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Werewolf 9 Sign-Up Thread
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Holy Chocobo


Member 635

Level 32.46

Mar 2006


Old Sep 25, 2006, 09:28 PM #76 (permalink) of 108
Originally Posted by Darkcomet72
The both targets are killed sounds extremely iffy, and might put the bad guys in even more of a disadvantage. Of course, this obviously means they have to be a bit more knowledgable beforehand, which is good.

If a team who doesn't have an infiltrator does this, that's just two bad guys down the drain.
I'm really not sure what you're saying there. Please edit that post so I can better understand.

My thoughts on the Infiltrator:
Maybe there is a person who works with either the Mafia or the Werewolves at night (maybe both). However, as long as that person is alive, they are also a member of the Masons. In this manner, the Infiltrator has two or three allegiances. Before the game begins, the player is randomly selected to be for good, for evil, or independent (secretly trying to hinder both sides).
Nostalgia and Crossovers


Member 266

Level 32.14

Mar 2006


Old Sep 25, 2006, 09:58 PM Local time: Sep 25, 2006, 05:58 PM #77 (permalink) of 108
A neutral role is good, but it's incredibly hard to pull off correctly..

Also, I looked back at the previous game's start, and it appears that I was slightly mistaken in my memory of the Mysterious Stranger mod. I thought that they were chosen randomly, shuffled in with the rest of the players, and the names of the Mysterious Strangers was not revealed until Day 1 began, and any actions taken against them were wasted for that night. Under these rules, my argument makes more sense (since if we all know who's the strangers beforehand, then why bother with it?), but alas, my argument is uncogent.

I'm also liking the idea for the Infiltrator that Crash presented.

Thus, there will only be one Infiltrator/Lupis.

Also, I'm considering this as well: Once a night, the Infiltrator/Lupis PMs me with the name of somebody he would like to tip the Masons off with. I will then send a hint to the Masons that relates to that person.

I really don't want to have the Infiltrator basically be a Seer-on-demand with a 100% guaranteed accuracy and success rate for the Mafia or Werewolves, as to be honest, I feel that's a tad bit overpowered.
H is for Hutt


Member 601

Level 43.61

Mar 2006


Old Sep 25, 2006, 10:11 PM #78 (permalink) of 108
Originally Posted by The_Griffin
Also, I looked back at the previous game's start, and it appears that I was slightly mistaken in my memory of the Mysterious Stranger mod. I thought that they were chosen randomly, shuffled in with the rest of the players, and the names of the Mysterious Strangers was not revealed until Day 1 began, and any actions taken against them were wasted for that night. Under these rules, my argument makes more sense (since if we all know who's the strangers beforehand, then why bother with it?), but alas, my argument is uncogent.
Huh? Like Crash and I said, just make the three people in question Mysterious Strangers and be done with it. I for one won't start a bandwagon against the them on Day 1, and as Tritoch pointed out, no one wants to see those 3 die early, so they're safe.

As for the Infiltrator, I wouldn't try to link it to the Whore, where the Masons may or may not get info, and what they do get would be vague and possibly not helpful. Unless the Infiltrator is leaking something valuable, like names of bad guys or their chosen targets for the next day, then the bad guys aren't going to worry that much about rooting them out. Considering that evil still triumphed the last time Infiltrators were involved, they're not that overpowering.
HIKARI NE NARE!


Member 1662

Level 12.65

Mar 2006


Old Sep 25, 2006, 10:43 PM #79 (permalink) of 108
I'll go ahead and sign up. I've never been a very vocal player but Tritoch has been persuading me to be more so. So I'm game.
Want to see my Magic Panties?


