Hotline Miami Mafia [SIDE MISSION?]

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sprityo
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Hotline Miami Mafia [SIDE MISSION?]

#1

Post by sprityo »

Been playing Hotline Miami 2 ever since I got it on sale the other day and it is very fun and it has given me some ideas for a setup. I'm gonna probably have it as a side mission or heist depending. But it's gonna be a good bloody time :feb:

And just remember, "We're all animals"

But I'll update this as soon as I get done with my current project



Edit: Look below for roles and mechanics
sprityo wrote:
The Citizens of Miami
Spoiler: show
Image
1. Jake AKA The Cobra:
-Jake starts off with 5 HP points. If Jake loses all of his points, he becomes invincible to damage the night he lost his final HP. This effect is not stopped against Power Weapons such as the Shotgun, the Chainsaw, or Lethal Punches. The Nights following Jake losing his final HP bar, he will suffer -1 HP passively along with any other attacks that happen to him. He has 3 HP after he loses his first 5 HP. Jake starts with no weapons.

-Action: Jake has three one shot abilities he can choose from depending on which mask he is wearing:

Image
Jake: Jake throws his current weapon and deals -2 HP to the target.
Image
Dallas: Jake drops his current weapon and attacks with Lethal Punches. Loses Lethal Punches the following Night.
Image
Irvin: Jake drops his current weapon and equips a Nail Gun.

-Win Condition: Jake needs Thug #1 to be dead to win.






Image
2. Jacket:
-Jacket starts off with 5 HP points and no weapons.

-Action: Jacket attacks a player with his current weapon.

-Win Condition: Jacket needs Thug #2 to be dead to win.





ImageImage
3. Richter Berg AKA The Rat:
-Richter starts off with 5 HP points and no weapons.

-Action: Richter attacks a player with his current weapon.

-Win Condition: Richter needs Thug #3 to be dead to win.





ImageImage
4. Biker:
-Biker starts of with 5 HP points and no weapons.

-Action: Biker becomes invincible until the next night phase.

-Win Condition: Survive to win.






ImageImage
5. Martin Brown (starring as The Pig Butcher):
-Martin starts off with 5 HP points. If Martin loses all of his points, he becomes invincible to damage the night he lost his final HP. This effect is not stopped against Power Weapons such as the Shotgun, the Chainsaw, or Lethal Punches. The Nights following Martin losing his final HP bar, he will suffer -1 HP passively along with any other attacks that happen to him. He has 3 HP after he loses his first 5 HP. Martin starts with no weapons.

-Action: Martin attacks a player with his current weapon.

-Win Condition: Needs to land a Killing Blow to at least one player to win.




Image
6. Evan Wright:
-Evan starts with 5 HP and no weapons.

-Action: Evan attacks a player with his current weapon. Evan cannot use/pick up Blade weapons. If Evan picks up a gun, he will unload all the bullets and drop the gun. When Evan attacks with a Blunt weapon, he role blocks a player. Additionally has BTSC with Pardo (only when Evan is performing his night action).

-Win Condition: Evan visits a player every night to interview them for his book. He needs to have visited 50% of the living players to win.




Image
7. Detective Manny Pardo:
-Pardo starts with 10 HP and no weapons.

-Action: (First Time only) Pardo equips a Shotgun and attacks a player. Has BTSC with Evan (only when Pardo is performing his night action).

-Win Condition: Eliminate Tony to win.




Image
18. Richard:
-Starts with 10 HP and a *Secret* Weapon. Cannot be Lynched.

-Action: Every Day, Richard gives a list of players that act during the night. He must pick the number of players currently alive, divided by 4 (rounding up) to receive the ability to act during the night. May not pick the same player every night. Additionally, *Secrets*

-Win Condition: Survive to win.

The Fans (Mafia1):
-Win Condition: Eliminate Pardo, and The Mob to win.

Note: The Fans know who Eachother are, but have no BTSC as a team.



Spoiler: show
Image
8. Corey:
-Corey starts with 5 HP and no weapons.

-Action: Corey dodges all Actions for the current night and the following night. Attacks with Current Weapon.




Image
9. Tony:
- Tony starts off with 5 HP points. If Tony loses all of his points, he becomes invincible to damage the night he lost his final HP. This effect is not stopped against Power Weapons such as the Shotgun, the Chainsaw, or Lethal Punches. The Nights following Tony losing his final HP bar, he will suffer -1 HP passively along with any other attacks that happen to him. He has 3 HP after he loses his first 5 HP. Tony starts with Lethal Punches. Cannot Equip/Throw any Weapons.

