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 Star Trek: Deep Space 9, The Maquis Strike
Cassandra
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  Posted Aug 13 2016, 07:58 PM
Deep Space 9 Mafia: The Maquis Strike

The oppressive occupation of Bajor has recently ended with the signing of a peace treaty between the Federation and the Cardassian Union. The treaty freed the planet Bajor and its orbiting space station, Terok Nor, and led to the exchange of colonial territories in the nearby sector of space known as the Demilitarized Zone. Though Bajor remained an independent, sovereign planet, the fledgling republic graciously accepted the Federation's protection and granted the Federation administration over the space station, which the Federation renamed Deep Space 9. Commander Benjamin Sisko took command of DS9 with Major Kira Nerys, chief liaison officer of the Bajor militia, as his second-in-command. With the discovery of a stable wormhole to the Gamma quadrant nearby, Bajor and DS9 became a hub of trade and exploration on the edge of Federation space.

Unfortunately, tensions continued to grate between the Cardassian colonists and the Federation and Bajoran settlers still living in the Demilitarized Zone. Many of the colonists from both sides refused to relocate and became residents of the other government. The former citizens of the Federation reported Cardassian ships attacking their settlements and tacitly arming the incoming Cardassian colonists. Their pleas to the Federation fell on deaf ears and they felt they had to take matters into their own hands. To fight back they formed the Maquis, a band of guerrilla fighters dedicated to striking back at the Cardassians. The Federation disavowed the rebels and under pressure from the Cardassian Union, they attempted to squash the freedom fighters/terrorists. This caused rifts within the ranks of the Federation and Starfleet, with many officers defecting to the Maquis and lending their tactical experience to advance the Maquis' cause.

Recognizing that DS9 was Starfleet's primary refueling/repair station in the sector, the Maquis decide that in order to stop the Federation from crushing the rebellion they must take drastic action. They hatch a daring plan to sabotage the space docks aboard DS9 and steal Starfleet intelligence reports in order to cripple Starfleet's capability to reinforce the sector and hunt down the Maquis. The Maquis quietly sneak a small team of operatives aboard the space station. They aim to plant explosives to destroy DS9's fuel depot, steal the intel and then escape. As many Maquis are former Starfleet officers, both sides hope to keep casualties to a minimum. Once they arrive, they hack into the Starfleet comm network and sabotage the Crews' Universal Translators, preventing them from communicating securely and garbling the identification codes so no knows who is communicating on the channel.

In a sign of good faith, a Cardassian envoy arrives carrying Gul Dukat and his second-in-command Glinn Damat to warn Commander Sisko that the station is under threat by the Maquis. They offer to assist Starfleet to find the radicals.


Format:
While this game shares some similarities to the typical mafia format, it diverges significantly in several ways. There is still an informed minority and uninformed majority, but the goals of the minority are very different from a typical mafia. Consequently, though there are day and night phases, they do not follow the typical mafia model either. There is no day lynch, instead players can take actions just like at night. There will simply be different sets of actions and the performance of some of the actions will change. Actions are limited by time and Stamina. A phase is separated into 3 time segments and actions take some part or all of the phase. Players can queue up actions to total 3 time units, however they are also limited by their Stamina. Each character has some amount of Stamina and most actions cost Stamina. If the player does not have enough Stamina for an Action, they cannot perform the Action. Some Actions will regenerate Stamina.

Also unlike typical mafia, there is a Map with several regions. Actions and interactions between players are generally aimed around locations, rather than players. Different locations provide different Activities that characters can participate in which will provide different utility and benefits. Some locations have strategic significance and characters will have objectives to infiltrate or defend certain locations.

Each character has a set of stats. In addition to Stamina, each character has Perception, Blend and Combat acumen. Perception dictates how observant a character is, how likely they are to spot people, sensors or traps. A person with high Perception is more likely to spot someone lurking around and less likely to be caught in a surprise attack. Blend refers to a character's ability to remain unnoticed. A person with a high Blend is less likely to be picked out of a crowd or seen creeping around in the dark. If it comes to fighting in close-quarters, Combat acumen will determine the outcome. Though using a ranged weapon can be more effective, any weapons discharge will be detected and revealed, so it can be preferable to attack hand-to-hand in order to avoid attracting attention.

In a fight, Perception, Blend and Combat acumen all come into play to decide the final outcome. A defender with high Perception is more likely to see the attack coming, while an attacker with a high Blend is less likely to be seen coming. The relative Perception to Blend of each character involved in the fight will modify their base Combat stat and affect the result. Players have five possible states: Healthy, Minor Injury, Major Injury, Incapacitated and Dead. Players start out healthy, but after an attack one or more may be injured or worse. With a Minor Injury, a character's stats are lowered by 1/3 and with a Major Injury, they are lowered by 2/3. If they are Incapacitated, they will need immediate medical assistance, but they can be revived, given enough time. And Dead is dead. If one combatant has a significantly higher Combat acumen, they will leave the other character 2 states worse than they started the encounter. If the winner is only slightly stronger, they will only leave the other 1 state worse. However, if they are closely matched, both will go leave with an Injury. The loser of a fight will retreat to a safe location (if they are able) and the rest of their Actions for the phase will be interrupted. Provided that they winner doesn't lose too much stats, they will continue with the rest of their Actions for the phase.


