Game Concept Thread

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Re: Game Concept Thread

Postby ShadowStarX » Thu Feb 16, 2017 10:03 am

M??: Technological Terror
- 18 players
- Cardflip game
- Classic win conditions

Robo-Mafia
Mad Scientist: Can trap a player each night and make them unable to use their ability.
Killer Robot: An armored robot that can't be nightkilled. Once throughout the game, it can kill independently from the Mafia's choice but that will take away the nightkill immunity.
Hangbot: Once throughout the game, he can change the victim of the lynches. Cannot do this if he is the one getting lynched.
Robo-Golem: Has a colorful laser cannon. With this, he might change the cardflip color of any player to any color each night for the following day and night phase.

Robo-City
Agent: Can inspect the color of a player each night.
Guard: Can protect a player from death each night. Has the ability to self-protect.
Dissector: Can inspect a dead player’s role each night.
Bounty Hunter: Can kill a person each night. If he kills an innocent, he’ll lose this ability for the next night phase.
Cloaked Citizen: Immune to getting their color changed by the robo-golem.
Armored Citizen: Immune to nightkills.
Steam Robot: Can create a really dense mist to protect a player from being painted by the robo-golem each night.
Wealthy Citizen: Lynch votes count doubled. Knows one of the citizens personally.
Citizen
Citizen
Citizen
Citizen
Citizen


The Hacker
Anonymous Traitor: A hacker who left the non-profit team of hackers and has experience of spying both criminals and trustworthy people. With these skills, he will get to know what the role of the player they killed was. He's also immune to nightkills.

Notes:
- The Robo-Golem can choose the following colors to pick: red, blue, green, yellow
- Nightkill attempts against the roles who're immune won't be announced, but if someone was saved by the doctor, there'll be an announcement no matter what (even if the protected person was already immune)

EDIT:
I changed the 3rd party's ability to something more balanced.

EDIT 2:
I replaced the anti-social citizens with a normal citizen and a new role which is the "Steam Robot"

EDIT 3:
I changed the killer robot's abiliy from independent kills every night to nightkill immunity which can be sacrificed to kill someone independently once in the game.
Last edited by ShadowStarX on Sat Feb 18, 2017 9:42 am, edited 3 times in total.
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Re: Game Concept Thread

Postby Cedur » Thu Feb 16, 2017 3:18 pm

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Re: Game Concept Thread

Postby Danny » Thu Feb 16, 2017 5:15 pm

witchking666 wrote:Care to elaborate on what happens when he didn't join any team? Your explanation is very unclear.
If he has joined neither team by the end of the game, he wins or loses if the Innocents win or lose.
So if the Innocents win, he wins as third party. If the Innocents lose, he loses as third party. How is it unclear?
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Re: Game Concept Thread

Postby Witchking666 » Fri Feb 17, 2017 9:34 am

Syndrilevosse wrote:
witchking666 wrote:Care to elaborate on what happens when he didn't join any team? Your explanation is very unclear.
If he has joined neither team by the end of the game, he wins or loses if the Innocents win or lose.
So if the Innocents win, he wins as third party. If the Innocents lose, he loses as third party. How is it unclear?
Oh right, excuse me, I misread it.
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Re: Game Concept Thread

Postby Witchking666 » Fri Feb 17, 2017 9:41 am

ShadowStarX wrote:M??: Technological Terror

Robo-Mafia
Mad Scientist: Can trap a player each night and make them unable to use their ability.
Killer Robot: Due to being made for human eradication, he has the ability to kill someone on even-numbered nights.
Hangbot: Once throughout the game, he can change the victim of the lynches. Cannot do this if he is the one getting lynched.
Robo-Golem: Has a colorful laser cannon. With this, he might change the cardflip color of any player to any color each night for the following day and night phase.

Robo-City
Agent: Can inspect the color of a player each night.
Guard: Can protect a player from death each night. Has the ability to self-protect.
Dissector: Can inspect a dead player’s role each night.
Bounty Hunter: Can kill a person each night. If he kills an innocent, he’ll lose this ability for the next night phase.
Cloaked Citizen: Immune to getting their color changed by the robo-golem.
Armored Citizen: Immune to nightkills.
Wealthy Citizen: Lynch votes count doubled. Knows one of the citizens personally.
Citizen
Citizen
Citizen
Citizen
Anti-Social Citizen
- If their color is changed once in the game, it’ll stay like that forever. They think that they’re a normal citizen.
Anti-Social Citizen

The Hacker
Anonymous Traitor: A hacker who left the non-profit team of hackers and has experience of spying both criminals and trustworthy people. With these skills, he will get to know what the role of the player they killed was. He's also immune to nightkill.