Member 370

Level 42.10

Mar 2006


Old Sep 25, 2006, 11:18 PM Local time: Sep 25, 2006, 09:18 PM #80 (permalink) of 108
Originally Posted by nuttyturnip
As for the Infiltrator, I wouldn't try to link it to the Whore, where the Masons may or may not get info, and what they do get would be vague and possibly not helpful. Unless the Infiltrator is leaking something valuable, like names of bad guys or their chosen targets for the next day, then the bad guys aren't going to worry that much about rooting them out. Considering that evil still triumphed the last time Infiltrators were involved, they're not that overpowering.
I agree with this completely. Being one of the Masons during the game where the Infiltrator was used, I can say that it wasn't exactly easy convincing everyone to vote off the Mafia member. In the end, we were just four random people (actually, I think there was only three of us, since Luxo was killed on the first night) who just happened to convince the majority to vote with us. No one else knew our roles (unless a seer checked one of us), so we had just as much of a chance as the Mafia or the Werewolves of getting people to vote with us. It's because of these things why I don't think the Infiltrator role was too powerful.
I've been working like a dog all my life and I can't get a penny ahead.


Member 692

Level 35.52

Mar 2006


Old Sep 25, 2006, 11:26 PM Local time: Sep 25, 2006, 07:26 PM #81 (permalink) of 108
It seems to me, looking at the win/loss record that the forces of good need all the help they can get, Griffin It really shouldn't be this one sided, in my experience playing. Granted, I'm used to playing IRL or on IRC with a smaller number of people, but still.
Nostalgia and Crossovers


Member 266

Level 32.14

Mar 2006


Old Sep 25, 2006, 11:47 PM Local time: Sep 25, 2006, 07:47 PM #82 (permalink) of 108
Originally Posted by nuttyturnip
Huh? Like Crash and I said, just make the three people in question Mysterious Strangers and be done with it. I for one won't start a bandwagon against the them on Day 1, and as Tritoch pointed out, no one wants to see those 3 die early, so they're safe.
Haha, that's what I was saying. Crash, Shin, and Butchere will be strangers. The reason I didn't want them was a mistake on my part. I thought that the strangers didn't get revealed until the next day.

Quote:
As for the Infiltrator, I wouldn't try to link it to the Whore, where the Masons may or may not get info, and what they do get would be vague and possibly not helpful. Unless the Infiltrator is leaking something valuable, like names of bad guys or their chosen targets for the next day, then the bad guys aren't going to worry that much about rooting them out. Considering that evil still triumphed the last time Infiltrators were involved, they're not that overpowering.
The infiltrator WILL always give out info, and the Masons will always get it. The only change is that the info will not be "BillyBobRednekc1338 is EVIL."
Wonderful Chocobo


Member 466

Level 19.65

Mar 2006


Old Sep 26, 2006, 01:30 AM Local time: Sep 25, 2006, 10:30 PM #83 (permalink) of 108
The infiltrator is way fun, so I think we should have as many as possible. Put one each in two of the three groups: Masons, Wolves, Mafia. That way no team would know for sure if they had one. A Mason Infiltrator would send info to one of the evil teams.

Another idea I had was to let the Masons choose someone to protect from lynching during each day. Whomever had the next greatest number of votes would be lynched instead. I can think of several interesting ways that could play out, but the cool part is that then an Infiltrator could also try to give tips relating to his/her team's targets.
Ugliest Sigs in GFF


Member 666

Level 39.27

Mar 2006


Old Sep 26, 2006, 01:52 AM Local time: Sep 26, 2006, 01:52 PM #84 (permalink) of 108
I second the double-agent within an evil team and the masons. Go, Infernal Affairs
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Nostalgia and Crossovers


Member 266

Level 32.14

Mar 2006


Old Sep 26, 2006, 02:16 AM Local time: Sep 25, 2006, 10:16 PM #85 (permalink) of 108
The second double-agent for Masons sounds like a good idea, but I'm not entirely sure I'll implement it this game. I'm also reconsidering the Infiltrator mod as a whole, too. =\
I love horses, they're my friends