-Actions: Tony attacks another player. If Tony attacks a Large Player, that player is Roleblocked.




ImageImage
10 & 11. Alex & Ash Davis:
-Ash starts out with 5 hp and a Chainsaw. Ash cannot throw/drop the Chainsaw in any way. Ash and Alex are a Hydra Role. Alex cannot be targeted/killed unless Ash is killed. Alex starts with a Pistol. Alex can only equip guns. Alex cannot drop his gun unless he runs out of ammo. Alex cannot throw any of his guns. Ash & Alex both visit the same target. BTSC with Eachother.

-Action: Ash & Alex attack a target with their current weapons.




Image
12. Mark:
-Mark starts off with 5 HP points. If Mark loses all of his points, he becomes invincible to damage the night he lost his final HP. This effect is not stopped against Power Weapons such as the Shotgun, the Chainsaw, or Lethal Punches. The Nights following Mark losing his final HP bar, he will suffer -1 HP passively along with any other attacks that happen to him. He has 3 HP after he loses his first 5 HP. Mark starts with Dual MP5s.

-Action: Mark attacks a player(s) with his current weapon.







The Mob (Mafia2):



Spoiler: show
Image
13. The Son:
-The Son starts with 10 HP.

-Action: The Son has three One-Shot abilities he can use.

Image
Bodyguard: Drop current weapon and Equip a Katana. Cannot be targeted with actions for the current night or the following night. Attacks with Katana.
Image
Dirty Hands: Drop current weapon and Equip Brass Knuckles (Lethal Punches). Attacks with Lethal Punches, and loses Lethal Punches the following Night.
Image
Bloodline: Drop current weapon and Equip Dual MP5s. Attacks with Dual MP5s.

-Win Condition: Kill The Fans to win.





Image
14. The Henchman:
-The Henchman starts with 5 HP and a Pistol.

-Action: Attack with current weapon. Gain BTSC with The Son for the night.

-Win Condition: Eliminate The Fans OR Survive to win.





Image
15, 16, 17. Mobster(x3):
-Each Mobster starts with 5 HP and a random Weapon. The Mobsters know who Eachother are, but have no BTSC.

-Action: Attack with current weapon.

-Win Condition: Kill Jacket, Richter, and Biker (respectively) along with all need Jake dead to win.
sprityo wrote:This will be a 18 person, Shank-A-Bitch psuedo setup. Yea, that's a mouthful of words that no one's gona recognize

In short, everyone has the ability to kill during the night, but i have changed the values and roles to accommodate a smaller playerbase.

Here is the third and final iteration i could find. Also it's worth mentioning that unlike Shank-A-Bitch setups, we will not be posting pictures of different knives to show what youre using. (Sad i know :( )

And so now comes the weapons system. Admittedly, this setup has the unique HP factor, but that is to ensure that they game doesnt end by Night 4.

Weapons

Guns
-Shotgun: Deals -3 HP Per Shot, 2 Shots Total.
-Pistol: Deals -1 HP Per Shot, 5 Shots Total.
-Uzi/Rifle: Deals -2 Per Shot, 2 Shots Total.

Melee
(Blade)
-Katana
-Butterfly Knife

(Blunt)
-Baseball Bat
-Lead Pipe

Specialty Weapons
-Chainsaw: Ash Only. -3 HP Per Use. Cannot drop/throw/unequip.
-Dual MP5s: Mark and The Son (Bloodline) Only. -2 HP Per Shot, 2 Shots Total (x2). Targets Two players at a time. Cannot be thrown/Unequip. Drops when Empty. Cannot be picked up.


Unarmed
Excluding Players with the Lethal Punches weapon, Players that attack while unarmed, will instead visit their target and have the option to either pickup a weapon on the ground (if their target has dropped one) or to Punch their target and Equip their target's current weapon. The player is also roleblocked if they are attacked by an unarmed player. If more than one player targets someone with Unarmed attacks, the target takes -1 HP per attacker (excluding the one that roleblocked them)



Large Player Status
Jake, Mark, Tony, and The Pig Butcher all have the "Large" body type. Large players cannot be damaged by melee weapons (except the Chainsaw). If a Large Player is attacked with Lethal Punches, they are Roleblocked. They Cannot be roleblocked by a normal player that is Unarmed. If a Large player is targetted by more than one player with Lethal Punches, the Target takes -2 HP per attacker (excluding the first one that roleblocked them).


