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Re: [werewolf] Options: recruiting and simultaneous nights



That's the plan, the person that sucessfully turned will just become
part of the new faction.  The only people that are not convertable (as
of now) are opposing baddies.  The messages should remain the same
overall except for the new baddie.  Someone may want to check the code
on that.

On 9/12/05, flig@aol.com <flig@aol.com> wrote:
> I agree with Eric; bite should work on anybody.  Bite a mason, you've
> got an evil spy.  Bite a seer, now you've got an evil visionary (that
> can point out masons to the wolves.)  Bite an angel.....well, I guess
> that means the angel won't do as much good for the village at night.
> Maybe the percentage of success would be lower if you happen to bite a
> special?
> 
> And as far as bite/recruit for mafia games, it just moves the victim to
> the other side... with information.
> 
> Any time a bite/recruit is successful, the village will just find
> NOBODY missing.  Same message as a successful protection!  More
> confusion!  More intrigue!  More swift!  (well, two out of three ain't
> bad.)
> 
> Flig
> 
> 
> -----Original Message-----
> From: Mark Ballinger <mballinger@ballinger.cx>
> To: werewolf-users@gamerz.net
> Sent: Mon, 12 Sep 2005 16:45:48 -0700
> Subject: Re: [werewolf] Options: recruiting and simultaneous nights
> 
> On Mon, Sep 12, 2005 at 07:43:46PM -0400, Lee Griffin wrote:
> > Greg and I had a long discussion about how the bite/make command
> > should work.  I think functionally it works so that if a bite/make
> > fails, then the villager knows the identity of one bad guy.  This
> > plays up the risk-reward factor.  As for biting anyone, I think we
> > discussed that it works like faction immunity to avoid a mess.
> 
> No doubt, keep it simple.  But, faction immunity doesn't let you know
> you've
> missed your target until the night processes.  There is no "You can't
> kill a
> mafia" warning when you send in a "kill".
> 
> 
> 
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