Search found 47 matches

by Dragon D. Luffy
Thu Jan 06, 2022 4:46 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [END]

Guillotine wrote: Thu Jan 06, 2022 11:34 am GG everyone.

Do we get winner banners? :D
Here they are!

Courtesy of @Syn

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by Dragon D. Luffy
Thu Jan 06, 2022 2:10 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [END]

NotAnAxehole wrote: Thu Jan 06, 2022 12:51 pm When does the next Job go into sign ups? - Seems inefficient to not have one up yet.
I think we are having an issue of lack of hosts lately, particularly for Jobs. They were okay with me leaving my game over a month in sign ups because there was no one else wanting to use the slot.

So if any of you wants to host a big game, now is a great time because the queue is short.
by Dragon D. Luffy
Wed Jan 05, 2022 6:50 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [END]

Also fun fact: if this were an actual TF2 match, it would be a massive victory of the Red Team. Only 3 deaths in their side, while the Blue Team got 7 deaths.
by Dragon D. Luffy
Wed Jan 05, 2022 6:43 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [NIGHT 5]

TonyStarkPrime wrote: Wed Jan 05, 2022 6:16 pm possible mech change: for the more town friendly roles, red powers only work on odd nights, blue on even nights for town
The's one possible fix yeah.

Another one is giving canteens to mafia like candy, or extra roleblocks, sort of what the idea of that Balance Patch was. More tools for mafia to spam and punish town for massclaiming.

Basically, it goes like this: in full role madness, mafia roles HAVE to be more powerful than town roles. I've known that for years, hence mafia getting their bonuses that you can see in the setup.

But in practice, those bonuses proved to be situational and not strong enough to offset the difference, particularly in late-game. I didn't also predict the size of the snowball effect this game would have. So I apologize for the imperfect balancing of this game. I've made some better setups before. But well, role madness is experimentation, and sometimes things go boom in hilarious ways.

Either way, it seems the majority of players enjoyed this a lot, so I'm happy. I also have to say the result is mainly because town played VERY well. I didn't read every post, but what I read contained some superb team work, player reading, and mech discussion. I make setups like this hoping to see them used by players like these. Thank you very much for playing my game and engaging with it, folks. And also kudos for the mafia for trying hard, because no one can say you guys did not, all four of you. It just wasn't meant to be.
by Dragon D. Luffy
Wed Jan 05, 2022 5:40 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [NIGHT 5]

List of Actions:

Spoiler: show
Day 1

Seanzie double jumps
Guillo uses sasha on Jack
Seanzie is killed by town

Night 1

LP uses flamethrower on Sig (redirects to gavial)
TSP uses Sidney sleeper on gavial
Gavial uses sleeper on Guillo (blocked)
LM blocks NAA
Sig protects sabie with vaccinator (protects gavial)
Nanook delays guillo (not using actions)
NAA disguises as blue pyro (LP)
Dizzy disguises as blue sniper (TSP)
Sabie crit kills dizzy
Dolby places a sticky on Mac
Marmot rocket launcher dizzy (result = sabie)
Jack rocket launcher LP (result = none)
Sabie builds a dispenser
Martin builds a dispenser

Day 2

Sabie is killed

Night 2

Guillo eats a sandvich
Mac eats a sandvich
Dolby blocks Nanook
LP uses airblast on martin
Gavial aims at Marmot
Nanook uses bat on falcon
Falcon uses medi gun on marmot (delayed to N3)
LC blocks jack
Jack uses RL on marmot (blocked)
Wilgy uses airblast on NAA
TSP aims at Gavial
Sig uses medi gun on Nanook
Sig kills Mac (stopped by sandvich)
Marmot uses RL on LP (result = nothing)
Martin builds a sentry

Day 3

Guillo uses Natascha on Mac
Nanook was killed.

Night 3

Dolby blocks wilgy
LC blocks Gavial
sig blocks marmot
Gavial uses sydney sleeper on TSP (blocked)
Wilgy uses flamethrower on TSP (blocked)
falcon uses vaccinator on marmot
marmot buffs jack (blocked)
LP uses flamethrower on Mac
NAA disguises as red engineer
TSP sniper kills gavial
Sig kills Jack
Jack watches Mac

Day 4

Guillo protects WIlgy with Sasha
Naa was killed

Night 4

LP uses flamethrower on Martin
TSP uses Sydney sleeper at LC
falcon uses uber protect on TSP
dolby blocks wilgy
LC blocks Guillo (blocked)
Sig vaccinator protects Marmot
Sig kills Dolby
marmot watches dolby (result = Sig)

Day 5

Falcon enters Martin’s base
Sig was killed

Night 5

LP uses airblast on LC
Wilgy uses airblast on Marmot
LC blocks Martin (destroys dispenser)
TSP aims at Martin
TSP kills marmot (redirected by Wilgy, hits TSP)
marmot uses rocket launcher on Mac (result = nothing)
by Dragon D. Luffy
Wed Jan 05, 2022 5:39 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [NIGHT 5]

Night 5 Post
(In which DDL decides to finally write some kind of plot)

The man is standing on top of a building, waiting for his target to come out. The Sniper Rifle is on his hand. He has a lot of patience, but it also ready to make a head shot in the same second as the target shows any kind of vulnerability.

