good job Assassin! You won us the game! Mikey your arguments didnt.