Other Mechanics

-If a player is lynched, They immediately are Executed and lose all their HP, and die.
-The Order of Night Actions is decided randomly among the chosen players each night.
-When a player is killed in the night, the Role that dealt the death blow is announced.
-The Game ends once either The Fans or The Mob are Eliminated. Or After 7 Days (tentatively)
sprityo wrote:In addition to what's already been put out for the mechanics, I've got a quick rule list and other game relevant information:

-There will be zero Role Reveals upon death. This is saved until the game ends.
-All night actions that effect a player will be reported to them after the night has ended.
-There is no BTSC unless specifically noted
-Role Claiming is not recommended and will ultimately not be good for the health of the game.
-Any BTSC will be conducted in a Quicktopic.
-Upon death, all players have to option to join a Dead player chat, only for dead players. They can choose instead to join the Observer Chat and be spoiled on who's who and talk with the hosts.
-Standard good conduct and sportsmanship is appreciated.
Last edited by sprityo on Sun Apr 02, 2017 10:23 am, edited 4 times in total.
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
JaggedJimmyJay wrote:How does it feel to be the Best Civilian Player on the Syndicate?
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Re: Hotline Miami Mafia

#2

Post by Marmot »

sprityo wrote:"We're all animals"
You ought to be more careful, you're setting a bad example! -- Talking Heads
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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

The answer: all of them, if you are a marmot.
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Re: Hotline Miami Mafia

#3

Post by sprityo »

Image

"Do you like hurting people?"
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
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Re: Hotline Miami Mafia

#4

Post by sprityo »

This will be my next setup, likely to be a heist

It's either gonna be open setup or sock puppet

Working out the details so I'll update this as soon as I get it done

Expect high risks and madness
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
JaggedJimmyJay wrote:How does it feel to be the Best Civilian Player on the Syndicate?
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Re: Hotline Miami Mafia

#5

Post by Marmot »

Excellent! Just be wary of the "3 non-vanilla roles or fewer" rule.

I failed to adhere to that one in a game last year. :blush:
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My Syndicate Mafia Wins:

Full Games Civilian: Image

Mafia: Image Image Image Image

Independent: Image Image
Speed Games Civilian: Image Image Fiddler on the Roof

Mafia: Image Image Image Image
Heists Civilian: Image Image Image Image Image

MVP: RED vs BLUE
Burglaries Independent: The Theme Is Literally a Burglary
Special Games Civilian: Image Image Image Image

Independent: Image

My Syndicate Hosted Games:

Speed Games Image Image Image
Heists Image Image Image

Some other Banners:

2014 Sockys Image
2015 Sockys Image Image Image
Miscellaneous Image Image

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Dragon D. Luffy wrote: Wed Dec 16, 2020 7:33 pm Just how many days of "let's yeet them tomorrow" can a mafioso survive?

The answer: all of them, if you are a marmot.
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Re: Hotline Miami Mafia

#6

Post by sprityo »

We'll make it all powerroles

I'll make a reputation of incredibly crazy setups :p

(But yeah if need be I'll see about other categories)

Edit:Speed setup does look the way to go. I can toss in a few more characters and it should start to form the shape of a setup.

(Potential co-hosts message me)
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
JaggedJimmyJay wrote:How does it feel to be the Best Civilian Player on the Syndicate?
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Re: Hotline Miami Mafia

#7

Post by sprityo »

The Citizens of Miami
Spoiler: show
Image
1. Jake AKA The Cobra:
-Jake starts off with 5 HP points. If Jake loses all of his points, he becomes invincible to damage the night he lost his final HP. This effect is not stopped against Power Weapons such as the Shotgun, the Chainsaw, or Lethal Punches. The Nights following Jake losing his final HP bar, he will suffer -1 HP passively along with any other attacks that happen to him. He has 3 HP after he loses his first 5 HP. Jake starts with no weapons.

-Action: Jake has three one shot abilities he can choose from depending on which mask he is wearing:

Image
Jake: Jake throws his current weapon and deals -2 HP to the target.
Image
Dallas: Jake drops his current weapon and attacks with Lethal Punches. Loses Lethal Punches the following Night.
Image
Irvin: Jake drops his current weapon and equips a Nail Gun.

-Win Condition: Jake needs Thug #1 to be dead to win.






Image
2. Jacket:
-Jacket starts off with 5 HP points and no weapons.

-Action: Jacket attacks a player with his current weapon.

-Win Condition: Jacket needs Thug #2 to be dead to win.





ImageImage
3. Richter Berg AKA The Rat:
-Richter starts off with 5 HP points and no weapons.