Stats:
Each player has a set of stats that determine how well they perform different tasks.
  • Perception: How well they observe their environment as they move around. More likely to see other characters moving through their section.
  • Blend: How well they remain unnoticed in a section. Others are less likely to spot their activities if they have a high Blend.
  • Combat: Firing weapons risks attracting unwanted attention, so hand-to-hand combat may be preferable at times. Characters with high Combat acumen are more likely to prevail in a fight though Perception and Blend and environmental factors can influence the final outcome.
  • Stamina: Characters expend Stamina to perform actions. When they expend all their Stamina, they must rest to regain Stamina before they can act again.



Characters:

Crew:
  • Win Conditions:
    • Neutralize all Maquis agents.
  • Attributes:
    • Level 3 Security clearance.
    • Won't buy/sell goods of questionable repute on principle. (Can't use fences.)
    • Prefer nonviolence. Won't change weapons off stun until a member of the crew is Incapacitated or Killed.

Commander Benjamin Sisko (Commanding Officer): Commander of Deep Space 9. Due to his discovery of the wormhole and his experience with the aliens that exist inside it, he is known as the "Emissary of the Prophets" among the Bajoran people.
  • Stats:
    • Moderate Perception: Normally observant, with so much pressing on his mind, he can't notice everything.
    • Low Blend: Being the Commander of DS9, it's difficult to move around unnoticed.
    • Moderate close-range Combat acumen: Trained to fight, but a bit rusty given his position doesn't involve much fighting these days.
    • Moderate Stamina: Being pulled in so many directions, something's got to give and he doesn't manage as much sleep and exercise as he would like.
  • Talents:
    • Increased Perception of Calvin Hudson. Being an old friend of Sisko's, Calvin's betrayal hit him all the harder and he won't let Hudson slip past him.
    • Gets all reports on weapons fire delivered to him in his morning and evening briefings.
    • Can activate 2 sensors each Night. There several stationary sensors placed throughout DS9, but due to the Maquis' interference only 2 can be active at a time. If a location is stripped for Components, the sensor there will be dismantled.
  • Items:
    • Equipment: Phaser
    • Latinum: Low

Major Kira Nerys (First Officer): Formerly a freedom fighter for the Bajoran Resistance during the Cardassian Occupation, she now operates as the chief liaison officer between the Federation and the Bajoran militia. She serves as Commander Sisko's second-in-command.
  • Stats:
    • High Perception: Paranoia from growing up under the Cardassian Occupation has made her hyper-observant of her surroundings.
    • High Blend: Trained in espionage via trial by fire during the Cardassian Occupation, so she learned how to not be seen.
    • High close-range Combat acumen: Being part of the Resistance during the Cardassian Occupation, she knows how to fight dirty.
    • Moderate Stamina: Used to be in top condition, but her duties as second-in-command interfere with her exercise routine.
  • Talents:
    • Assign 2 Checkpoints during the Day. Being the highest ranked Bajoran on the station, she can assign Bajoran security officers to set up checkpoints at two transition points during the Day to look for a specific character. If that character passes through a checkpoint, they will be detained in the Brig. Gets a report on who passed through each checkpoint at the end of the Day.
  • Items:
    • Latinum: Low

Constable Odo (Chief of Security): A shapeshifter, he can take on any form he chooses, though he spends most of his time in a humanoid shape. He has a strong sense of justice and works diligently to uphold the law. He is always watchful of Quark, who tends to work on the margins of the law and Odo would dearly like to lock Quark up for a long time.
  • Stats:
    • High Perception: Always on the lookout for wrongdoing, it's difficult to put one past him.
    • Low Blend (Humanoid): In his humanoid form, Odo stands out, being slightly misshapen since he hasn't mastered the art of eyes, noses, ears and mouths.
    • Perfect Blend (Shapeshifted): Given that he can disguise himself as any object, when he hides he cannot be detected.
    • Moderate close-range Combat acumen: Being a Shapeshifter is a boon in combat, but he does not like fighting.
    • No Stamina: Being a shapeshifter, Odo doesn't eat or sleep as regular people do.
  • Talents:
    • Must regenerate every 4/3 of a Phase for 2/3 of a Phase. Odo does not eat or sleep, so he does not have Stamina and does not need to Rest or Eat. However, he must return to his natural gelatinous state every 16 hours. While regenerating he has no Perception or Blend. He also cannot be injured normally. Instead, each injury he receives hastens his need to regenerate by 1/3 of a Phase. Odo cannot be killed.
    • Increased Perception of Michael Eddington. When Starfleet first brought Michael Eddington on as a security chief, he butted heads with Odo over how best to manage DS9 security. Odo hasn't forgotten.
    • Increased Perception of Quark. Always looking for a chance to bust Quark's dodgy business dealings.
    • Shapeshift: Odo can take any inanimate form he chooses. He can disguise himself and observe a location, seeing everything that occurs there.
    • Incarcerate: If he detects illegal activity at a location he will reveal himself and incarcerate the people involved in the Brig. At the start of the next Phase, he can choose to release anyone he captures. Captured players will have their Equipment confiscated, but they will retain any Components on their person. They will be unable to take any actions other than Resting and attempting to Escape.
  • Items:
    • Latinum: None. Odo has no use for currency, particularly since Quark covets it so much.