And after what feels like days, but are just a few hours, the target appears. A Soldier, doing the night patrol. Well, coming from the Soldier, it's more likely he is just having some delusion of patrolling the land to watch out for a communist attack, but it's the thought that counts.

The Soldier shoots his rocket launcher at his own foot, launching himself meters into the air. His goal is to watch a bad deed about to happen. Little does he know the bad deed is coming for him.

And as the Soldier falls, the Sniper quickly moves the crosshairs of his weapon to the place where his target will land. For a master of aiming like him, hitting a Soldier in the middle of a rocket jump is child's play. His finger pulls the trigger and the bullet goes off.

But the Sniper, distracted by the movement of the Soldier, fails to see something. A man moving between the two of them. A doctor. Not a doctor as in the Team Fortress class, no. It's an actual doctor.


Spoiler: show
It's Dr. Wilgy.


Image

The Pyro.

He says something unintelligible, then presses the button on his Flamethrower that makes it blast air instead of fire. And against all the laws of physics, and also against the mechanics of TF2 the videogame, but well in line with the game mechanics of TF Mafia, the bullet stops before it hits the Soldier, and flips 180 degrees.

Then it flies, straight back at the man who first shot it, and hits his head.

Image

TonyStarkPrime was killed. He was the Blue Sniper (Mafia).


TOWN WON THE GAME!


Thanks for playing!
by Dragon D. Luffy
Tue Jan 04, 2022 6:07 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [NIGHT 5]

NOW we are finally out of videos.

And the game still doesn't have a plot.

So let's just get down to business.

Sig was killed.


Spoiler: show
Image

He was the Blue Medic, a member of mafia.

Night 5 Begins!
by Dragon D. Luffy
Tue Jan 04, 2022 6:07 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 5]

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by Dragon D. Luffy
Sun Jan 02, 2022 7:40 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 5]

Oh I forgot to add since that didn't change, but the engineer base still has a Sentry and a Dispenser on it.

If anyone wants to enter the base, and get +1 vote and protection from kills tonight in exchange of not using actions, send me a PM asking for it before the halfway point of the day.
by Dragon D. Luffy
Sun Jan 02, 2022 7:29 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 5]

Greetings. I have come here to bring the many times dreaded, but sometimes necessary, Balance Patch. It has dawned on me that this setup may not have been as balanced as I thought it was, and between letting it play out that way and apologizing later or making a fix while I can, I have picked the later. I believe the fix is not a direct upgrade to either faction, it is more like a general equalizer that makes all remaining classes similarly effective against mafia and prevents mech analysis from being too automatic.

This part of the setup:

The faction also has one crit canteen, which can turn their faction-kill into a critical hit, making it ignore all protections and defenses, for one night. If only one member of the faction is alive, every kill they make will be a critical hit.
Has been edited to this:
The faction also has one crit canteen, which can turn their faction-kill into a critical hit, making it ignore all protections and defenses, for one night.

If only one member of the faction is alive, they will get a second dose of crit canteen, as well as one dose of each of the following:

- Cloak canteen: makes the player's actions not appear to trackers or watchers for a night.
- Teleport canteen: player's the player's actions avoid roleblocking or misdirecting for one night.
- Uber canteen: makes the player dodge one kill that targets them.

The mafia may use multiple canteens in the same night. The act of drinking a canteen can't be blocked.
So instead of the last mafioso getting infinite anti-doctor boosts, they get 1 anti-doctor, 1 anti-watcher, 1 anti-blocker, and 1 anti-vig. The change is effective now, though obviously it will only affect the gameplay after the death of the 3rd mafioso.

I hope you folks understand the need for this, since my goal is to make the game as fun as possible to everyone in it.
by Dragon D. Luffy
Sun Jan 02, 2022 6:01 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 5]

Uh, are the meet the team videos over already? I don't know what to post now.

Oh yeah, there is one more. Meet the game's most popular piece of food!



And Dolby died.

Spoiler: show
Image

He was the Blue Demoman, a member of town.

Day 5 Begins!
by Dragon D. Luffy
Sat Jan 01, 2022 5:08 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [NIGHT 4]

Last, but not least, we get to meet our field physician, Dr. Ludwig, from Sttutgart, Germany.

"Who even wants to play as a medic, it sounds boring!" - you may ask. And surely, in casual TF2, this is the least popular class. But as you may have guessed, it's the most powerful class in the game, and if you know what you are doing, it can also be one of the most fun. Not because of childish concepts like "empathy" or "the pleasure of helping others". Down with that bullshit. Our medic is the best at what he does: Doctor Assisted Homicide.

