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Thread: Mighty Morphin Power Rangers Mafia

  1. #1021
    The Mayor of Slamtown
    Sayer's Avatar

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    Re: Mighty Morphin Power Rangers Mafia

    Yeah, I think Keef and TWG are the two MVP here.

    I definitely would he thought along the same lines as Shake and voted TWG until he pointed that out.

  2. #1022
    Cult of Fuji
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    Re: Mighty Morphin Power Rangers Mafia

    I completely agree with that both did amazing in the game especially at the end and once he pointed out the thing in my role it was easy to make the final decision even though I was questioning it

    it's the fastest tap a junk in the galaxy

    TEAM CYRUS



  3. #1023
    #HEEL
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    Re: Mighty Morphin Power Rangers Mafia

    Quote Originally Posted by Tig View Post
    I'm super interested in the logistics of balancing. I think we'll have 12 as our number going forward and I think we've accepted 9/3 or 8/3/1 as our breakdowns going forward.

    How did you weigh out the possibilities of people coming back in a zord?
    Not sure if it's the right way or not, but I laid it out as such:

    9 Townies
    1 BP
    1 Save
    1 Zord Return

    If all those things hit, we're looking at 12 "lives" for town.

    1 Don
    1 Zord
    1 Tailor
    1 DV with 2 Lives

    If all those hit, we're looking at 5 "lives" for mafia.

    If we just look at basic numbers, like you said... 9/3, then town has 75% of the players. I tried to keep close to the same ratio, so a 12/5 (while not 75%) was close enough for me. Ultimately, mafia didn't get the Zord and town missed on the save, so it ended up 11/4 which is damn close to 75%.

    Like I said, not sure if it's how the "pros" would lay it out, but I'll probably stick to a similar system from here on out, unless there are major criticisms from those who know better.

    The thing I need to find a system for, is a good ratio for roles. Like... town has a cop and a doc from the get-go, typically... so they can clear themselves at any time. My mega man had two others (miller, omb's role) that could relatively easily clear them. So right from the jump, there were four townies who could hypothetically be clear-ish day 1, which was more than the total number of mafia (3) and we saw how that went. This dynamic still perplexes me.
    "This reminds me of Santa's workshop, except it smells like mushrooms, and everyone looks like they wanna hurt me!"

  4. #1024
     
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    Re: Mighty Morphin Power Rangers Mafia

    Balancing is so hard because games can become so unpredictable. You never know how things will play out or what will happen.

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