Lieutenant Jadzia Dax (Chief Science Officer): Young officer recently out of Starfleet Academy, Jadzia is a joined Trill, a humanoid linked with a long-lived symbiont, Dax. Symbionts retain their memories from host to host, so Jadzia possesses 300 years of memories though she is only in her late 20s.
  • Stats:
    • High Perception: Having many lifetimes of experience, she knows a thing or two about observing her surroundings.
    • Low Blend: Being Trill, she has distinctive markings along the sides of her face and body, making her stand out. Also, not inclined to hide in the shadows (a trifle brash).
    • High close-range Combat acumen: Curzon Dax trained in Klingon martial arts with Klingon warriors and Jadzia Dax retains his talents.
    • High Stamina: Has boundless energy and she's always ready for more.
  • Talents:
    • Having a strong scientific background and long life-experience, she can use Components to construct Equipment. She can create Sensors she can place at locations/transition points that notify her when people pass by them. Can construct one Flash-bang device at a time. Lowers Perception and Combat acumen of those affected.
    • Play Tongo (Night): Tongo is a high stakes gambling game preferred by Ferengi and they bar most non-Ferengi from participating, but Dax is considered worthy to join them at the table. Can bet gold-pressed latinum at Night in Quark's Bar. If she wins, she gets a significant return on investment and Quark loses a little. If she loses, Quark gains a little. Increased Perception while playing. She's respected at the table because she knows how to read (and watch) the room.
    • Lacks any qualms about utilizing fences. As Quark and Garak aren't supposed to have the Security Override or the Security Codes, they won't sell those to Dax.
  • Items:
    • Equipment: Tricorder
    • Components: **** Low-grade components
    • Latinum: Medium

Lieutenant Julian Bashir (Chief Medical Officer): Young officer recently out of Starfleet Academy, this is his first assignment off Earth. Second in his class, he opted to put his skills to work on the frontier of Federation space.
  • Stats:
    • Moderate Perception: Could take notice of things, but his general naivete and relative youth make him a little oblivious at times.
    • Moderate Blend: Being somewhat blithe, he doesn't take efforts to remain in the background.
    • Low close-range Combat acumen: Being more of the cerebral type, never learned any close-range Combat techniques.
    • High Stamina: An avid player of racquetball, he stays in top physical shape surprisingly easily.
  • Talents:
    • Increased Perception of Garak. Garak enjoys lunching with Bashir frequently, so Julian tends to take notice when Garak is around.
    • Can replenish his Medpack by visiting the Medical Bay.
    • Can Revive anyone who is incapacitated if they are at the Medical Bay.
    • Receives reports of all patients who visited the Medical Bay each Phase which include the extent of their injuries and the state they were in when they left.
  • Items:
    • Equipment: Medpack
    • Latinum: Low

Senior Chief Petty Officer Miles O'Brien (Chief Operations Officer): Former transporter operator aboard the USS Enterprise under Captain Picard, he now serves as the Chief Operations officer of DS9. It's his responsibility to keep the station running smoothly, which he juggles alongside his resposibilities to his wife, Keiko, and daughter, Molly.
  • Stats:
    • Low Perception: Being a battle-hardened veteran, he knows how to keep an eye on things, but being an engineer, he tends to focus on his work.
    • High Blend: Having been an enlisted man, he knows how to fade into the background when he doesn't want to be noticed.
    • High close-range Combat acumen: Having fought in many battles (and brawls) over the years, he knows how to handle himself in a fight.
    • Low Stamina: In his younger years, he was in top shape, but as a family man now, good eating and a demanding youngster have impaired his physique.
  • Talents:
    • Increased Perception of Ro Laren. Having served aboard the Enterprise with Ro Laren, he still remembers her face.
    • Knows all the Maintenance Shafts on the ship.
    • Can spend an entire phase to temporarily repair the Comm. Each time he repairs the Comm, he can establish a one-way comm line to a specific character. He PMs the host and the host forwards the message to the selected character.
    • Informed when areas of the ship are scavenged for components. Being Chief Operations Officer, he gets reports on all damage to the station.
  • Items:
    • Equipment: Phaser
    • Latinum: Low


Cardassian Crew:
  • Win Conditions:
    • Neutralize all Maquis agents.
  • Attributes:
    • Have BTSC. They operate on a private channel that hasn't been disrupted by the Maquis.