See below (contains cartoony gore, not likely to shock but maybe you are that sensitive):


Spoiler: show

Speaking of homicide, NotAnAxehole was killed.

Spoiler: show
Image

and he was the Blue Spy, a member of Town.

Night 4 Begins!
by Dragon D. Luffy
Sat Jan 01, 2022 5:06 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 4]

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by Dragon D. Luffy
Wed Dec 29, 2021 8:57 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 4]

Marmot wrote: Wed Dec 29, 2021 8:55 pm
NotAnAxehole wrote: Wed Dec 29, 2021 8:54 pm
Marmot wrote: Wed Dec 29, 2021 8:53 pm
NotAnAxehole wrote: Wed Dec 29, 2021 8:52 pm
Marmot wrote: Wed Dec 29, 2021 8:50 pm Maybe the scum team is just sabie, nanook, NAA, and Mac, and after I red-peeked sabie, mafia just opted to keep me alive and blatantly sheep me.
I would do that if I were mafia

I absolutely would too, and wouldn't put it past you. :p
Ok, but at what point today do you realize that you belong in my pocket?

We have 69 more hours for you to succeed at that
Spoiler: show
and that's the sex number
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by Dragon D. Luffy
Wed Dec 29, 2021 7:43 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 4]

Announcement: there's another international holiday this weekend (AGAIN?) and I will be travelling (AGAIN!)

Instead of a longer night, we are doing a longer day this time. It won't be 72 hours, more like a little less than 70, so I can reset the day end to its originally intended slot.

Official time is 3 PM UTC+0 on January 1st. Or check the poll to see what that means for you (assuming you have forum timezone set correctly, if not, shame on you!)
by Dragon D. Luffy
Wed Dec 29, 2021 7:40 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 4]

We have found the Spy. Oh wait, sorry, the Spy has allowed himself to be found. (please keep that knife away from my neck, Mr. Spy).

His name is unknown (like a good spy), but we know he is from France (Not british? How original!). And huh... I guess I'll let him talk about the rest.



We had two deaths today (finally!). Mr. Gavial and Mr. Jack.

Spoiler: show
Image

Gavial, the Red Sniper, was town.

Image

Jack, the Blue Soldier, was also town.

The Red Engineer base still has a sentry and a dispenser in it.

Day 4 Begins!
by Dragon D. Luffy
Tue Dec 28, 2021 7:51 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [NIGHT 3]

Ok, so who is left? Medic, Soldier, and Spy?

So, we've tried to locate the Spy but we couldn't. He's good at not being found. Yeah, that's kind of his job. We did find the Medic but he is busy performing a surgery and asked us to come back later.

The Soldier was hiding in a trench that he built in his own backyard, but he came out when I yelled "Communists!". He will now explain what is... uh... in his mind.



(RIP Rick May, voice actor of the Soldier, and many other famous characters.

Meanwhile, Nanook was yeeted.


Spoiler: show
Image

He was the Red Scout, and was mafia.

Night 3 Begins!
by Dragon D. Luffy
Tue Dec 28, 2021 7:49 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 3]

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by Dragon D. Luffy
Tue Dec 28, 2021 6:55 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 3]

by Dragon D. Luffy
Mon Dec 27, 2021 4:15 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 3]

Gavial wrote: Mon Dec 27, 2021 3:52 pm “ 4 of those copies are part of the mafia faction, the other 14 are town.”
This doesn’t indicate anything.

@Dragon D. Luffy
Can for example 2 Spy’s possibly both role mafia.
Like can mafia both have the role of 2.
Yes.
by Dragon D. Luffy
Sun Dec 26, 2021 7:49 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 3]

We return to the usual programming with a Right of Reply statement by the Sniper.

He says his profession is not a "point and click adventure", and that his class his a very high level of skill expression.

In fact, he wants to show why with a video. So ladies and gentleman, let's meet Mr. Mundy, hailing from New Zealand (though he was raised in Australia), the crazed gunman professional assassin of TF2.



Also nobody died this night. Sounds like the Sniper needs to stop bragging and get back at his job!

And the Red Engineer's base is now equipped with both a Sentry and a Dispenser. So on top of getting +1 vote, entering his base will also protect you from one night kill. Don't forget you will be blocked if you enter the base, though.


Day 3 Begins!
by Dragon D. Luffy
Sun Dec 26, 2021 12:36 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 0]

@DrWilgy
@Gavial
@Guillotine
@Jackofhearts2005
@Lime Coke
@LinearPoint
@MacDougall
@Marmot
@MartinGG99
@Dolby
@NANOOKTHEGREATANDFEARSOME@NotAnAxehole
@TonyStarkPrime
@falcon45ca
@sig

Night ends in less than 6 hours. Make sure to send your night actions if you have any!
by Dragon D. Luffy
Thu Dec 23, 2021 7:43 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [NIGHT 2]

I have an announcement.

I will be travelling for christmas, and will be away from my computer until the night of the 26th.

