[S] Fallout Mafia - Game Over - Mafia Wins

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Which elements should I include in the game? (Read my post before voting please)

Poll ended at Sat Mar 31, 2012 2:25 am UTC

1) Include skills
11
20%
1) Don't include skills
2
4%
1) Either way is fine
5
9%
2) Use Hit Points
14
26%
2) Use % based weapons
1
2%
2) Either way is fine
3
6%
3) Include crazy items
12
22%
3) Don't include crazy items
3
6%
3) Either way is fine
3
6%
 
Total votes : 54

Re: [S] Fallout Mafia - Game Over - Mafia Wins

Postby BoomFrog » Fri Apr 27, 2012 8:32 am UTC

I'm curious. Who would you have picked to kill if you did kill someone?

Scum played really well this game. From what I could tell as an outside observer, none of the town had any real idea who scum were except for t1mm finally figured out ChickenFish was scum N2. I feel like many of the town players were focused far more on keeping themselves alive then they were on finding scum.

Despite all the complexity, this ended up being surprisingly vanilla. Did people have fun?
If your afraid of the terrorists winning then the terrorists win.

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Re: [S] Fallout Mafia - Game Over - Mafia Wins

Postby wam » Fri Apr 27, 2012 8:49 am UTC

I was fairly happy that FAOT was town. So it would have been one of Finglass, TMG and trinerokes. I was thinking of TMG based on the logic that if he was town, he would have crafted armour with all of his extra stuff and I wouldnt kill him. In the end I chickend out.

I also didn't realise just how close to the end we were.
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Re: [S] Fallout Mafia - Game Over - Mafia Wins

Postby t1mm01994 » Fri Apr 27, 2012 8:51 am UTC

1: Congrats scum, gg

2: Bleh. Everyone going "let's follow stuff!" as I still do not understand the Plated Ragypus lynch. Just, bleh. And town had a bit lackluster items from what I can see.. I was going to make drugs(had scientist and nuf Chemicals), but did not see how they'd ever help town. Similar for stealth; yeah, it's cool to live through a night, but the odds of you gettingnhit are generally quite low.
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Re: [S] Fallout Mafia - Game Over - Mafia Wins

Postby wam » Fri Apr 27, 2012 8:57 am UTC

Yeah Boomfrog, if you run a similar one again, I would give people more starting materials and the ability to make more intially.

Also if anyones interested this is what i started with!

Items:
8xScrap
0xLeather
0xBatterys
1xChemicals
0xFusion Cell
1xFuel
0xGunpowder

Hence why I spent the entire game trying to get some leather from somewhere.
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Re: [S] Fallout Mafia - Game Over - Mafia Wins

Postby BoomFrog » Fri Apr 27, 2012 9:27 am UTC

Yeah Boomfrog, if you run a similar one again, I would give people more starting materials and the ability to make more intially.
If there had been unrestricted trading D1 then people would have had a lot more usable items. And if everyone had weapons then the chance to get hit would be higher so using defensive drugs like buffout or med-x would have made more sense. But I can see the fear of open trading giving scum 4 kills N1.

Maybe I made the destructive stuff too cheap and the defensive stuff too expensive? Maybe the NK was too unstoppable so defense wasn't a worthwhile priority D1? What change to the game would have made you decide open trading D1 was a good idea?
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Re: [S] Fallout Mafia - Game Over - Mafia Wins

Postby Snark » Fri Apr 27, 2012 11:44 am UTC

I gave my items to townies. That is my one (and only) consolation concerning this game.

After my first trade D1, I had a Rocket Fist. Wanted to be a vig so very badly. Never got a chance.
DaBigCheez wrote:Because I totally think Snark's the kind of guy who could pull off a stunt like "let teammate get vigkilled by your drone D1, to make yourself a "confirmed town" for not going against it, then pick off everyone while laughing about it."
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Re: [S] Fallout Mafia - Game Over - Mafia Wins

Postby ForAllOfThis » Fri Apr 27, 2012 6:22 pm UTC

I did enjoy this game =). I think the crafting needs heavily refining, or removing completely though. I think having a shop system that lets players publically buy items would be much more interesting, and each class is given so many starting bottlecaps. Perhaps a setup like:

1) Each player is given a class and win condition:

Ghoul
Supermutant
Human
Muatated Ant
etc etc.

2) Each player has a choice of 2/3 setups (which depends on the class they were assigned) which include a starting skill and a set of items. Example:

You are a Supermutant. You start with 5HP and are able to use all heavy weapons. Supermutants cannot use armor. Please choose one of the following setups to start the game with:

1. Beserker - Skill: Melee, Starting items: Supersledge, Psycho x2, Grenade x 2, 0x Bottlecaps. Failure to attack a target at night causes you to rage, causing 1 damage to yourself.

2. Nightkin - Skill: Unarmed, Starting items: Stealthboy x 3, Boobytrap x 2, 500 x Bottlecaps If you are successfully targeted by anyone at night (i.e. do not remain hidden) then you start becoming psychotic, causing 1 damage to yourself.

3. Grenadiers - Skill: Throwing, Starting Items: Flamer x 1, Grenade x 4, 300 x Bottlecaps, there are no drawbacks to this class.

Players can then trade items amongst each other publically (including trading for bottlecaps) and bottlecaps can be spent at the mod-controlled shop.Tbh, I can't see this system needing more work than the crafting system. Anyway just a few ideas I had, thanks for the game Boomfrog =).
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Re: [S] Fallout Mafia - Game Over - Mafia Wins

Postby CaptainFinglass » Sat Apr 28, 2012 3:39 am UTC

I loved it Boomfrog, and I'd definitely play if you had a second one :D More complex trading would be the only thing I suggest, but otherwise it was great.
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Re: [S] Fallout Mafia - Game Over - Mafia Wins

Postby Chickenfish » Sat Apr 28, 2012 12:56 pm UTC

Thanks for the game Boomfrog!
I think it was great - the thing that really gave it to us was the 10 starting players. Would've been a completely different ballgame with 11 players.
Next time I would consider making the HKD do only 4, or even 3 damage, but have no retaliation and not inform the target of who used it. The fact that we could reasonably easily get 2 kills N2, and still won despite me dying really gave town very little chance (once again, if we hit the 11 player mark this wouldn't have been quite so bad).
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Re: [S] Fallout Mafia - Game Over - Mafia Wins

Postby BoomFrog » Sat Apr 28, 2012 3:06 pm UTC

If town mislynches twice they should lose unless they use their powers very effectively. That seems like reasonable balance for a small. I will make the mafia NK weaker and first-aid kits stronger next game though.
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