Gul (Captain) Dukat: Formerly Legate (Admiral) of Terok Nor, demoted to Gul with the loss of the station. Though he puts on a charming mask, he clearly has mixed feelings about helping Starfleet defend his former command post. He loathes Garak and the feeling is mutual, though he keeps their history private.
  • Stats:
    • High Perception: Highly trained soldier and former Legate of Terok Nor, he's keenly aware of his environment.
    • Low Blend (Day): Being one of only 3 Cardassians on the entire station, he tends to stick out.
    • High Blend (Night): Knowing the station as he does, he knows how to hide in the shadows.
    • High close-range Combat acumen: His military training serves him well in a fight.
    • High Stamina: Striving to regain his title of Legate, he has honed himeself to perfection.
  • Talents:
    • Increased Perception of Garak. An intense hatred of Garak keeps him aware when Garak is nearby.
    • Knows most of the Maintenance Shafts. Though Starfleet has modified much of the maintenance areas, he still knows several back ways through the station to get about unseen.
  • Items:
    • Equipment: Disruptor
    • Latinum: Medium
Glinn (Lieutenant) Damar: Gul Dukat's second-in-command, he's a straightforward soldier with little nuance other than a fondness for alcohol.
  • Stats:
    • Moderate Perception: Loyal to Dukat, but not particularly astute.
    • Low Blend (Day): Being a Cardassian, it's hard to avoid notice on DS9 these days.
    • Moderate Blend (Night): Not as driven or experienced as Dukat, so he tends to stick out a bit more.
    • Moderate close-range Combat acumen: Committed to Cardassia and Dukat, he knows how to fight, but he's no specialist.
    • Moderate Stamina: Average in all things, he's fit, but not the best.
  • Talents:
    • Increased Perception of Quark. Given his propensity for strong drink, it's always useful to be able to recognize your bartender.
  • Items:
    • Equipment: Disruptor
    • Latinum: Low

Maquis:
  • Win Conditions:
    • Steal Starfleet Intelligence Reports.
    • Sabotage 2/3 Repair Docks.
    • One must escape.
    • Avoid killing Starfleet officers. They have a great deal of respect for their former comrades and they seek to limit the bloodshed during their infiltration.
  • Attributes:
    • Have BTSC. They operate on a private Comm channel they set up locally.
    • Can leave the station at any time via the Public Docks. (Not from the Dock where the Cardassians are based.)
    • Not opposed to using weapons, but bringing weapons with them when they boarded DS9 was deemed too risky.
Calvin Hudson: A long-time friend of Sisko's and former Starfleet liaison to the demilitarized zone between Federation and Cardassian space, he joined the Maquis to fight back against the Cardassian colonists, who he believes have the full support of Cardassia Prime.
  • Stats:
    • Moderate Perception Getting older, he's losing his edge, but experience goes a long way toward compensating.
    • High Blend Looking like a nondescript human going about his business has its advantages.
    • Moderate close-range Combat acumen: As the grey hair came in, the muscles got a little lax and his fighting form just isn't what it used to be.
    • Low Stamina: Age works against him; he doesn't have the energy of his youth.
  • Talents:
    • Can construct Medpacks from Components. Being the oldest member of the Maquis infiltration team, he's not as strong a fighter, so he's taken on the role of a field medic.
  • Items:
    • Equipment: Medpack
    • Latinum: High
Michael Eddington: Former security officer on DS9, he couldn't stand by and let the Cardassians oppress the former Federation colonists still living in Cardassian territory. When he defected, he helped the Maquis to sabotage the USS Defiant, Commander Sisko's ship assigned to DS9.
  • Stats:
    • High Perception: Being a former security officer aboard DS9, he knows how to use his eyes.
    • Low Blend: Being a former security officer aboard DS9, his face is well known.
    • High close-range Combat acumen: Being a former security officer, he knows how to fight.
    • High Stamina: Always in excellent shape, he's had to be leaner and meaner with the Maquis.
  • Talents:
    • Though security access codes have changed since he left DS9, he can use his knowledge of Federation security systems to override Level 1 Security.
    • Knows several of the Maintenance Shafts. While he was a security officer, he studied the maps of DS9's Maintenance Shafts to watch for potential weakpoints or points of incursion. Some of the Shafts have changed since his time aboard the station, but several are still the way they were.
  • Items:
    • Equipment: Sensor
    • Latinum: Medium
Ro Laren: A Bajoran and former Starfleet officer, she served aboard the Enterprise under Captain Jean-Luc Picard. Having grown up during the brutal occupation of Bajor, she has a burning hatred of the Cardassians. When asked to infiltrate and disrupt the Maquis, she found her true calling and abandoned Starfleet, though she was deeply conflicted betraying Captain Picard's trust.
  • Stats:
    • High Perception: Trained in espionage by Starfleet Command, she knows how to watch the crowd.
    • High Blend: Given her training, she can blend in easily on a Bajoran space station.
    • High close-range Combat acumen: Trained by Starfleet for infiltration and sabotage. Knows how to be deadly (or not) in close quarters.
    • Moderate Stamina: Trained for infiltration, fitness is important, but focus and avoidance takes precedence.
  • Talents:
    • Being Bajoran, she blends in better than the others. Undetectable in the Bajoran Shrine during the day.
    • Can construct low-yield IEDs from Components.
    • Can deactivate security measures (deactivates sensors and no reports from damage or weapons fire) in a location for one cycle. High Stamina cost.
  • Items:
    • Equipment: Tricorder
    • Components: **** low-grade Components
    • Latinum: Low
Independent:

Quark: A Ferengi bar-owner, he's always looking to make a buck--rather--some gold-pressed latinum.
  • Win Conditions:
    • Earn **** bars gold-pressed latinum before the game ends.
    • Survive until the end. Don't be incapacitated, incarcerated or die.
    • Secret: ???
  • Stats:
    • High Perception: Ferengi's large ears are very sensitive, so he's quite aware of his environment.
    • Moderate Blend: Being a Ferengi, being small of stature has its benefits, but Quark isn't known for being particularly stealthy.
    • Low close-range Combat acumen: He's a bartender, not a fighter. When the brawling starts, he's the first one down behind the bar.
    • Low Stamina: A successful Ferengi is generally pretty indolent since others do the work for him. Quark isn't that successful as a Ferengi, but he's got the sedentary part mastered.
  • Talents:
    • Operates as a fence at night. Can exchange equipment and components for gold-pressed latinum.
  • Items:
    • Fencing Inventory: Starts with several items for sale. Has a Security Override Device.
    • Latinum: Medium
Garak: The only Cardassian living on DS9, he works as a simple tailor, claiming to be a political exile from Cardassia Prime. Most suspect him to be a spy for Cardassia Prime, but he insists he would be executed if he returned home. He hates Gul Dukat and vice versa.
  • Win Conditions:
    • Earn **** bars of gold-pressed latinum before the game ends.
    • Survive until the end. Don't be incapacitated, incarcerated or die.
    • Secret: ???
  • Stats:
    • High Perception: You can rely on Garak noticing even the smallest detail. As a tailor, this is a critical trait. It clearly has nothing whatever to do with being a spy.
    • Moderate Blend (Day): Though a Cardassian, he's well-known on the station, so people tend not to take much notice of him.
    • High Blend (Night): He may claim to be a simple tailor, but if he doesn't want to be seen, he knows how to disappear without a trace.
    • Moderate close-range Combat acumen: Possibly trained in the art of subtle assassination, he probably knows how to kill the unsuspecting quickly while preferring to avoid physical confrontation.
    • High Stamina: Exercises regularly and maintains top physical conditioning, simply to put on a good face for his customers of course.
  • Talents:
    • Operates as a fence at night. Can exchange goods and parts for gold-pressed latinum.
  • Items:
    • Fencing Inventory: Starts with several items for sale. Has the Security Access Codes.
    • Latinum: Medium
Map:

Attached Image

There are several different sections of the ship that can be visited. The main concourse is the Promenade (the inner ring of the station), which has connections to Quark's and Garak's shops, the Medical Bay, the Bajoran Shrine and the Brig. Passages also lead to the Operations Center (the center of the station) and Residential Wings (the central ring of the station). The Residential Wings are split into 3 sections, Alpha, Beta and Gamma. Each Residential Wing connects to the Public Docks (Alpha, Beta, Gamma). Each Public Dock connects to a Repair Dock. Various disconnected Maintenance Shafts connect parts of the station together, if you know how to access them, bypassing the visible corridors.