While it's somewhat possible to host this game on a phone/while surrounded by relatives, it's also a lot more difficult, and since many of you may also be busy during christmas, I have decided to extend the night to give everyone more time to enjoy the holiday.

Therefore, this night phase will take 3 real life days. Actions will be accepted until Dec. 26th, 10 PM, UTC+0, and Day 3 will start shortly after. Check the countdown link below if needed:

https://www.timeanddate.com/countdown/g ... sive&csz=1

Merry chrtistmas to everyone, or for those who don't celebrate it, Happy Holidays/Have a great weekend!
by Dragon D. Luffy
Thu Dec 23, 2021 7:37 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 2]

It took a while, but I will be able to fulfill the requests from that Day 0 poll. We have managed to get some content from the Pyro.

Not an actual interview, but arguably better. A real look into the Pyro's point of view. A glimpse of what they truly see. Of what makes them tick.

Enjoy.


Oh, and sabie12 was killed.

Spoiler: show
Image

She was the Blue Engineer, and a member of the mafia.

Night 2 Begins!
by Dragon D. Luffy
Thu Dec 23, 2021 7:26 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 2]

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by Dragon D. Luffy
Thu Dec 23, 2021 7:03 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 2]

Jackofhearts2005 wrote: Wed Dec 22, 2021 1:42 pm @Dragon D. Luffy

iso links on the first page would be lovely
Done. Sorry for the delay.
by Dragon D. Luffy
Wed Dec 22, 2021 5:39 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 2]

Multiple people have been asking me this, so I'm making a ruling since it's unclear in the setup:

A Sniper's shot can only be misdirected at the moment of the shooting, not at the moment of aiming.

The same goes for tracker/watcher results related to the sniper.

However, both aiming and shooting can be roleblocked (but see the clause I posted yesterday where being roleblocked when about to shoot doesn't make the sniper lose the aiming).

I believe this all fits flavor decently while being fair gameplay-wise.
by Dragon D. Luffy
Tue Dec 21, 2021 7:18 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 2]

Engineer bases are open for business!

Wait, but what is an engineer base anyway? Do I have to read that long-ass role description?

Yes, but for the lazy or busy among you, I have brought the Engineer himself, Mr. Dell Conagher, to explain what his whole deal is about.




Engineer bases have the following buildings:

- Blue Engineer: Dispenser
- Red Engineer: Dispenser

So whatever you pick, you will be served by a Dispenser, giving you +1 vote for this day phase. However, being in the base means you are not in combat, blocking you for the whole day/night cycle!

If you are interested, choose what base you want to join in the next 24 hours, by sending me a PM telling me which color of engineer base you wanna enter. Only one of you will be able to enter each base, and the Engineer will choose who gets in.

And remember: If you are town, make sure you enter a base from a town engineer, and if you are mafia, from a mafia engineer, otherwise the Dispenser won't work for you, but you'll still be blocked!
by Dragon D. Luffy
Tue Dec 21, 2021 7:10 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 2]

Sorry for the delay. Real life is tricky.

Dyslexicon was killed.


Spoiler: show
Image


He was the Red Spy. He was a member of town.

Day 2 Begins!
by Dragon D. Luffy
Tue Dec 21, 2021 5:20 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [NIGHT 1]

So I'm adding some editing to the Sniper and Spy roles to make them less potentially frustrating. They are both being slightly buffed.

Sniper: if he is blocked while trying to aim, he fails to aim and has to try again. If he is blocked while trying to kill, he fails to kill, but stays aimed at his target. He doesn't have to aim again next turn. He only has to aim again if the kill fires and doesn't kill the target.

Spy: if he is hit by anything at night, he loses his disguise. However, if the thing that hits him wasn't a roleblock, he still gets to attempt to kill/use the sapper/change the disguise before the night ends. This also means a spy who doesn't want to do anything can keep changing his disguise over and over so it stays up even if he is targetted by something. Unless it's a roleblock (he's screwed in that case).

So the sniper/spy both have scenarios where they lose two cycles to bad luck, but those two should be less common now.
by Dragon D. Luffy
Mon Dec 20, 2021 5:47 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [NIGHT 1]

Mr. Tavish Finnegan DeGroot, the Demolition Man, is finally awake, and he agreed to give us an interview before he starts drinking again.

Oh wait, he's already drinking, let's start it already!



Oh, and on a less important note (I mean, knowing our mercs is very important!), Seanzie was killed by town.

Spoiler: show
Image

He was the blue scout, and a member of Town.

Night 1 Begins!

You have 23 hours to send your actions, if you haven't done it during the day.
by Dragon D. Luffy
Mon Dec 20, 2021 5:34 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 1]

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by Dragon D. Luffy
Mon Dec 20, 2021 5:31 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 1]

Ok got out earlier from job let's end this.
by Dragon D. Luffy
Mon Dec 20, 2021 3:44 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 1]

The day end post will delay about two hours. I have a job interview tonight.