Notes:
- Anti-Social Citizens also have the chance to be in contact with the Wealthy Citizen
- The Robo-Golem can choose the following colors to pick: red, blue, green, yellow

EDIT:
I changed the 3rd party's ability to something more balanced.
This seems to be a pretty solid game. The mafia is a bit overpowered, but, then again, so are the blues and the 3rd party, so it makes sence again. I really like the fact you only have 6 townies, which means there is a high chance to get a cool role. One thing, if the dissector inspects an Anti-Social citizen, will he find out they were antisocial or not really? as they think they are just townies.
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Re: Game Concept Thread

Postby ShadowStarX » Fri Feb 17, 2017 9:45 am

witchking666 wrote:
ShadowStarX wrote:M??: Technological Terror

Robo-Mafia
Mad Scientist: Can trap a player each night and make them unable to use their ability.
Killer Robot: Due to being made for human eradication, he has the ability to kill someone on even-numbered nights.
Hangbot: Once throughout the game, he can change the victim of the lynches. Cannot do this if he is the one getting lynched.
Robo-Golem: Has a colorful laser cannon. With this, he might change the cardflip color of any player to any color each night for the following day and night phase.

Robo-City
Agent: Can inspect the color of a player each night.
Guard: Can protect a player from death each night. Has the ability to self-protect.
Dissector: Can inspect a dead player’s role each night.
Bounty Hunter: Can kill a person each night. If he kills an innocent, he’ll lose this ability for the next night phase.
Cloaked Citizen: Immune to getting their color changed by the robo-golem.
Armored Citizen: Immune to nightkills.
Wealthy Citizen: Lynch votes count doubled. Knows one of the citizens personally.
Citizen
Citizen
Citizen
Citizen
Anti-Social Citizen
- If their color is changed once in the game, it’ll stay like that forever. They think that they’re a normal citizen.
Anti-Social Citizen

The Hacker
Anonymous Traitor: A hacker who left the non-profit team of hackers and has experience of spying both criminals and trustworthy people. With these skills, he will get to know what the role of the player they killed was. He's also immune to nightkill.

Notes:
- Anti-Social Citizens also have the chance to be in contact with the Wealthy Citizen
- The Robo-Golem can choose the following colors to pick: red, blue, green, yellow

EDIT:
I changed the 3rd party's ability to something more balanced.
This seems to be a pretty solid game. The mafia is a bit overpowered, but, then again, so are the blues and the 3rd party, so it makes sence again. I really like the fact you only have 6 townies, which means there is a high chance to get a cool role. One thing, if the dissector inspects an Anti-Social citizen, will he find out they were antisocial or not really? as they think they are just townies.
Yes, the dissector will know if the citizen was anti-social.
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Re: Game Concept Thread

Postby Sancles-Chan » Fri Feb 17, 2017 2:15 pm

you could maybe replace one anti-social citizen and replace it with like a miller with an ability or something.
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Re: Game Concept Thread

Postby ShadowStarX » Fri Feb 17, 2017 2:33 pm

Okay I replaced the anti-social citizens with a citizen and a new role which is the steam Robot.
Sanct wrote:I feel this game will need a lot of rebalancing, but here's the concept I have right now.


MAFIA ##: Daily Fortune
18 Players, cardflip

The "Mafia"

The Devil
: Has a lot of knowledge in trickery so at the start of the game he cardflips blue, but if he votes he'll turn red for the next night and turn to green during the day (And stay green until he votes again, in which case he turns red for the next night again).
The Magician: Due to his magical prowess he can send a message after death in order to confuse the town
The Moon: Can remove one day phase during the game (Informs the host during the night).
The Hanged Man: Can change the lynch vote target to somebody while revealing himself as mafia. (The Sun's lynch immunity applies).

