Forged Alliance Forever Forged Alliance Forever Forums 2013-10-30T18:47:24+02:00 /feed.php?f=37&t=4763 2013-10-30T18:47:24+02:00 2013-10-30T18:47:24+02:00 /viewtopic.php?t=4763&p=56819#p56819 <![CDATA[Re: Mafia Submod]]> Statistics: Posted by L_i_v_e — 30 Oct 2013, 18:47


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2013-08-29T20:17:43+02:00 2013-08-29T20:17:43+02:00 /viewtopic.php?t=4763&p=52188#p52188 <![CDATA[Re: Mafia Submod]]> Statistics: Posted by Man_At_Arms — 29 Aug 2013, 20:17


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2013-08-21T18:25:58+02:00 2013-08-21T18:25:58+02:00 /viewtopic.php?t=4763&p=51336#p51336 <![CDATA[Re: Mafia Submod]]> Statistics: Posted by DeadMG — 21 Aug 2013, 18:25


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2013-08-20T12:20:50+02:00 2013-08-20T12:20:50+02:00 /viewtopic.php?t=4763&p=51121#p51121 <![CDATA[Re: Mafia Submod]]>
Duck_42 wrote:
so you may encounter bugs or imbalanced game play.

You will encounter bugs and imbalanced gameplay.

Statistics: Posted by mead — 20 Aug 2013, 12:20


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2013-08-20T03:17:22+02:00 2013-08-20T03:17:22+02:00 /viewtopic.php?t=4763&p=51101#p51101 <![CDATA[Re: Mafia Submod]]>
There's a lobby option in Phantom-X to enable the Mafia variation. Mead's still in a very early testing stage right now, so you may encounter bugs or imbalanced game play.

Statistics: Posted by Duck_42 — 20 Aug 2013, 03:17


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2013-08-20T02:54:21+02:00 2013-08-20T02:54:21+02:00 /viewtopic.php?t=4763&p=51099#p51099 <![CDATA[Re: Mafia Submod]]> Statistics: Posted by Swkoll — 20 Aug 2013, 02:54


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2013-08-19T14:24:57+02:00 2013-08-19T14:24:57+02:00 /viewtopic.php?t=4763&p=51051#p51051 <![CDATA[Mafia Submod]]> http://en.wikipedia.org/wiki/Mafia_%28party_game%29). However, due to peculiarities of FA (fewer players per game, long games), the core gameplay is quite different and typically a fairly straight-up team fight.
I decided to make a submod that I hope will require significantly more manipulation, communication and non-combat assistance between players. This Mafia mod can for now be enabled via a lobby option in the newest Phantom X update and will automatically choose its own proper settings. It is currently in alpha stage - meaning that while the core features are implemented, it is neither complete nor balanced.

REQUIREMENTS:
    any map with a civilian faction (this faction can be hidden, like on Roanoke Abyss v5)
    at least 6 players (the mod will technically work with any number, but for the best gameplay experience, the more players the better)

The game rules are similar enough to Phantom X to be familiar. Everyone starts allied, and after a few minutes, the following roles are assigned by the mod:

Mafia: Unlike in Phantom, all Mafiosi are on a team and need to work together. They are revealed to each other shortly after assignment. Each Mafioso has a special ability (on a cooldown) to call down devastating meteor strikes on a target of his choice. As the game progresses, the cooldown period gets progressively shorter. Mafiosi win if all Innocents and Detectives are dead.

Detective: The 2 Detectives are on the same team as the innocents. They are not aware of each other. For a significant up-front mass cost, the Detectives can investigate a player of their choice. They will be told if that player is a simple innocent or has a special role (which could be either the other Detective, or a Mafioso). The mass cost for investigating increases with the duration of the game (similar to the Phantom X paladin mark).

Innocent: They have no special ability and win once all Mafioso are dead.

Many thanks go to Duck_42 for his invaluable help and assistance in modding this.

Statistics: Posted by mead — 19 Aug 2013, 14:24


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