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Author Topic: Project "Assassin"(Mafia mode) thrilling name...i know..  (Read 64607 times)

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June 21, 2011, 05:50:59 PM
Reply #105

Offline Darkseed

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Re: MegaManMafia-V3B! Released!
« Reply #105 on: June 21, 2011, 05:50:59 PM »
It works.
 if assassin has no skin its easy to know who it is

June 21, 2011, 06:21:10 PM
Reply #106

Offline Korby

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Re: MegaManMafia-V3B! Released!
« Reply #106 on: June 21, 2011, 06:21:10 PM »
It's just like in Whodunit, and, you know, real mafia, where you have no idea who could be guilty and who could be innocent.

June 21, 2011, 07:05:07 PM
Reply #107

Offline Captain Barlowe

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Re: MegaManMafia-V3B! Released!
« Reply #107 on: June 21, 2011, 07:05:07 PM »
At least ONE E tank would be much appreciated. It's annoying to have you, an innocent get shot and later die due to low health and friendly fire. It would also be helpful to get health if in the middle of a crossfire. This is just an idea, though.

June 21, 2011, 07:31:59 PM
Reply #108

Offline Asd967

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Re: MegaManMafia-V3B! Released!
« Reply #108 on: June 21, 2011, 07:31:59 PM »
Quote from: "Korby"
It's just like in Whodunit, and, you know, real mafia, where you have no idea who could be guilty and who could be innocent.

Yeah, we had it that way, until, you know. Darkseed removed the +NOSKIN from the players.

June 21, 2011, 08:10:02 PM
Reply #109

Offline Darkseed

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Re: MegaManMafia-V3B! Released!
« Reply #109 on: June 21, 2011, 08:10:02 PM »
I didn't remove +NOSKIN. Everyone looks the same for more suspense.

June 21, 2011, 08:10:53 PM
Reply #110

Offline Asd967

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Re: MegaManMafia-V3B! Released!
« Reply #110 on: June 21, 2011, 08:10:53 PM »
I can't believe how much weight this has now.
Darkseed, why put up a bunch of musics on the game wad?

June 21, 2011, 08:15:16 PM
Reply #111

Offline Gummywormz

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Re: MegaManMafia-V3B! Released!
« Reply #111 on: June 21, 2011, 08:15:16 PM »
At least they loop. :/ I think

June 21, 2011, 08:50:10 PM
Reply #112

Offline Darkseed

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Re: MegaManMafia-V3B! Released!
« Reply #112 on: June 21, 2011, 08:50:10 PM »
it's fineeeeeeee

June 21, 2011, 08:59:36 PM
Reply #113

Offline Darkseed

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Re: MegaManMafia-V3B! Released!
« Reply #113 on: June 21, 2011, 08:59:36 PM »
but it seems that the ipack and xpack would mess up the wcolors...

June 21, 2011, 10:47:24 PM
Reply #114

Offline arkman

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Re: MegaManMafia-V3B! Released!
« Reply #114 on: June 21, 2011, 10:47:24 PM »
Quote from: "Darkseed"
The assassin is a morphed actor so he can't have another weapon. it is also impossible to have it as an item, like dr.wily class, as that class is not morphed.
I could be wrong about this, but if you start him with an autoactivating item that give him more items, does that bypass the normal no pickups on morphed classes?

June 21, 2011, 11:13:28 PM
Reply #115

Offline tsukiyomaru0

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Re: MegaManMafia-V3B! Released!
« Reply #115 on: June 21, 2011, 11:13:28 PM »
Quote from: "arkman"
Quote from: "Darkseed"
The assassin is a morphed actor so he can't have another weapon. it is also impossible to have it as an item, like dr.wily class, as that class is not morphed.
I could be wrong about this, but if you start him with an autoactivating item that give him more items, does that bypass the normal no pickups on morphed classes?
Player.MorphWeapon FORCES a certain weapon. an Item, however, may force the game to set another weapon and then revert, but it is a theory to be proven true or false.

June 22, 2011, 12:38:24 AM
Reply #116

Offline Asd967

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Re: MegaManMafia-V3B! Released!
« Reply #116 on: June 22, 2011, 12:38:24 AM »
Using an item to change the weapon doesn't work, by the way.
Maybe ACS, as that forces the game to do stuff.