The "Town"

The Emperor: Can use any town ability once in the game, (He can't save a person from dying, only lynching).
The Sun: Can protect a player from dying or being lynched, can't do both at once and must inform the host during the night. (If the moon switches it back to night again, if it turns back into night lynch immunity counts as nightkill immunity)
The Chariot: Goes all over the place and hears a lot of things, so he can choose a player to see if they visited someone and who they visited (If he visits a mafia it doesn't show the person they killed).
The World: Due to being knowledgeable, can see someone's color.
The Hermit: He can kill someone every night, but he cardflips yellow.
The Hierophant: Due to similarity to the magician he is thought to only be the same person but in disguise, they even have the same ability. He can send a message after death to help the town.
Playing Card: Has no powers.
Playing Card
Playing Card
Playing Card
Playing Card
Playing Card


Third Party
Death: Immune to nightkills and can kill someone every night, he can also turn someone's color to black whenever he kills them (He doesn't get to learn their color if he chooses to do this).
This game looks really cool, balanced and solid in my opinion as I haven't found any leaks in it.
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Re: Game Concept Thread

Postby Unidentified » Fri Feb 17, 2017 4:31 pm

Supershroom wrote:
Spoiler: show
People want games with more special roles, huh? This one is probably less luck-based than Vigilantics, but it still involves a lot of action.

Note: The Bodyguard and/or Bystander could theoretically be removed if the high amount of fractions is not appreciated.

M##: Rainbow Party

Cardflip, 19 players. Multiple factions alongside the town, special roles only. Many limited abilities.
Forced lynching. if nobody wants to vote then an all-player kitb happens.

Team Town: (9 players)

Goal: Eliminate the Mafia, the witches, and the Bodyguard if he loses his protégé. (Color description: Blue = Investigative, Orange = Killing, Green = Support)

Sheriff: Investigates a player at night. They’ll get three possibilities on that player’s role, at least one of them being town.
Pathologist: Can find out the exact role of a dead player.
Lookout: Can stalk someone’s house and find out everyone who visits it.
Friend: Can visit a player each night to check if they're town, and if they are, the visited player will be informed about the Friend’s identity. If the Friend visits the Doctor, he can't be safed anymore. The Friend's identity must stay secret. Neither may he claim himself, nor may others reveal his identity publicly, even after death.

Vigilante: Has three kills through the game. If he kills a Townie, he’ll lose all of his remaining kills, unless he was controlled by the Herbal Witch.
Bomber: Can place a bomb once in the game and is immune to the Herbal Witch. This kill ignores night immunity.

Doctor: Protects a player from getting killed, except for a confirmed Mayor or Friend.
Mayor: Vote counts doubly. Can choose to safely reveal himself as the major, but once he does that, he can't be protected by the doctor.
Escort: A seductive beauty with the ability to roleblock everyone except for the godfather.

Team Mafia: (3 players)

Goal: Weed out the town and the witches.

Godfather: Can kill a player at night. Is immune to nightkills and roleblockage.
Consort: Will gain the SK’s nightkill ability when the SK dies, but he won’t be immune against nightkills or roleblockage.
Advisor: Can find out a player’s color. If the Godfather dies, the Advisor also obtains one extra nightkill for the game which he can use instead of an inspection.

Team Purple aka the Witches: (3 players)

Goal: Weed out the town and the mafia.

Supreme Witch: Immune to nightkills. Can camouflage herself against the Sheriff and Advisor as long as the herbal witch is alive. When the Herbal Witch dies, the Supreme Witch takes her control ability.
Herbal Witch: Can control a player to use their night ability on another player of the witch’s choice.
Potion Witch: Can inject a potion into a player that makes them appear as town if they’re not town and vice versa; the witch can also decide both cardflips for each case. The potion’s effect lasts for the current night and following day.

Team Pink: (2 players)

Goal: Get the Jester lynched. (If the Jester dies and the Executioner succeeds at getting lynched, the Jester still shares the win).

Jester: Wants to get lynched. Doesn’t have nightkill immunity.
Adjutant: Works together with the jester in order to get him lynched. Immune to nightkills. If the jester is nightkilled, the adjutant takes his place (being no longer immune).

Bodyguard: (1 player)

Goal: Either see your protégé survive the game, or survive yourself as a Vengeful Bodyguard.

Bodyguard: Gets a Town player assigned as his protege. As long as the protege lives, the Bodyguard is nightkill immune and he can also protect the protégé up to three times. If the protégé dies, the Bodyguard goes extremely angry and turns into a Vengeful Bodyguard. He remains immune and steals victory from the town if he survives the game.