-Action: Richter attacks a player with his current weapon.

-Win Condition: Richter needs Thug #3 to be dead to win.





ImageImage
4. Biker:
-Biker starts of with 5 HP points and no weapons.

-Action: Biker becomes invincible until the next night phase.

-Win Condition: Survive to win.






ImageImage
5. Martin Brown (starring as The Pig Butcher):
-Martin starts off with 5 HP points. If Martin loses all of his points, he becomes invincible to damage the night he lost his final HP. This effect is not stopped against Power Weapons such as the Shotgun, the Chainsaw, or Lethal Punches. The Nights following Martin losing his final HP bar, he will suffer -1 HP passively along with any other attacks that happen to him. He has 3 HP after he loses his first 5 HP. Martin starts with no weapons.

-Action: Martin attacks a player with his current weapon.

-Win Condition: Needs to land a Killing Blow to at least one player to win.




Image
6. Evan Wright:
-Evan starts with 5 HP and no weapons.

-Action: Evan attacks a player with his current weapon. Evan cannot use/pick up Blade weapons. If Evan picks up a gun, he will unload all the bullets and drop the gun. When Evan attacks with a Blunt weapon, he role blocks a player. Additionally has BTSC with Pardo (only when Evan is performing his night action).

-Win Condition: Evan visits a player every night to interview them for his book. He needs to have visited 50% of the living players to win.




Image
7. Detective Manny Pardo:
-Pardo starts with 10 HP and no weapons.

-Action: (First Time only) Pardo equips a Shotgun and attacks a player. Has BTSC with Evan (only when Pardo is performing his night action).

-Win Condition: Eliminate Tony to win.




Image
18. Richard:
-Starts with 10 HP and a *Secret* Weapon. Cannot be Lynched.

-Action: Every Day, Richard gives a list of players that act during the night. He must pick the number of players currently alive, divided by 4 (rounding up) to receive the ability to act during the night. May not pick the same player every night. Additionally, *Secrets*

-Win Condition: Survive to win.

The Fans (Mafia1):
-Win Condition: Eliminate Pardo, and The Mob to win.

Note: The Fans know who Eachother are, but have no BTSC as a team.



Spoiler: show
Image
8. Corey:
-Corey starts with 5 HP and no weapons.

-Action: Corey dodges all Actions for the current night and the following night. Attacks with Current Weapon.




Image
9. Tony:
- Tony starts off with 5 HP points. If Tony loses all of his points, he becomes invincible to damage the night he lost his final HP. This effect is not stopped against Power Weapons such as the Shotgun, the Chainsaw, or Lethal Punches. The Nights following Tony losing his final HP bar, he will suffer -1 HP passively along with any other attacks that happen to him. He has 3 HP after he loses his first 5 HP. Tony starts with Lethal Punches. Cannot Equip/Throw any Weapons.

-Actions: Tony attacks another player. If Tony attacks a Large Player, that player is Roleblocked.




ImageImage
10 & 11. Alex & Ash Davis:
-Ash starts out with 5 hp and a Chainsaw. Ash cannot throw/drop the Chainsaw in any way. Ash and Alex are a Hydra Role. Alex cannot be targeted/killed unless Ash is killed. Alex starts with a Pistol. Alex can only equip guns. Alex cannot drop his gun unless he runs out of ammo. Alex cannot throw any of his guns. Ash & Alex both visit the same target. BTSC with Eachother.

-Action: Ash & Alex attack a target with their current weapons.




Image
12. Mark:
-Mark starts off with 5 HP points. If Mark loses all of his points, he becomes invincible to damage the night he lost his final HP. This effect is not stopped against Power Weapons such as the Shotgun, the Chainsaw, or Lethal Punches. The Nights following Mark losing his final HP bar, he will suffer -1 HP passively along with any other attacks that happen to him. He has 3 HP after he loses his first 5 HP. Mark starts with Dual MP5s.

-Action: Mark attacks a player(s) with his current weapon.







The Mob (Mafia2):



Spoiler: show
Image
13. The Son:
-The Son starts with 10 HP.

-Action: The Son has three One-Shot abilities he can use.

Image
Bodyguard: Drop current weapon and Equip a Katana. Cannot be targeted with actions for the current night or the following night. Attacks with Katana.
Image
Dirty Hands: Drop current weapon and Equip Brass Knuckles (Lethal Punches). Attacks with Lethal Punches, and loses Lethal Punches the following Night.
Image
Bloodline: Drop current weapon and Equip Dual MP5s. Attacks with Dual MP5s.