Operations Center (Ops): Level 3 Security required to access. Commander Sisko's base of Operations. Lieutenant Dax's base of Operations. The location and type of weapon discharges are reported to anyone present in Ops.
  • Items:
    • Starfleet Intel Reports
    • Phasers
    • High-grade Components
Promenade: While primarily used as a means to reach the various locations in the Promenade, there is a second floor observation deck that provides an excellent view of the surrounding space, including the wormhole when it opens. It can also be used to quietly observe the comings and goings of people with business in the Promenade shops. Doesn't take time to pass through.
    • Activities:
      • Observe: Hang out on the observation deck and watch the "ships" go by. Increases Perception. Increases Blend.
    • Items:
      • Latinum
      • **** Components
  • Medical Bay: Doctor Bashir's base of Operations. Can be visited to heal Minor and Major Injuries. Each phase improves a character's state by 1. If Bashir is present, he has increased Perception of patients who use the facilities.
    • Activities:
      • Heal: Remove one level of Injury.
    • Items:
      • Medpacks
      • **** Components
  • Brig: Level 1 Security required to access. Odo's base of Operations.
    • Activities:
      • Escape: Players incarcerated by Odo can attempt to Escape their imprisonment. Escaping depends on their own Perception and whether they are under guard at the Brig. They can use Components to lower the threshold required to Escape. A successful Escape will not be immediately noticed.
      • Breakout: Players other than the Starfleet Crew can visit the Brig to attempt to Breakout the characters incarcerated by Odo. Breakout success depends on Security Access Level and Stats of characters involved in the attempt and the Stats of anyone guarding the Brig. A successful Breakout will be revealed in the Security Briefing.
    • Items:
      • Phasers
      • **** Components
      • Confiscated Items
  • Bar: Quark's base of Operations.
    • Activities:
      • Gamble at Davo table (Day): Chance to gain or lose gold-pressed latinum. Portion of your losses go to Quark. Raises Blend.
      • Eat/Drink (Day): Costs gold-pressed latinum (paid to Quark). Sit and observe the denizens of the bar. Raises Blend. Raises Perception. Raises Stamina.
      • Sit (Day): Raises Perception. Lowers Blend. Quark doesn't appreciate loiterers and his bouncers will pester you if you aren't a paying customer, which is likely to attract attention to you.
      • Fence (Night/Illegal): Can exchange gold-pressed latinum for Equipment or Components from Quark or his associates. Quark does not need to be present. He has increased Perception of patrons who visit his fencing operation.
    • Items:
      • Latinum
      • **** Components
      • Quark's Merchandise. The merchandise is always defended, so stealing is not free. NPC Ferengi guard Quark's stash when he's not around, but they can be overpowered.
  • Tailor: Garak's base of Operations.
    • Activities:
      • Purchase "clothing" (Day): Costs gold-pressed latinum (paid to Garak). Raises Blend. During fittings, you will be in the back of the shop and Garak (or his associate) is quite garrulous and will share some juicy tidbits he may have learned from Garak's observations of others. Information-gathering.
      • Browse (Day): Raises Perception. Lowers Blend. Garak's not in the habit of entertaining loiterers, so he will take notice if you aren't there to buy.
      • Fence (Night/Illegal): Can exchange gold-pressed latinum for Equipment or Components from Garak or his associate. Garak does not need to be present. He has increased Perception of patrons who visit his fencing operation.
    • Items:
      • Latinum
      • **** Components
      • Garak's Merchandise. The merchandise is always defended, so stealing is not free. NPC Bajorans guard Garak's stash when he is not around, but they can be overpowered.
  • Bajoran Shrine: Major Kira's base of Operations.
    • Activities:
      • Meditate (Day): Hide in plain sight. Greatly raises Blend. Raises Stamina.
    • Items:
      • **** Components
Residential Wings (A, B, C): The Maquis have taken up residence in one of the Wings to hide and blend into the crowds.
  • Activities:
    • Rest (not Cardassian Crew): Regain Stamina. Raises Blend. You are difficult to find when resting in your personal/rented residence.
  • Items:
    • Latinum
    • **** Components
    • Various Items. Breaking into random residences can yield new items, but may require fighting NPCs.
Repair Docks (A, B, C): Level 2 Security required to access. O'Brien's base of Operations.
  • Activities:
    • Hack Terminal: Gain one Section Map of your choice. Since it's behind a Level 2 Security door, it is not encrypted.
  • Items:
    • **** Components
    • Phasers
Public Docks (A, B, C): Cardassian base of Operations. The Cardassian ship is docked at one of the Public Docks.
  • Activities:
    • Rest (only Cardassian Crew): Regain Stamina. Raises Blend. Safely aboard your ship, you're unlikely to be found.
    • Hack Terminal: With Level 2 Security access, you can get one Section Map at a time. The hack will be reported to Ops/Sisko.
  • Items:
    • Latinum
    • **** Components
    • Various Items. Breaking into ships docked at the Public Docks can yield new items, but may require fighting NPCs.
    • Disruptor. Can find Disruptors if stealing from dock where Cardassians' ship resides.
Actions:
Players spend Stamina to take actions each phase. Some actions will regenerate Stamina. Actions usually target a section, not a player.
  • Patrol (multiple sections)/Guard (one section): Raises Perception. Lowers Blend. Raises Combat. Patrolling has a moderate Stamina cost. Guarding has low Stamina cost. Protect a location or look for opponents in one or more sections.
  • Recon: Raises Perception. Raises Blend. Lowers Combat. Low Stamina cost. Hide while observing a section or sections.
  • Scavenge/Steal: Scavenging Lowers Blend. Stealing Raises Blend. Moderate Stamina cost. Strip the section of Components or attempt to Steal Equipment.
  • Ambush: Lowers Perception. Raises Blend. Greatly raises Combat. High Stamina Cost. Prepare to attack enemies that enter a section through one or two entrances. Because they are focused on a limited area, they are less likely to notice enemies that enter from a different entrance than the one(s) targeted.
  • Disrupt Security: Lowers Blend. Moderate Stamina Cost. If successful, all sensors in the targeted location will be disabled and no damage or weapons fire will be reported for one Cycle.
  • Rest: Lowers Perception. Raises Blend. Lowers Combat. Regenerate Stamina.

