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FTL : A Werewolf Variant; Up for discussion to get some ideas up and about.
Topic Started: Oct 24 2013, 06:34 PM (598 Views)
Nyon
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Hey, I posted a bunch of stuff in the chat about this, but here's a topic to house all these discussions.

Basically we have a werewolf setup, where players choose a hiding place each night and the mafia will choose a hiding place to visit and there could be death awaiting. This is going to be a little different.

Night Kill:
How the night kill works is that the mafia will choose which rooms to visit and they will fight any other units in that room. If they tie or have a greater fighting power than their opponents, then one defender at random is killed. If they have a power greater than the defenders, there is an additional kill per 1 power that the attackers have. (0.5 rounds down) If there is extra power after all the defenders die, or there is only mafia members in the room, then the damage will be dealt to the system in the room. Unless otherwise stated, a system takes 1 power to disable.

Hiding places:

Non-system room/Sleeping chambers: Villagers get 0 attack power here. You are sent here automatically if you do not send in a hiding place.

Medbay: Players who go here have a high chance of not dying, but if there are more players, the chance decreases. 100% chance to live if 1, 50% chance if 2, 25% chance if 3, 10% chance if 4, and 0% chance if more than 4.

Engines: Engines need 2 power to disable, 1 power will just damage it. Damage can be repaired like normal. Engines are needed to keep the FTL functional. If the FTL is not functioning for 4 turns, Mafia wins.

Weapons: If village wins a fight in here by at least 1 fight power, they will kill a Rebel attacker at random, but the village is at a -1 to fighting here.

Shields: Village gets +1 to fighting power in this room.

Sensors: If destroyed, lynch votes will be anonymous.

Damaged systems do not provide their bonuses written above. If a system is damaged, any player that hides there will attempt to repair it. If two units (or one Engi) visit and no mafia kill happens in that room, then the system is restored and usable in the next night phase.


Species: Red abilities are only usable if the members are Rebels. All Rebels get +0.5 to their attack power.

Human - No bonuses, but no penalties.

Mantis - Has a fighting power of 2, but can't repair systems for shit. Can reveal himself to kill one player. Activatable any time, day or night.

Engie - Pretty much the opposite of the Mantis. Fighting power is 0.5, but will fully repair a system if he visits it (and survives.) Can send an Ion charge out every other turn, disabling any facility for one turn.

Slug - Rare species that can learn where a player visited during the night phase. If there are more than 2 slugs chosen at the beginning, 2 will be picked randomly, and the rest will be Humans. Will learn the race of the target of his night ability.

Rock - Will protect an ally that hides in the same room as them, this means that he will be the top priority to die instead. Has fighting power of 1.5. Is protected from night kills.

Zoltan - Can use a night action depending on where they hide. Shields = Doctor, Weapons = Vigilante, Scanners = Cop. Fighting power is 0.5.

Edited by Nyon, Oct 28 2013, 07:56 AM.
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Aviana
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Were shields mentioned at all?
Zoltans could do something with shields if those are a thing? I dunno if making room specific roles would be a good plan, though.
Edited by Aviana, Oct 24 2013, 06:35 PM.
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Shadow31
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Resident source of chaos
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Maybe Zoltans do something like boost scanners to act as cop if they're in the Scanners and live, randomly revealing a player's alignment?

Also, do you choose your species, or are they renamed roles? Because there's enough pros and cons for choice to be an interesting factor if so.

Also, can anyone repair systems, and Engi just do it faster? And how long does it take to destroy a system?

Also, Slug seems really OP. If all maf enter one room with Slug and another player, and Slug lives, instant village win. Maybe one random player instead?
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Nyon
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I think Zoltans would be able to have a different ability depending on what system they visit.

Scanners will be a cop role, Shields will be a doctor role, Weapons are a Vigilante role, and if he visits the medbay, he powers it up and saves a lot more people.

However, he'll probably have the same fighting capacity as the Engies (0.5), and they'll only be able to use an ability if the facility is functional.

As for repairing, if at least 2 players visit a facility, they'll be able to fix it in the night.

Maybe after we have a test run of this, and we find a way to make sure all the units are even, then we can have players choose their race, but for now I think having one of each and extra humans will be fair. Maybe mafia can choose their race, or the mafia get an extra effect to be able to kill people easier at night.
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Aviana
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Nyon
Oct 25 2013, 07:23 AM
As for repairing, if at least 2 players visit a facility, they'll be able to fix it in the night.
Just one if it's an Engi?
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Nyon
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Yes, just one.
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Aviana
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Nyon
Oct 24 2013, 06:34 PM
If the FTL is not functioning for 5 turns, Mafia wins.
While I do agree that it should be several turns, isn't five a rather lot?
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DannyTurtle
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Depends on the size of the game and it's also an alternate win condition.
If destroying the engine counts as +1 to the counter then it's 5 nights minimum.
Assuming villagers don't send enough to fix it every night.
But yeah just adjust it based on number of players, because few games reach night 5 anyway.
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Aviana
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Well, yeah, I'm just kind of skimming as I'm popping in and out.
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Aviana
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I've got it. The main reason you never use slugs in FTL is because they're so rare, and compared to other races their abilities aren't that useful. So, what if there can only be one slug per game, maybe two if alignment stuff is an issue? If too many people pick slug, the slug is chosen by RNG and everyone else becomes a human.
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bloodrayne03
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That seems reasonable.
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Aviana
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(I mean I still haven't figured out how to fine tune the Slug's actual ability, but.)
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Nyon
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Hmm, that sounds like a good idea.

I was thinking of having the Slug be a Watcher type role anyway, where he would be able to see where a target player hid during the last phase. Having only one or two should be fair, and it will also be a good way to have humans in the game too.

They should be fine for a mafia ability too, maybe even learning the race of their target if the user's mafia. that should be good to have 2 slugs per game that way then.
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Aviana
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Nyon
Oct 26 2013, 02:36 PM
maybe even learning the race of their target if the user's mafia
Not very sure about this, but I'm always ehhhhhhh when investigation gets put on mafia anyway, so.
(Also the OP should maybe be updated?)
Edited by Aviana, Oct 26 2013, 04:14 PM.
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Nyon
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Post updated, expect a game topic soon.
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Shinigami02
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If you do ever do a version of this where people can choose their race, you may want to put a limiter on Mantis. I can just see every maf being mantis, all killing D1, and instant game-over.
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Aviana
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You pick your race before your alignment, though?
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