Member 589

Level 50.47

Mar 2006


Old Sep 26, 2006, 04:03 AM Local time: Sep 26, 2006, 08:03 AM #86 (permalink) of 108
Originally Posted by Jochie
Another idea I had was to let the Masons choose someone to protect from lynching during each day. Whomever had the next greatest number of votes would be lynched instead. I can think of several interesting ways that could play out, but the cool part is that then an Infiltrator could also try to give tips relating to his/her team's targets.
Rather than that, I think it'd be fun to have one person selected at random each day or having an artifact (I know you got rid of them) which means that if they're lynched, one of the people who voted for them dies too, like some kind of suicide bomber or an implanted bomb that goes off when their heart stops. It'd still work even if the person randomly picked didn't know themselves. Possibly it'd never come into play but it'd add an extra air of tension to the voting process...
Ugliest Sigs in GFF


Member 666

Level 39.27

Mar 2006


Old Sep 26, 2006, 04:28 AM Local time: Sep 26, 2006, 04:28 PM #87 (permalink) of 108
How 'bout giving everybody a one-time use ability for this very purpose? If they think they're going to get lynched the next day, they have to spend the night preparing for the kamikaze attack
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H is for Hutt


Member 601

Level 43.61

Mar 2006


Old Sep 26, 2006, 07:20 AM #88 (permalink) of 108
Originally Posted by Zergrinch
How 'bout giving everybody a one-time use ability for this very purpose? If they think they're going to get lynched the next day, they have to spend the night preparing for the kamikaze attack
You wouldn't want to do that, because sometimes we know who's evil, and we don't want to give them the ability to kamikaze us. Also, I don't think it's such a good idea to put an Infiltrator in the Masons. A 7-1 win record for evil shows they don't need any leg up on the competition.
I love horses, they're my friends


Member 589

Level 50.47

Mar 2006


Old Sep 26, 2006, 08:21 AM Local time: Sep 26, 2006, 12:21 PM #89 (permalink) of 108
Originally Posted by nuttyturnip
You wouldn't want to do that, because sometimes we know who's evil, and we don't want to give them the ability to kamikaze us. Also, I don't think it's such a good idea to put an Infiltrator in the Masons. A 7-1 win record for evil shows they don't need any leg up on the competition.
Yeah, it works better as a random risk element I think and I definitely agree that evil don't need any more advantages. The number of people in each game is steadily increasing though so an eye needs to be kept on the good/evil numbers in total to keep it balanced.
fireworks


Member 74

Level 48.86

Mar 2006


Old Sep 26, 2006, 03:12 PM #90 (permalink) of 108
In there like swimwear.
Holy Chocobo


Member 635

Level 32.46

Mar 2006


Old Sep 26, 2006, 03:18 PM #91 (permalink) of 108
Are you sure you won't get banned this time, Capo?
fireworks


Member 74

Level 48.86

Mar 2006


Old Sep 26, 2006, 03:31 PM #92 (permalink) of 108
I'll have to resist the urge to log onto another dupe account, but I think I can handle it.
Dai
sunny rain


Member 5414

Level 5.27

Apr 2006


Old Sep 26, 2006, 06:42 PM #93 (permalink) of 108
Alot school-related stuff came up lately so I'm gonna quit for this game. Remove my name so problems dont arise, lol.
Thanks
Nostalgia and Crossovers


Member 266

Level 32.14

Mar 2006


Old Sep 26, 2006, 06:46 PM Local time: Sep 26, 2006, 02:46 PM #94 (permalink) of 108
It's a shame that you can't join us, Dai.

See you the next game!
he he he he


Member 4464

Level 23.57

Apr 2006


Old Sep 26, 2006, 06:50 PM #95 (permalink) of 108
What if we put one infiltrator in both the mafia and werewolves. he would act for the masons and would be on the werewolves and the mafia's team recieving pms from both about attacks and coordinating his operations while being both mafia and werewolf. But he could only send one hint to the nature of one person. one werewolf or one mafia.

But this seems screwy because if the mafia and the werewolves voted seperate ways he would show his guilt by voting for a different person or not voting at all.

So just scrap this idea.