Items:

Equipment:
Items that can be carried and used around DS9. They can be disassembled for Components.
  • Override Device: Reusable. Automatic override of Security Level 1, investing time can override a higher Security Level door.
    • Contains High-grade Component.
  • Security Access Codes: Reusable. Automatic access to all security clearance.
  • Section Map: Reveals all Maintenance Shafts in a section.
  • Medpack: Can be used to completely heal Minor Injuries. Can heal Major Injuries to Minor Injuries.
  • Tricorder: Reusable. Can identify lifesigns in a targeted location. Not effective in public areas during the Day. Learn approximate stats of people passing through the targeted section. Alternately, can learn the species passing through the targeted location.
    • Contains High-grade Component.
  • Phaser: Reusable. Standard-issue Federation weapon. Can be set to stun or Kill.
  • Disruptor: Reusable. Cardassian weapon of choice. Can be used to Incapacitate (painfully) or Kill.
  • Sensor: Can be placed at a location or transition. Will report all activity through the area/doorway to the character who placed it. Will not report anything if no one passed it. Gets dismantled for Components when someone Scavenges the area it's in.
  • Flash-bang Grenade: Sophisticated nonlethal weapon designed to reduce the Perception and Combat acumen of anyone other than the thrower.
    • Contains High-grade Component.
  • Explosives: High-grade explosives can be wired to remotely detonate to sabotage an entire region of the station. The Maquis intend to place these in the Repair Docks before escaping.

Components:
  • High-grade: required for building sophisticated Equipment, such as Explosives.
  • Medium-grade: required for building advanced equipment.
  • Low-grade: required for building equipment.

Fighting with Weapons

Players can use weapons offensively or defensively. When a player holds a weapon, they can choose what conditions they want to use it. Players must tell the host whether they want the weapon on Stun/Incapacitate or Kill and they need to inform the host if they don't want to use it reactively in defense (Using the weapon will be reported, so they may choose not to use it, even if they are attacked). Weapon use will precede regular combat. Weapon success is dependent on players' Perception and Blend. When attacking with a weapon, if a player's Blend is better than their target's Perception, they can inflict harm before the fight happens. If their Blend is significantly greater, then they can instantly incapacitate/kill their target. If they are more evenly matched, it will only injure the target. The situation reverses when defending with a weapon. If a defender's Perception is better than their attacker's Blend, they can injure the attacker before the fighting starts. If they are greatly mismatched, they can injure the attacker and force them to retreat without a fight.

The Flash-bang Grenade can be similarly used offensively and defensively. The holder can choose not to use it reactively when attacked, but if she does, it will reduce the attacker's combat stat. The effectiveness of the Flash-bang depends on Blend/Perception of both sides in the same way as with the other weapons.


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  Posted Aug 14 2016, 06:23 AM
This is a dream come true http://mafiamaniac.org/smile/biggrin.gif
need to re-read on a desktop though. Are the **** secret or not designed yet?


... A red bird of my desire came and sat upon my shoulder, and I wrote a note and tied it to its leg and sent it off into the west. It said, "I'll be back," and it was signed by me.
... I saw my earlier selves as different people, acquaintances I had outgrown. I wondered how I could ever have been some of them.
... *shrug* Good-bye and hello, as always.

Spoiler for The three laws of the ol' faithful goodie killer

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  Posted Aug 14 2016, 09:21 AM
Regardless of the outcome, please remember The Dominion will be here to help restore order and harmony when it is over.


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  Posted Aug 14 2016, 09:43 AM
good grief that is a lot of rules...looks fun! http://mafiamaniac.org/smile/muhaha.gif

This post has been edited by DarthMask: Aug 14 2016, 09:43 AM


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  Posted Aug 14 2016, 12:18 PM
I'm really not clear on how the abilities and movement around the map would work in practice. Suppose I'm a starfleet officer on the promenade...

If I guard the promenade, would I get a report at the transition to the next phase listing all the people I perceived going through the promenade? Would I have the option of attacking people who I see while I'm guarding? If so, would I get to see the report of who I perceived and say "Aura and GM came through, and I want to shoot Aura with a phaser on stun and attack GM hand-to-hand", or would I have to prospectively include when I submit the guard action a list of "If player X comes by then phaser them on stun, if player Y comes by then melee them, if player Z comes by then leave them be"? Similar question applies to actions like steal or ambush.

Is there a limit to how many sections I can patrol, or could I patrol the whole station if I want? Would it cost more stamina to patrol more sections, or would patrolling two sections cost just as much as patrolling the whole station?

With stealing, you steal from other players in the same section, right? Would you submit an action saying "I'll steal on the promenade" and anyone you see walking by you would rob blind or do you specify potential targets? When you try to steal from someone, does success or failure just depend on the perception and blend of the thief and mark, or other factors? If you get caught trying to steal, does the mark get informed that you tried to steal from them and/or get a chance to retaliate?

Can people just give stuff to each other if they want?

I didn't see just regular attacking as an action on the action list. If the previous phase report told you that you ended up in the same section as player X at the end of the phase, could you say "Melee attack player X" going into the next phase? Would the attack fail if player X moved to a different section at the beginning of the next phase?