June 22, 2011, 03:21:46 AM
Reply #117

Offline Tesseractal

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Re: MegaManMafia-V3B! Released!
« Reply #117 on: June 22, 2011, 03:21:46 AM »
-Smoke Bombs used in the pre-game (countdown to the match) still remain in the actual game. They also don't seem to dissipate on their own (or not in a reasonable time frame anyway).
-Killing the assassin has the same HP penalty that you get when killing an innocent. This results in lots of "draw games" (as the last person frequently dies as soon as he defeats the assassin).

-Is this the "roboenza"/LMS weapon set? If so, a few things. Junk Shield raises some questions - I'd like it removed because it's fully incapable of protecting you from the assassin (unless you count the HP penalty you get from killing him) and so all it really does (given the survivors don't attack you) is just give a signal that you're not a zombie. I'd like to ask the people who've played it thoroughly - is it useful even as a "dead" weapon that won't help you against the assassin at all?
--The other problem is Wind Storm. When used on the assassin it doesn't throw them up; this has two consequences. One, the damage is now stacked (it's basically a ripper weapon at this point) but it also identifies who the assassin is (because innocents get thrown into the air). If you can't remove the "doesn't throw assassin into the air" aspect I'd just remove it entirely.

-The "penalty" damage for killing an innocent seems to be random. I got 3 frags in one round when I was an innocent before dying, which should be impossible (130% should be a guaranteed suicide). Is it possible to change the obituary from "killed himself" to "was punished for killing an innocent!" or something like that? (I highly doubt this but it'd be nice) I also dislike the e-tank idea - it would allow you slough off penalty damage. Instead, do innocents have raised HP? You could raise the HP of an innocent (wouldn't affect the assassin if he has a true OHKO) to say 140%. That means you could kill two innocents (but would likely get killed off then) or three if you're really pro and manage to survive with your 10%. (if they already DO have raised HP, then giving an etank is probably a better option).

-The music added was only four songs. I didn't download any version prior to this so I didn't see the file size change, but since you don't seem to use the music for significant events I would discourage it. Instead, you would be better off making a separate music .wad and encourage people to download it for your servers (see the CSCMR pack and how it split the unused songs). The music certainly doesn't warrant a new version.

-Can the blood from roboenza return for Assassin kills? Not only would it be badass, it also makes sense for a machete/knife weapon to leave a blood trail.

-Final Suggestion: Consider a "player to assassin ratio" that would determine the number of assassins. I really like 1:8, which would mean:
2-15 players: 1 assassin
16-23 players: 2 assassins
24-31 players: 3 assassins
32 players: 4 assassins (better hope to be on MM6CENX or some other ridiculously oversized map)

This would make it truer to the name "Mafia" and you said you picked it and didn't intend for the mode to be like the game, yes; why not try and be like the game anyway? It seems that after 16 players you have people mostly killing each other off anyway when looking for the assassin; this idea would work if you gave innocents e-tanks (but take it away from the assassin). like in roboenza, the more assassins there are the less health they would have. Like the Junk Shield issue, I'm curious to see what the players think of this idea in general.

June 22, 2011, 05:33:49 AM
Reply #118

Offline Darkseed

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Re: MegaManMafia-V3B! Released!
« Reply #118 on: June 22, 2011, 05:33:49 AM »
1. i wanna keep the smoke bombs
2. I'll look into that
3. I'll ask yamato how to remove wind storm and junk shield from rotation
4. i'll  ask yamato about the penalty thing and i dont think i can raise the players health, if it is ill ask yamato
5. i want to keep the music (besides people don't want me to remove it) and V3b just has some fixes i did some people were complaining about.
6. i don't think more assassin's will work because there are small maps and i dont think the ACS or Scripts would accept this...if it is i would add another assassin every other 15 people.

June 22, 2011, 05:54:22 AM
Reply #119

Offline tsukiyomaru0

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Re: MegaManMafia-V3B! Released!
« Reply #119 on: June 22, 2011, 05:54:22 AM »
Quote from: "Ice-IX"
-Smoke Bombs used in the pre-game (countdown to the match) still remain in the actual game. They also don't seem to dissipate on their own (or not in a reasonable time frame anyway).
Let me explain you how they work: After X tics, they enter in a state where they have a veeeeeeery low chance of entering death state in every tic. Less than 1% of chance per tic. Once they enter the death state, there's no going back.
Increasing the total stay time for a certain fram and increasing the percentage after a certain point, however, would make them fade out fairly sooner.

And its staying after countdown? +NOINTERACTION