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Post by Kuerina Darkblaed on Jan 28, 2013 9:00:42 GMT -8
Distraction shouldn't be too hard.. I'm game.
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Post by Mhairyn "Aryn" Dirson on Jan 28, 2013 9:09:58 GMT -8
Finally some action!
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Post by Kuerina Darkblaed on Jan 28, 2013 9:13:21 GMT -8
Wifey, I may need to borrow some scandalous clothes. >>
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Post by Mhairyn "Aryn" Dirson on Jan 28, 2013 9:15:29 GMT -8
Will need to talk to koji because I do not have any
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Post by Raewynne Cousland on Jan 28, 2013 11:57:26 GMT -8
Court nodded, "I'll take on the mission, that is, of course, if anyone objects. Otherwise, I'm ready to see the commander fall from my own bullet." She spoke, favoring yes to all the operatives mentioned.
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Post by Mallach Dirson on Jan 28, 2013 12:22:32 GMT -8
"Sounds good!!" He paused a moment and frowned. "Wait one minute, I can't be the spotter if Kurai and Frox are off to play! I'll be too busy watching t-" Shot!!! Stumbling, he sobs and takes point admitting bullets to be his only true weakness!!!
That and tomatoes.
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Post by Deleted on Jan 28, 2013 13:46:02 GMT -8
Eh, ain't no stoppin this one. Looks like a yes.
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Post by Deleted on Jan 28, 2013 13:48:08 GMT -8
Well, since only one of you jerks bothered to put a clear yes or no, I'm going to have to assume that everyone other than Cain was agreeing? If so, that's a majority, so the team is decided. If not, please do correct me.
Otherwise, the team is:
Court Frox Jeff Kurai Mal
All members have 24 hours to submit a PM titled "Mission Four Results".
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Post by Mhairyn "Aryn" Dirson on Jan 28, 2013 13:53:43 GMT -8
im a jerk what can i say
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Post by Kuerina Darkblaed on Jan 28, 2013 14:06:17 GMT -8
Sorry. I forgot. ;A;
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Post by Jayne "Sharp" Invilus on Jan 28, 2013 17:51:51 GMT -8
For the record i vote No, because I'm almost 100% this team has a spy in it.
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Post by Deleted on Jan 28, 2013 18:59:15 GMT -8
I am undecided. *gets some tomatoes and bullets for Mal* >____>
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Post by Deleted on Jan 29, 2013 12:18:50 GMT -8
The Operation went ahead as planned, everyone taking their designated positions. The commander soon appeared, with a group of guards protecting him. The two forward operatives, Kurai and Frox, appeared to distract them, giving Court enough room to take the shot. The bullet struck the commander, but instead of dying in a spray of blood, he simply disappeared! It was a hologram! The mission had been sabotaged. The guards quickly moved to arrest the resistance members, but fortunately Jeff was in a good position to cover them, prepared for the operation failing. As such, they were able to escape (barely) with their lives.
Sadly, the real commander went on to destroy the nearby resistance camp, foiling their operations in the area, until another day.
The mission has been sabotaged. The Spies take a point, and win the game!
-----
A Post-Mortem
The Spies were:
Nod Court Frox Cain
Round One
Kurai, Court, and Jeff are selected.
Court voted to Fail the mission, however, the observant of you might have noted that Kurai did not log in, and therefore could not have voted. This would have left only Jeff or Court as possible suspects, which would hurt her chances. As such, I gave her the option to change her vote, which she did. I think this was a fair way to deal with it, but, let me know if you think differently.
Round Two
Crazy, Kurai, Aki and Cain are selected.
There was some confusion here. Cain, being a spy, voted to fail the mission. Aki, not a spy, also voted to fail the mission. Technically, there are no rules against sabotaging your own team, so I allowed it. In the end, it probably helped to affect the voting for team three, since as Crazy reasoned, there must have been two spies on the previous mission. There were not. If you don't think resistance members should be able to submit fail votes, let me know and we can consider it.
Round Three
Jeff, Court, Koji and Mal are selected.
Pretty straightforward here. Court failed the mission.
Round Four
Court, Frox, Jeff, Kurai and Mal are selected.
This mission required two fail results from the spies. Fortunately, Court and Frox were happy to provide them, so, the mission failed, and the spies took the game.