The poll still locks when it says it locks, though. Just the result will come two hours later.
by Dragon D. Luffy
Sat Dec 18, 2021 5:06 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 1]

So the poll is a 3-way tie between Pyro, Scout and Demoman.

Well, the Pyro is a very secretive individual so they will be hard to reach. And unfortunately, the Demoman drank too much and is currently asleep on the couch. But the Scout will always be happy to talk about himself!

Hailing from some really hardcore (according to him) place in USA, Mr. Jeremy, the Scout.





Day 1 Begins!

You have 48 hours to kill someone.
by Dragon D. Luffy
Sat Dec 18, 2021 5:02 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 0]

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by Dragon D. Luffy
Sat Dec 18, 2021 3:14 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 0]

Guillotine wrote: Sat Dec 18, 2021 3:10 pm Where is the set up? I thought i could find it in the OP.
Post #2.
by Dragon D. Luffy
Sat Dec 18, 2021 2:56 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 0]

The above goes for all effects that deal with votes: the Pyro, the Sniper, the Spy and any other I may have forgotten. As far as I'm concerned, if it wasn't in the final poll after lockdown, it didn't happen.
by Dragon D. Luffy
Sat Dec 18, 2021 2:54 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 0]

It has been brought up so I'll clarify. When I said the Heavy "protects" people from vote, it means he punishes people who vote for the person he is "protecting". He doesn't actually remove votes from anyone.

It goes like this:

Player A votes for Player B.
Heavy uses Sasha to protect Player B.
Player B gets +1 vote, Player A gets +1 vote.

It Heavy uses Natascha instead, the effect is more powerful, but at a cost for the heavy himself:

Player A votes for Player B.
Heavy uses Natascha to protect Player B.
Player B gets +1 vote, Player A gets +2 votes, all votes on Heavy are doubled.

Also, like I mentioned in rules, this ability only considers the state of the poll after it locks, as in, if the vote on Player B wasn't changed before the day end. I'm going to come here at the end of the day and look at the final poll, I don't care what happened before.

You may notice most of the classes have two abilities that are variations of each other. This is because you have to choose one ability to use each night, so there's usually a risk-reward thing going on between the abilities.
by Dragon D. Luffy
Fri Dec 17, 2021 7:07 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 0]

Some points i need to add to the rules:

- Mafia members are allowed to send actions for one another.

- Players may only use abilities (or have abilities used for them) if they made post requirements during the day (2 posts). The mafia faction kill is excluded from this requirement. Also for the sake of counting activity, I'll be adding Day 0 and Day 1 post counts.

- This one isn't a rule, but I figured the description is unclear so I gotta clarify: The Spy's role check doesn't count for the 1 ability/day limit (it's a free action). Only the act of going undercover does. But once undercover, you are allowed to say, investigate in the day then kill at night, or investigate in the day and disguise again at night cuz you lost your disguise.
by Dragon D. Luffy
Fri Dec 17, 2021 4:35 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 0]

NANOOKTHEGREATANDFEARSOME wrote: Fri Dec 17, 2021 4:34 pm moba
Excuse me
by Dragon D. Luffy
Fri Dec 17, 2021 3:47 pm
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [DAY 0]

Prologue


I could write a story for this, but it is Team Fortress, the game's story is already about as generic as it can be (red team vs blue team, then later they team up against robots. Just assume the mafia is aligned with the robots or something).

Instead, I'll post Meet the Team videos. No better way to know our protagonists than letting them introduce themselves.

Let's start with the big man. Hailing from Siberia, Mr. Mikhail, a. k. a The Heavy!




Day 0 Begins!

The day kill poll will open in 25 hours.
@DrWilgy
@Dyslexicon
@Gavial
@Guillotine
@Jackofhearts2005
@Lime Coke
@LinearPoint
@MacDougall
@Marmot
@MartinGG99
@Dolby
@NANOOKTHEGREATANDFEARSOME
@NotAnAxehole
@Seanzie
@TonyStarkPrime
@falcon45ca
@sabie12
@sig
by Dragon D. Luffy
Fri Dec 17, 2021 8:53 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [PRE-GAME]

RULES:

- This game is dividided in day phases and night phases. Day phases are when you post and make votes. The poll will lock exactly 48 hours after it is posted, and afterwards I will come here as early as possible to make the end of day post. Some abilities can be used in the day, but unless stated otherwise, all abilities are night-only.

- Night phases are when you are allowed to send most actions, if you have any. Actions will be accepted 23 hours after the end of day write-up is posted. The final hour will be used by me to process actions, and to correct previous delays in day/night starts. Night posting will not be allowed, as the thread will be locked during the night.

- Voting is done through the poll. I do not require players to announce their votes in the thread or use fancy tags, though it is usually considered common etiquette to do so.

- Self-voting and changing votes are allowed. In case of ties, the day kill result will be resolved at random.