-Win Condition: Kill The Fans to win.





Image
14. The Henchman:
-The Henchman starts with 5 HP and a Pistol.

-Action: Attack with current weapon. Gain BTSC with The Son for the night.

-Win Condition: Eliminate The Fans OR Survive to win.





Image
15, 16, 17. Mobster(x3):
-Each Mobster starts with 5 HP and a random Weapon. The Mobsters know who Eachother are, but have no BTSC.

-Action: Attack with current weapon.

-Win Condition: Kill Jacket, Richter, and Biker (respectively) along with all need Jake dead to win.
Last edited by sprityo on Sat Apr 01, 2017 10:00 pm, edited 6 times in total.
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
JaggedJimmyJay wrote:How does it feel to be the Best Civilian Player on the Syndicate?
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Re: Hotline Miami Mafia [SPEED GAME]

#8

Post by sprityo »

This will be a 18 person, Shank-A-Bitch psuedo setup. Yea, that's a mouthful of words that no one's gona recognize

In short, everyone has the ability to kill during the night, but i have changed the values and roles to accommodate a smaller playerbase.

Here is the third and final iteration i could find. Also it's worth mentioning that unlike Shank-A-Bitch setups, we will not be posting pictures of different knives to show what youre using. (Sad i know :( )

And so now comes the weapons system. Admittedly, this setup has the unique HP factor, but that is to ensure that they game doesnt end by Night 4.

Weapons

Guns
-Shotgun: Deals -3 HP Per Shot, 2 Shots Total.
-Pistol: Deals -1 HP Per Shot, 5 Shots Total.
-Uzi/Rifle: Deals -2 Per Shot, 2 Shots Total.

Melee
(Blade)
-Katana
-Butterfly Knife

(Blunt)
-Baseball Bat
-Lead Pipe

Specialty Weapons
-Chainsaw: Ash Only. -3 HP Per Use. Cannot drop/throw/unequip.
-Dual MP5s: Mark and The Son (Bloodline) Only. -2 HP Per Shot, 2 Shots Total (x2). Targets Two players at a time. Cannot be thrown/Unequip. Drops when Empty. Cannot be picked up.


Unarmed
Excluding Players with the Lethal Punches weapon, Players that attack while unarmed, will instead visit their target and have the option to either pickup a weapon on the ground (if their target has dropped one) or to Punch their target and Equip their target's current weapon. The player is also roleblocked if they are attacked by an unarmed player. If more than one player targets someone with Unarmed attacks, the target takes -1 HP per attacker (excluding the one that roleblocked them)



Large Player Status
Jake, Mark, Tony, and The Pig Butcher all have the "Large" body type. Large players cannot be damaged by melee weapons (except the Chainsaw). If a Large Player is attacked with Lethal Punches, they are Roleblocked. They Cannot be roleblocked by a normal player that is Unarmed. If a Large player is targetted by more than one player with Lethal Punches, the Target takes -2 HP per attacker (excluding the first one that roleblocked them).


Other Mechanics

-If a player is lynched, They immediately are Executed and lose all their HP, and die.
-The Order of Night Actions is decided randomly among the chosen players each night.
-When a player is killed in the night, the Role that dealt the death blow is announced.
-The Game ends once either The Fans or The Mob are Eliminated. Or After 7 Days (tentatively)
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
JaggedJimmyJay wrote:How does it feel to be the Best Civilian Player on the Syndicate?
Banners:
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Re: Hotline Miami Mafia [SPEED GAME]

#9

Post by sprityo »

I've still got a few holes to patch, but I'll do it tomorrow when I'm not tired :p
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
JaggedJimmyJay wrote:How does it feel to be the Best Civilian Player on the Syndicate?
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Re: Hotline Miami Mafia [SPEED GAME]

#10

Post by DrWilgy »

This absolutely needs to happen. These games are great... And actually deal with mafia?
nutella wrote: Wed Feb 21, 2018 2:56 pm Image
@DrWilgy don't post any more k
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JaggedJimmyJay wrote:Wilgy's vote is an enigma of science. Philosophers are known to throw their tomes across the auditorium in a fit of frustration after failing to solve its mystery.
insertnamehere wrote: Wed Jun 28, 2017 11:50 pm WTF was up with Wilgy's entire deal?
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Re: Hotline Miami Mafia [SPEED GAME]

#11

Post by sprityo »

So, I won't be able to finish this draft for another couple hours, but could I get any feedback on this?
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
JaggedJimmyJay wrote:How does it feel to be the Best Civilian Player on the Syndicate?
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Re: Hotline Miami Mafia [SPEED GAME]

#12

Post by DrWilgy »

sprityo wrote:So, I won't be able to finish this draft for another couple hours, but could I get any feedback on this?
Gladly!