Some questions:
Were you happy with the number of players, and balance of spies to resistance members? This could pretty easily be rebalanced if we think there should be more resistance members vs spies. Maybe 8 resistance members and 4 spies next time? Do the spies think that would be fair?
Should I skip ahead once five votes are recieved? To save time, when we reached a majority vote, I ended the voting and went ahead with the mission. If you'd like, I could give everyone the full time limit instead in case anyone wants to change their minds.
There is a small 'expansion' for the game that gives players powers that function something like roles. These might possibly be adapted to the forum game in the form of roles like werewolf, where each player has a unique ability (or at least some of them do). Sadly, the rules for this are poorly balanced in the game itself, but, we could maybe make up stuff that would work. I have ideas for a few, so, I can post them if anyone is interested.
Finally, is anyone interested in playing another round, possibly with any changes we come up with? Please do make suggestions and discuss how things went. Consider this a beta test, I suppose. All feedback is appreciated, and will make things (hopefully) more fun next time.
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Post by Deleted on Jan 29, 2013 13:21:59 GMT -8
First off, apologies for bodging that final round. Court, I will say, you were the person I suspected the least, so well done on fooling me.
Round One: Well, the activities did cast suspicion on Kurai and confused us all
Two: I think resistance members should be allowed to betray. Not that there is any use to it.... Although I'd like to know why Aki voted betray.
I said this before, I think 6:4 is too many spies. 2/3rds rounded down is OK. It's hard to calculate probability, as if the commander is a spy, then they will pick a spy (unless they send themselves) and that is hard for us to avoid =/ More rounds would also provide more data. Maybe 7 rounds?
Hmm...voting also gives data, so I would prefer it if it was kept open for the full 24 hours.
And, I think, keep it vanilla. No roles.
Finally, I'm up for another game =D
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Post by Mhairyn "Aryn" Dirson on Jan 29, 2013 13:35:15 GMT -8
Koji will kill me now, so thanks >(
Also, koji has suggestions that I can't remember. But for me, longer is better. Its got more potential to be fun that way.
I think also a wildcard could be beneficial - the odds of no spies getting selected still exist, so if that happens i would at least like a chance to do my job and botch stuff up.
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Post by Deleted on Jan 29, 2013 14:00:09 GMT -8
I think making the game "best five out of seven" rounds instead of "best three out of five" would be pretty reasonable. Increasing the number of players, and increasing the number of operatives per mission would also work along with that. Maybe you can all post some suggestions on what number of players, and what spy to resistance member ratio you'd like. I'm just worried that might make it too hard on the spies, but, maybe not.
As for some roles or powers, I've got a couple of random ideas that might work. Some examples:
Stalker person who watches from afar - Once per mission (maybe you have to be involved in that mission, or maybe you have to NOT be involved) you can narrow down the suspect list by eliminating possible suspects. For example, four people go on a mission, and the mission fails. If you use your power, I will give you the name of one (maybe two, depending on team size) person that DIDN'T submit a fail result. It wouldn't guarantee that they're not a spy, of course, just that they did not sabotage that mission.
Suspicious guy who watches teammates - Once per mission, you can select a team mate to keep your eye on. If that team mate submits a fail result, negate it. (though I probably won't tell you that it was negated, to keep the spies anonymous)
Guy who likes to cause problems - Fail a vote, maybe? This seems a bit powerful, but, if it's only used once per round, maybe. Or once per game.
Spy who has a lot of explosives or something - This spy can, once per game, submit two fail results. Handy for the odd mission that requires more than one. This gives the spy team more options on those missions: either get that person on-board, or get two spies. This seems powerful, but, I think it will be balanced by the fact that we might reduce the spy ratio, AND the fact that we're playing more rounds, which means that more than one round will require two fail results
Thoughts or ideas?
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Post by Deleted on Jan 29, 2013 14:35:31 GMT -8
Although I'd like to know why Aki voted betray. Guy who likes to cause problems I'm going to keep this short and sweet: I would've rather prolonged the game to seven rounds. Hell, if we really want skill to factor in, I'd say make it even longer (unlike Werewolf, our numbers are constant, after all), but this may not fit everyone's agenda. Personally, I would've been more motivated had I known the game would last longer.
A 2:1 ratio seems reasonable to me. I can get behind eight insurgents and four spies. Failing that, if we opt for roles, I could see 7:3, presuming these functions don't offset the balance (presumably by favoring the spies in practice, if only by a small margin).