- You must post at least twice per day phase. Failure to do so will be considered inactivity. Players who are inactive may be modkilled or replaced at my discretion. If you know you will be away fror a limited amount of time, let me know so I can give you some leeway before replacing/modkilling you.

- Double targetting is allowed.

- Role revealing and all forms of info dumping are allowed.

- Do not engage in angle-shooting, which means using information from outside of the game to obtain advantage in it. That includes, but is not limited to, making bets or oaths in real life, asking people the time they received PMs from the host, or posting screenshots to prove anything. I may modkill players who break this rule if it affects the outcome of the game substantially. or give buffs to the faction that was affected to make up for it. If you are not sure if something is allowed, ask me first.

- All players who die in the day or in the night will have their alignment and role revealed.

- Town and Mafia will win with their teams, whether they are alive or dead.

- Talking with people about the game in any places other than this thread, or BTSC channels authorized by me, are not allowed.

- On game mechanics: critical-hits are kills that bypass doctor protections and passive defenses, but they can be roleblocked/misdirected. Also for the purposes of this game, positive abilities are anything you'd want to be target with, such as a protection, and negative abilities is anything you wouldn't, such as a roleblock. Information-gathering abilities or misdirects are neither Positive nor Negative.

- Abilities that trigger on votes (i e. the Spy/Sniper losing their cover, Heavy adding votes to people) only consider the state of the poll after votes close, not temporary votes made during the day phase.

- Mafia members are allowed to send actions for one another.

- Players may only use abilities (or have abilities used for them) if they made post requirements during the day (2 posts). The mafia faction kill is excluded from this requirement.

- Dead players must post in red. Non-players must post in blue. Off-topic posts should be in green. I will use this color, please do not use it.

- Your Game Facilitators are Hally and justplayingitcool. If you have any issues with other players or with me and you need to vent out, feel free to talk to them. For gameplay related questions, feel free to ask me and I'll help how I can.

- This is what the town role card looks like:
You are the Class Color.

Spoiler: show
Image of the character (with the right color)

Copy of the description and abilities from the SETUP post

You are town. You win the game when you eliminate the mafia.

Mission begins in December 17th.
- These rules may be edited or I may add more rules as I see necessary. I will inform you when that happens.
by Dragon D. Luffy
Fri Dec 17, 2021 8:34 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Re: Team Fortress Mafia [PRE-GAME]

SETUP:

(Special thanks to Soneji for reviewing the setup and suggesting some improvements for roles)

Spoiler: show
There are 9 roles, based on the classes from the game. Each role has two copies, a Red and a Blue copy. The two copies are identical and have the same abilities.

4 of those copies are part of the mafia faction, the other 14 are town.

Town faction wins the game when they eliminate all 4 mafia.

Mafia has a team chat and can kill once per night. They win the game when they are at least 50% of the living players.

Each role has 3 abilities. They may use one of those abilities each day/night cycle. Some abilities are to be used at night, some in the day. The mafia night kill is not included in that one ability/cycle limit.

The 9 roles are as follows:

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Medic

While this doctor does not have a lot of adherence to medical ethics, he nonetheless serves as the healer of the team.

- Medi Gun: Once per night, the Medic may use this to keep another player healed, protecting them from one kill. However, the Medic is a key enemy target. Every time he prevents a kill, the attacker will learn he was the one who did it. The Medic may not protect another Medic.

Each time the Medi Gun is used, the Medic will fill 1/3 of his Übercharge meter. After the meter is filled, he may activate the Übercharge while healing someone, which will make both him and his patient immune to every kill (even criticals) for a night and will not give any information to attackers.

- Vaccinator: Same as the Medi Gun, but this weapon will charge 2/3 of the ÜberCharge meter. However, the healing done by it is weaker, so if the patient is also hit with a second negative ability that night, the protection will fail.

- Solemn Vow: Instead of healing, the Medic may choose to hit someone with a bust of Hypocrates, roleblocking them. The bust will then break and will reappear after a cooldown of one night.

“Zat was a doctor-assisted homicide!” – the Medic.

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Soldier

The crazy patriot. It is unclear what he is actually fighting for (and I doubt he knows it either), but you don’t want to be around while he tries to find out.

- Rocket Launcher: Although this weapon was designed to fire at others, the Soldier can use it to shoot at his own feet, performing a rocket jump so he can watch a player from above and learn who targeted them. Doing so hurts him, though, so he starts the next day with a +1 vote on him, which increases to +3, +5, etc. and only resets when he stops using it for a night.

- Liberty Launcher: this rocket launcher is somewhat safer, but also less accurate. If the Soldier performs a rocket jump with it, he won’t get any additional votes next day. However, he will not get results of faction-kills, only class abilities.

- Disciplinary Action: The Soldier likes to us this tool to whip those “maggots” into shape. Once per night, he can whip a player, boosting them so whatever action they use cannot be blocked or stopped by other abilities. Because no one likes being whipped, this cannot be used two consecutive days on the same player.

“We have you surrounded, at least from this side!” – the Soldier.