Bystander: (1 player)

Goal: Decide to join a team of your choice and see your team win.

Bystander: Is a spectator who can decide to join the town, the mafia or the witches. They don’t get any special abilities, although if they don’t join the town, they’ll get to know their teammates. Also he can't get killed Night 1. (To clarify, the bystander can always talk and vote like a normal town role)
The pink team is quite overpowered. The Jester could just put himself as suspicious on purpose so he gets lynched, or the Adjustant could snipe vote him at the very end of the day phase. It is very easy for the pink team to win.

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Re: Game Concept Thread

Postby Sancles-Chan » Fri Feb 17, 2017 6:15 pm

The jester is not a fun role in general, why would you even add it?
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Re: Game Concept Thread

Postby Unidentified » Fri Feb 17, 2017 6:19 pm

*Gets Jester role*
Your goal? Simple. You just need to fucking die. Pretty fun and easy right? Just make it look like you are suspicious and be lynched. Alternatively, you can tell your partner to snipe vote you at the last moment.

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Re: Game Concept Thread

Postby Danny » Fri Feb 17, 2017 7:07 pm

On the contrary, the Jester role is a pretty exciting and under-appreciated role in the whole of Mafia, though I suppose this forum doesn't use it to the best of its abilities. I don't think a faction game with the Jester is the best idea, but having it as third-party is better. It can keep you on edge in a normal game because your lynch vote could be cast into the Jester, and that spells the end of the game, making lynch votes especially thought-provoking. While it can lead to really short games (Day 1 being the earliest, obviously) or games just being cut short, it's oftentimes paired with a sort of dual-Jester system, where the third-party consists of two Jesters that both need to be lynched off in order for the third-party to win, essentially giving everyone else a second chance if they kill the first Jester.

Definitely do not overlook the Jester role. Again, it doesn't seem like it would fit in a faction game, but it is an extremely unique and powerful third-party role that is underused.
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Re: Game Concept Thread

Postby Unidentified » Fri Feb 17, 2017 7:14 pm

I still think that a sole Jester is overpowered

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Re: Game Concept Thread

Postby Danny » Fri Feb 17, 2017 7:17 pm

thehelmetguy1 wrote:I still think that a sole Jester is overpowered
It definitely is, especially in a faction game.
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Re: Game Concept Thread

Postby Unidentified » Fri Feb 17, 2017 8:01 pm

And it is pretty easy for the Jester to end the game on day 1 in this game, as the adjutant could snipe vote the Jester at the very end of day 1

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Re: Game Concept Thread

Postby Mivixion » Fri Feb 17, 2017 10:05 pm

jester with auto win isn't very balanced, they should honestly just win with the other winners if they get lynched

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Re: Game Concept Thread

Postby Pseudo » Fri Feb 17, 2017 10:47 pm

^
Yeah this. I recently started playing Town of Salem and gained a new appreciation for the jester (it wins no matter what if it gets lynched in that implementation). Not such a bad role if you feel like goofing around.
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Re: Game Concept Thread

Postby Mivixion » Fri Feb 17, 2017 11:02 pm

Pseudo wrote:^
Yeah this. I recently started playing Town of Salem and gained a new appreciation for the jester (it wins no matter what if it gets lynched in that implementation). Not such a bad role if you feel like goofing around.
Jester is a very fun role as long as you know what you're doing

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Re: Game Concept Thread

Postby Cedur » Sat Feb 18, 2017 6:52 am

thehelmetguy1 wrote:The pink team is quite overpowered. The Jester could just put himself as suspicious on purpose so he gets lynched, or the Adjustant could snipe vote him at the very end of the day phase. It is very easy for the pink team to win.
That's why there's forced lynching (and it could also be changed to Ballot-Box lynching). People will cast votes in general, and since they know that there's a jester and someone supporting the jester, it means that someone who tries very hard to get lynched for no reason will be suspected to be the jester and probably get killed at night. Also Pink team doesn't end the game if they succeed, they can only be additional winners (remember the Ridley role of M23). They're not a vital thread to any other faction, they just try to be sneaky and trick the other players for their own goal.
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Re: Game Concept Thread

Postby Sancles-Chan » Sat Feb 18, 2017 7:10 am

I might be a little salty because I died as jester night 1 in my first mafia game. I was quite annoyed at the time, and it might be carrying over a bit.
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