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Re: Alien Infection Mafia

PostPosted: 30 Jan 2018, 20:04
by mhsmith0
Possibly another thing that could be played with is doing this sort of plague mafia style, where the infections are permanent

Something like
n0 wolves select their n1 infect
n1 wolves select their n2 infect
infection status reveals upon death
some adjustment around balancing for when wolves can't run an infection (I'd want ot think on that)

So you could get
day 1 lynch uninfected townie - 8/0/2
night 1 infection - 7/1/2
day 2 lynch uninfected townie - 6/1/2
night 2 infection - 5/2/2
if townies lynch another uninfected townie, wolves win

That'd be the narrowest path to victory for wolves, but in most worlds you'd see a lynch of an infected townie or a wolf before that

Maybe you do something like

Maximum number of infected townies = number of wolves alive

So maybe you tie an infection to a particular alien, so that when the alien dies, his infected target also dies (but not vice-versa; the alien can re-probe someone else after his first target dies?)

idk would want to think on it a bit more, but i think there's potential there if we can figure out the right balnce to it

Re: Alien Infection Mafia

PostPosted: 30 Jan 2018, 20:08
by kimpossible
mhsmith0 wrote:Possibly another thing that could be played with is doing this sort of plague mafia style, where the infections are permanent

Something like
n0 wolves select their n1 infect
n1 wolves select their n2 infect
infection status reveals upon death
some adjustment around balancing for when wolves can't run an infection (I'd want ot think on that)

So you could get
day 1 lynch uninfected townie - 8/0/2
night 1 infection - 7/1/2
day 2 lynch uninfected townie - 6/1/2
night 2 infection - 5/2/2
if townies lynch another uninfected townie, wolves win

That'd be the narrowest path to victory for wolves, but in most worlds you'd see a lynch of an infected townie or a wolf before that

Maybe you do something like

Maximum number of infected townies = number of wolves alive

So maybe you tie an infection to a particular alien, so that when the alien dies, his infected target also dies (but not vice-versa; the alien can re-probe someone else after his first target dies?)

idk would want to think on it a bit more, but i think there's potential there if we can figure out the right balnce to it

Good ideas here, I'll toy with it too.

Re: Alien Infection Mafia

PostPosted: 30 Jan 2018, 20:15
by kimpossible
kimbyrle wrote:
mhsmith0 wrote:Possibly another thing that could be played with is doing this sort of plague mafia style, where the infections are permanent

Something like
n0 wolves select their n1 infect
n1 wolves select their n2 infect
infection status reveals upon death
some adjustment around balancing for when wolves can't run an infection (I'd want ot think on that)

So you could get
day 1 lynch uninfected townie - 8/0/2
night 1 infection - 7/1/2
day 2 lynch uninfected townie - 6/1/2
night 2 infection - 5/2/2
if townies lynch another uninfected townie, wolves win

That'd be the narrowest path to victory for wolves, but in most worlds you'd see a lynch of an infected townie or a wolf before that

Maybe you do something like

Maximum number of infected townies = number of wolves alive

So maybe you tie an infection to a particular alien, so that when the alien dies, his infected target also dies (but not vice-versa; the alien can re-probe someone else after his first target dies?)

idk would want to think on it a bit more, but i think there's potential there if we can figure out the right balnce to it

Good ideas here, I'll toy with it too.

More I think about this, I like it a lot!