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Pyro

The flamethrower maniac. No one knows their name, origin or gender, and no one can understand what they say behind that gas mask. The only known thing is that the Pyro really likes to burn things down.

- Flamethrower: Once per night, the Pyro can burn a player. Being on fire will make it hard for that player to aim, so whatever actions they use will be misdirected to a random target (but not self-target).

- Degreaser: A weaker alternative to the flamethrower which can be equipped more quickly. During the day phase, the Pyro can burn a player with it to misdirect their vote to a random player (but not self-vote).

- Air Blast: The Pyro’s weapons can blast air instead of fire, allowing the Pyro to deflect projectiles. Once per night, the Pyro can target a player to deflect any abilities that hit them to random targets.

"Mmph mphna mprh!” – the Pyro.

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Sniper

The quintessential camper. You won’t see him coming, because his job is to put a bullet in your head from miles away before you do. Just don’t call him a “crazed gunman”. He is an assassin, thank you very much.

- Sniper Rifle: Once per night, the Sniper can aim his rifle on a player’s head. If nobody votes for the Sniper next day, he will kill the player at the end of the following night. If hE is blocked while attempting to shoot, he stays aimed at his target.

If the Sniper kills a player, his position will be exposed, and he will have to be more careful. He won’t be able to aim the Sniper Rifle in the following cycle.

- The Sydney Sleeper: The Sniper may opt for a non-lethal approach. Whenever he uses this weapon, he will roleblock the target for the night and reduce their vote power by 1 for the next day, instead of attempting to kill them. But the Sniper is too much of a professional to keep using non-lethal methods, so this weapon cannot be used two consecutive cycles.

- Jarate: A… fluid that the Sniper tends to gather after many consecutive hours of camping. During the day, he may douse all the players currently voting for him with it to make them smelly, which will automatically add one vote to each one of them. Cannot be used more than once (please no).

“Thanks for standing still, wanker!” - the Sniper.

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Heavy

Short for Heavy Weapons Guy. It’s a huge dude with a machine gun, what else do you need to know? Hard to take down and even harder to ignore once he enters the battlefield.

- Sasha: Once per day, the Heavy can use his intimidating heavy fire to protect another player from votes. Whoever votes for that player will also get +1 vote at the end of the day.

- Natascha: Heavier but more powerful than Sasha, this weapon will give +2 votes to players who vote for whoever the Heavy is protecting. However, it will make him a sitting duck, meaning votes on the Heavy will be doubled.

- Sandvich: Because a man needs a snack time too. Eating this will restore the Heavy to full health, meaning one kill made on him that cycle will fail. This ability can only be used once in the game.

“Who send all these babies to fight?” - the Heavy.

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Demoman

The demolition specialist. Having lost his eye in the job, he has become very skilled at making sure his explosives only detonate at enemies and not at his allies or himself… most of the time.

- Grenade Launcher: Once per night, the Demoman can shoot a grenade onto a player, roleblocking them for the night.

- Stickybomb Launcher: Once per night, the demoman my throw a stickybomb at a player’s foot. During a day phase, the Demoman may choose to explode all stickybombs he placed in previous nights, roleblocking all corresponding players for a night and reducing their vote power by 1 for a day.

- Eyelander: If all else fails, a Scotsman can count on a big, old, medieval sword. This doesn’t do anything since swords are bad at gunfights, but the entire thread will hear the Demoman shouting as he runs with his sword (the Demoman may have the host post a message in the thread).

“Kablooie!” – the Demoman.

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Scout

He runs really, really fast. And also “double jumps”, however that actually works. Sounds silly, but have you tried to hit this guy? You will waste your time and your ammo trying, until he wears you down, kills you and then says some rude things about your family members.

The Scout’s weapons are pretty weak, but he gets movement options instead, which work pretty much the same way.

- Fast Running: Once per night, the Scout may run into the enemy base and approach a player to track them and learn who they targeted. However, doing so is risky since the Scout is frail. If he fails to learn the player targeted someone else, he will be exposed for that night. An exposed Scout will die if he is hit with any two negative abilities, even if neither are kills.

- Double Jump: Against all the laws of physics, the Scout can jump again mid-air during the first half of the day. This will annoy other players and make any votes on him count double, but will make him harder to hit, so he will be protected from one kill at night.

- Baseball Bat: Ok, he has one weapon ability, his signature bat. Once per night, the Scout may bash a player with it. This won’t block them but will delay the ability’s effect until the end of the next day.

“Bonk!” – the Scout.

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Engineer

A man who knows the value of automation. Why shooting people when you can make robots that shoot people for you while you can just sit down and relax?

Advanced Base: Each engineer has a base in the battlefield, where he can place his buildings to support other players. Once per night, he can choose one building to make. He can only have one copy of each building at the base at any given time. At the start of each day, the host will announce what buildings are available in each base.