Also, not sure if there's anything inherently wrong with this, but I'd rather the ''leader'' be selected via RNG instead of going down the roster. It was a little disheartening to know that I would never be choosing a party myself.
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Post by Deleted on Jan 29, 2013 14:43:28 GMT -8
That's a fair point by Aki, about the length and the leader selection. We can certainly go with random leader selection in future. Maybe we could set some limitations, like the same person can't be the leader twice in a row to keep it a little more fair.
As for the game length, we could play until one team has five points instead of three? Seven points? Ten points even?
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Post by Deleted on Jan 29, 2013 14:59:07 GMT -8
I'd like to see nine rounds in the future. I feel like seven is a step in the right direction, but ultimately not enough.
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Post by Deleted on Jan 29, 2013 18:53:06 GMT -8
I trusted you gaara ;-;
Though I'm with gaara on increasing the number of rounds. This game felt really short. It also felt like the spies had a pretty big advantage given that nearly half of us were spies. I would recommend about 1/3 of the group being spies.
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Post by Jayne "Sharp" Invilus on Jan 29, 2013 19:21:34 GMT -8
WHY MY LOVE, YOU BETRAYED MY TRUST!
My main point was extending the game length, had we that, I think it would have given us more of a fair chance to weed out spies. Although, 6/4 is again, pretty spy heavy with only needing 1 fail vote for the majority of the first missions.
RNG for leader is also a please.
Betrayal....eehhhh....I honestly don't like. I mean, I saw you worded your response carefully with saying two fail votes were received, instead of two spies failed the mission. I personally don't like it, but eh, I can live with it. Counter-productive to the game unless were like steamrolling winning the game.
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Post by Deleted on Jan 30, 2013 2:26:23 GMT -8
I think seven's a good number - ten might feel like it goes on too long, y'know?
Roles I'm against. We don't need two Werewolves, and this is way more intriguing even without them, y'know?
Personally I can get behind Insurgents to Spies at either 2:1 or 3:1, so I guess I don't have anything to add there :/
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Post by Deleted on Jan 30, 2013 9:51:48 GMT -8
Some good points by all. Thanks for the feedback, everyone.
So we mostly seem to be in agreement that we need:
1) No roles 2) A longer game 3) A better spy-to-resistance ratio 4) Random leader selection
As to the game length, we've had suggestions of seven and nine. Do you guys mean "best four out of seven" or "best five out of nine", or do you mean we play until one team has seven or nine points?
As for number of players, I guess it will depend partly on interest. I think 12 to 15 might be doable, with numbers like 4-8 or 5-10. That way we keep the 1/3 spy ratio, but the spies are also outnumbered 2-1. Seem fair?
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Post by Deleted on Jan 30, 2013 9:58:28 GMT -8
I'm for the first team to hit five points. I'm fine with testing out seven rounds for the next game, though. Anything higher than five.
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Post by Deleted on Jan 30, 2013 10:03:57 GMT -8
I think we all mean "best out of X" rather than "X points" Although, does anyone else think the number of rounds should be relative to the number of players/spies?
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Post by Mhairyn "Aryn" Dirson on Jan 30, 2013 10:59:04 GMT -8
I'm cool for anything. But would it be possible to have like a 24 hour period where we discuss who we think the spies are and have some sort of Revelation or something to keep it interesting and kind of more life like. We never really had the chance to do that I don't know if anyone was interested or we just kind of forgot or whatever but down time would be cool.
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Post by Deleted on Jan 30, 2013 11:11:51 GMT -8
That's a fair point too, and something I had considered. We'll add that in, a 24 hours "cooldown" phase in between missions.
The next game then, we can try best four out of seven, and either 12 or 15 players, depending on how many people sign up.
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Post by Jayne "Sharp" Invilus on Jan 30, 2013 18:49:08 GMT -8
For the record, I will be making a chart next game. I did for this game. It got me 2/4 spies. Frox can attest to this >.> <,<
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Post by Mhairyn "Aryn" Dirson on Jan 30, 2013 18:52:26 GMT -8
Only cuz I lied through my teeth ;~;
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Post by Jayne "Sharp" Invilus on Jan 30, 2013 18:54:22 GMT -8
My heart still aches from that my love.
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