How does a StarCraft map give us MORE creative freedom than the written word?
There are limited amounts of tilesets and units. Too much would have to be based on dialogue. The written word allows for much greater depth and detail than StarCraft can provide.
As a supplment to day/night posts, unlikely at best. (I'm lazy.)
As a substitute for day/night posts, never.
I'd have to say it gives more depth to clues because you can see what is going on. you can write everything down include reading text then just pause the game or watch the replay to scan through it carefully. We'd have to make a template map, then set up rules like clues wont be in triggers for p12 or something, and make the clue maps. Seems reasonable to me.
Idea: put the clue text in briefing, then a short clue clip. Simple, effective.
Actually yeah, that is more freedom, because the maker can actually use the world of starcraft for clues. Like say.. you could leave a vespene orb very hidden like to resemble "gas" or something smelly. Or perhaps, make a specticle at the lynching, and convey a possible clue amongst the crowd, that wouldn't be seen normally because all eyes would be on the execution.
AND DIBS ON THE ZERGLING/DEVOURING ONE. :3
[Edit:] We could also make it so that the entire village of Mafia is interactive. Clues are strung out and we must band together to find them befere its too late, in the village of Moosetopia, or Mooseville, or wherever the fuck we're all living. And of course.. The madness will be in 7 ~ 8 player games, that we can all play together. And who knows, the mafia might all search the villiage for clues against themselves, and try to twist them. And of could, we could make each individual player's house, with potention clues through journals/diaries, make believe invitations, stashed weapons (maybe a gun that uses a different calibur bullet then the ones used by the killer.), and other random tidbits that could be strung together to make a solid clue against someone. Of course though, if you get someone too smart, the mafia'll probably be on their way to off them, and fast. Though, if not added, would anyone consider making an alternate mafia like game with this idea?
On another note, I was thinking about other roles that could be added. A reverse Detective so to speak. He runs with the mafia, and each night can use his power, but when killed, he LOOKS like a townsperson, till the very end. However, if a Detective scans him/her, or the mafia scans the detective, both of their roles are compromised, or one of their roles could be compromised pubically, through clues. This could be useful for targeting bodyguards, or Doctors, etc, with lower risk.
Another possible power, a mafia who has a second option for his/her vote. Instead of killing the person you vote for, that person can choose to kill anyone PROTECTING the chosen target. Their attacks go LAST however, so they wouldn't be able to kill off all the doctors protecting a bodyguard, then the mafia strike, but instead the doctors would fall after. The power could only be used every 2 days, and you can't attack again after you use it, and must wait for the respective cooldown, or something of the sort, to give a small edge, then a rather large decline in killing power. Then again, the power could always fail, miserably. If this were a role, they could be given up through a clue too.
Now for townies! How about a role, that could grant someone a "double power" for the night. For instance, a detective could scan twice.. Or a mafia could have a double hit. You could use it on a doctor to boost their power, or a potential zombie to kill twice. Limit one per game, of course.
Post has been edited 3 time(s), last time on Sep 7 2008, 9:19 am by Darkling.
Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.