In the first half of each day phase, players send a PM to the host to enter either the BLU or the RED Engineer’s base. The Engineer must choose one of the players who made that request to allow into the base during the second half of the day (this choice can’t be misdirected/blocked by another ability). If he doesn’t choose, the choice will be randomized.

Being in the base means the player won’t be able to make any actions that cycle but will benefit from all the buildings in it. If the Engineer belongs to the opposite faction as the player who enters the base, the buildings won’t help them, but will still block them. The Engineer does not benefit from his base’s effects.
Players may not enter Engineer bases two consecutive cycles, even if they are from different Engineers. If the Engineer is roleblocked or survives a kill attempt due to protection, the oldest building in the base will be destroyed in the crossfire.

Buildings are as follows:

- Sentry: This building will protect the player in the base from one regular kill.

- Dispenser: This machine will provide ammo to the player in the base, granting them +1 vote power.

- Teleporter: This machine allows the player to move more quickly from the base to the battlefield. The next night action they use after leaving the base will have priority over other players’ abilities, not being affected by them.

“Another satisfied customer!” - the Engineer

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Spy

You don’t know the meaning of the word “paranoia” until you have been in a battlefield with this guy. Before you know it, he is already behind your lines, disguised as a member of your team, and about to backstab, steal or sabotage something, then slip away while everyone is hopelessly yelling “SPY!”

- Disguise Kit: Once per night, the Spy can choose a class/color combo that is still alive and disguise himself as them. While disguised, every day phase, the Spy will be allowed to check a player and learn their class/color (but not if they are town or mafia), and will be able to use his other abilities at following nights. Checking a player is an extra action that doesn't count for the action limit per cycle.

Starting from the next day after disguising, the Spy will have to work to maintain his disguise. He will lose it if he is targeted by anything at night, voted by a Pyro, if the Spy himself targets the player he is disguised as, or if he successfully kills a player. If his cover is blown, he will have to disguise again next night. If it was blown because he killed a player, he will also have to spend a night laying low and doing nothing to disguise again. If it is blown while he is trying to use an ability, the ability is still used as long as he isn't blocked.

- Butterfly Knife: If the Spy is currently disguised, he can use his knife to stab a player in the back and kill them.

- Electro Sapper: Once in the game, at night, a disguised Spy can invade an engineer base of his choice and sap every building in it, preventing them from working. If the spy is still alive at the end of the next day, the buildings will be destroyed. The host will announce the base is being sapped at the start of the day.

“I never really was on your side.” – the Spy.

Mafia Buffs

Mercenaries who work for the mafia have more advanced equipment that grant them the following bonuses:

- Soldier: Will also learn the target’s class/color when he watches them.
- Scout: Will also learn the target’s class/color when he tracks them.
- Medic: His healing does not give information to the player who attacked his target.
- Pyro: Negative abilities and votes that get deflected cannot affect the Pyro’s teammates.
- Sniper: His aiming will only fail he if gets at least two votes in the day phase.
- Spy: His cover will only be blown if he is hit by at least two abilities and/or pyro votes.
- Heavy: The Sandvich can be given to another member of the faction.
- Engineer: The first time in the game one of his buildings would be destroyed (except by a Spy), it survives.
- Demoman: He can actually use his Eyelander to perform the faction's night-kill instead of making an announcement. If he does and succeeds, the next time he makes a faction-kill, it will be immune to roleblocks.

The faction also has one crit canteen, which can turn their faction-kill into a critical hit, making it ignore all protections and defenses, for one night.

If only one member of the faction is alive, they will get a second dose of crit canteen, as well as one of the following:

- Cloak canteen: makes the player's actions not appear to trackers or watchers for a night.
- Teleport canteen: player's the player's actions avoid roleblocking or misdirecting for one night.
- Uber canteen: makes the plyaer dodge one kill that targets them.
by Dragon D. Luffy
Fri Dec 17, 2021 8:33 am
Forum: Previous Jobs
Topic: Team Fortress Mafia [END]
Replies: 4048
Views: 76587

Team Fortress Mafia [END]

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Ladier and gentlemen, welcome to Team Fortress Mafia, based on the game Team Fortress 2 by Valve.

Players (8/18):

Dolby - Blue Demoman (T)
DrWilgy - Red Pyro (T)
Dyslexicon - Red Spy (T)
falcon45ca - Red Medic (T)
Gavial - Red Sniper (T)
Guillotine - Blue Heavy (T)
Jackofhearts2005 - Blue Soldier (T)
Lime Coke - Red Demoman (T)
LinearPoint - Blue Pyro (T)
MacDougall - Red Heavy (T)
Marmot - Red Soldier (T)
MartinGG99 - Red Engineer (T)
NANOOKTHEGREATANDFEARSOME - Red Scout (M)
NotAnAxehole - Blue Spy (T)
sabie12 - Blue Engineer (M)
Seanzie - Blue Scout (T)
sig - Blue Medic (M)
TonyStarkPrime - Blue Sniper (M)

Return to “Team Fortress Mafia [END]”