What are your thoughts on the team concepts in this Shank-a-Bitch setup?
nutella wrote: Wed Feb 21, 2018 2:56 pm Image
@DrWilgy don't post any more k
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JaggedJimmyJay wrote:Wilgy's vote is an enigma of science. Philosophers are known to throw their tomes across the auditorium in a fit of frustration after failing to solve its mystery.
insertnamehere wrote: Wed Jun 28, 2017 11:50 pm WTF was up with Wilgy's entire deal?
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Re: Hotline Miami Mafia [SPEED GAME]

#13

Post by sprityo »

Well shank a bitch is solely an Everyman for himself deal. So putting teamwork into the mix essentially makes it manageable for ending at a certain point as opposed to last man standing

The teams as you can see are 4+1 v 5 v 7 and then the Indy.

I think what I'm trying to go for in the setup is teamwork elements, but ultimately, you have to get your win condition filled to win the game. It then becomes more so a Mafia vs mafia deal with the town being the poor fellows stuck in between it all. Only of course, Everyone can kill. CAN is the key word there.

The pitch I would use to grab the attention of people would be along the lines of the original shank-a-bitch style which is "if you're looking for mafia, this is not it" and tack on like "this is something much more crazy"


Luckily I won't be confined to one person, so all sources of input are great to toss in!
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Re: Hotline Miami Mafia [SPEED GAME]

#14

Post by sprityo »

However, if the whole crazy HP/weapon system/Everyone kills concept is a bit out there, I have a backup setup in mind, same theme. Different roles, open setup
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
JaggedJimmyJay wrote:How does it feel to be the Best Civilian Player on the Syndicate?
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Re: Hotline Miami Mafia [SPEED GAME]

#15

Post by Quin »

sprityo wrote:However, if the whole crazy HP/weapon system/Everyone kills concept is a bit out there, I have a backup setup in mind, same theme. Different roles, open setup
Absolutely not. It's not something I've ever seen before and therefore I want to.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: Hotline Miami Mafia [SPEED GAME]

#16

Post by JaggedJimmyJay »

You asked for some feedback:

~ The style of the game and its unique wrinkles should be maintained if they are what you want. Just about anything can be made into a workable game, and I suspect people would be willing to give it a try. The very last game played on RYM was of this sort, and people seemed to have fun with it.

~ In a traditional Mafia game, your numbers ratios between alignments would be severely imbalanced against the civilians. 7 vs. 5 vs. 5 vs. 1 would be nearly impossible to balance effectively. Given that you've stated you intend for the game to be more of a everyone-for-themselves concept with unique individual win conditions, this is a bit less important a problem. Still, if you desire to incorporate elements of teamwork into the game, it might be necessary to adapt these ratios. As it stands now, I struggle to imagine teamwork playing a meaningful role for the civilians. They'd be forced by the nature of the setup to operate as seven separate independents instead. The starting hit point distribution by faction is subject to the same scrutiny: 40 vs. 25 vs. 30 vs. 10.

~ At a glance, it appears the individual win conditions for Mafia 2 are easier to achieve than the team-wide win condition for Mafia 1. That might need to be revisited.
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Re: Hotline Miami Mafia [SPEED GAME]

#17

Post by sprityo »

Thanks Jay! I'll look into what you pointed out.
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Re: Hotline Miami Mafia [SIDE MISSION?]

#18

Post by sprityo »

Took Jay's advice and changed up the team ratios

It is now more so an 8 independent vs 5 vs 5

secondly, added a note to Mafia 1 to balance out their odds of winning versus Mafia 2
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Re: Hotline Miami Mafia [SIDE MISSION?]

#19

Post by sprityo »

In addition to what's already been put out for the mechanics, I've got a quick rule list and other game relevant information:

-There will be zero Role Reveals upon death. This is saved until the game ends.
-All night actions that effect a player will be reported to them after the night has ended.
-There is no BTSC unless specifically noted
-Role Claiming is not recommended and will ultimately not be good for the health of the game.
-Any BTSC will be conducted in a Quicktopic.
-Upon death, all players have to option to join a Dead player chat, only for dead players. They can choose instead to join the Observer Chat and be spoiled on who's who and talk with the hosts.
-Standard good conduct and sportsmanship is appreciated.
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