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Holy Chocobo
Member 635 Level 32.46 Mar 2006 |
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). |
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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. ![]() ![]() |
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. |
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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. |
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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. |
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I second the double-agent within an evil team and the masons. Go, Infernal Affairs
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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. =\
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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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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. ![]() |