If I'm on the promenade with a sack full of sensors and want to place them on each of the repair docks, could I submit an action list of "For the first part of the phase plant a sensor in Repair Dock Alpha, for the second part plant a sensor in Repair Dock Beta, and for the third plant a sensor in Repair Dock Gamma" or would I have to spend each part of a phase moving to an adjacent section until I make it to each repair dock? If I don't know of any secret maintenance shaft shortcuts, would I have to move from Repair Dock Alpha to Repair Dock Beta by going [Repair Dock Alpha] → [Public Dock Alpha] → [Residential Wing Alpha] → [Promenade] → [Residential Wing Beta] → [Public Dock Beta] → [Repair Dock Beta] or is there a shorter way? How much stamina would moving or placing a sensor (or other actions using items) cost? Can movement be combined with actions in the destination sector, like if I were in the Promenade heading to Repair Dock Beta could I say "For the first part of the phase rest in Residential Wing Beta, for the second part of the phase rest in Public Dock Beta, and for the third part of the phase place a sensor in Repair Dock Beta"?

Can a Starfleeter pick up the Intel Reports from the Operations Center and walk around with them? Can the Intel Reports be destroyed by Explosives to make the Maquis wincon impossible? Can Starfleet plant a Sensor and Explosives in Ops to incinerate anyone who tries to steal the Intel Reports?

Is there a reason why Starfleet wouldn't all claim their roles once the game starts, aside from making it possible for the Maquis to kill the Cardassians?
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  Posted Aug 14 2016, 01:22 PM
QUOTE (DarthMask @ Aug 14 2016, 08:43 AM)
good grief that is a lot of rules...looks fun! http://mafiamaniac.org/smile/muhaha.gif


Not to worry DM. plasmid will break it down. http://mafiamaniac.org/smile/lol.gif

Usually in a game like this I wait for someone like plas or araver to ask D1 something like, "mo did you do X last night so you could Y? “ then I lie and say "of course" and take notes.


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Sufficiently advanced cluelessness is indistinguishable from malice - Clarke's Law
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What' chu talkin' about, Willis? - Arnold Jackson

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  Posted Aug 14 2016, 04:09 PM
QUOTE (araver @ Aug 14 2016, 03:23 AM)
This is a dream come true http://mafiamaniac.org/smile/biggrin.gif
need to re-read on a desktop though. Are the **** secret or not designed yet?

There are a lot of pieces that I haven't put together yet and the **** are numbers I knew I needed, but haven't figured out what is fair.
QUOTE (Nana7 @ Aug 14 2016, 06:21 AM)
Regardless of the outcome, please remember The Dominion will be here to help restore order and harmony when it is over.

I actually came up with a concept that deals with the Dominion first, but it was more complicated, so I thought I'd start with this. http://mafiamaniac.org/smile/mafia.gif


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Two novels can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged. One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other involves orcs.
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  Posted Aug 14 2016, 11:49 PM
QUOTE (plasmid @ Aug 14 2016, 09:18 AM)
I'm really not clear on how the abilities and movement around the map would work in practice. Suppose I'm a starfleet officer on the promenade...

If I guard the promenade, would I get a report at the transition to the next phase listing all the people I perceived going through the promenade? Would I have the option of attacking people who I see while I'm guarding? If so, would I get to see the report of who I perceived and say "Aura and GM came through, and I want to shoot Aura with a phaser on stun and attack GM hand-to-hand", or would I have to prospectively include when I submit the guard action a list of "If player X comes by then phaser them on stun, if player Y comes by then melee them, if player Z comes by then leave them be"? Similar question applies to actions like steal or ambush.

As I envision it, Aura and GM are the disembodied voices speaking in the open Comm (main thread). A player will never perceive Aura or GM, they will see Sisko or Dukat or Eddington. I'm not sure how this would effect the mafia dynamic or how player interact on the main thread. I think this can help with many of your questions below, particularly asking why SF wouldn't all just claim a role. If there's no easy way to tie players to roles and characters are always moving around and most actions take place on locations rather than players, it changes the dynamics and claiming roles won't have as big an impact as in other mafia-style games. I was sort of thinking of Yourichi-san's unsuccessful Death Note mafias. She tried to encourage the task force to coordinate by communicating in the open. It never got tested because the Death Note holders were too powerful, but I'm imagining a similar dynamic.
QUOTE (plasmid @ Aug 14 2016, 09:18 AM)
Is there a limit to how many sections I can patrol, or could I patrol the whole station if I want? Would it cost more stamina to patrol more sections, or would patrolling two sections cost just as much as patrolling the whole station?

In terms of patrolling, my intention was that you could patrol one section per time period. It's essentially Guarding 2-3 areas rather than just one.
QUOTE (plasmid @ Aug 14 2016, 09:18 AM)
With stealing, you steal from other players in the same section, right? Would you submit an action saying "I'll steal on the promenade" and anyone you see walking by you would rob blind or do you specify potential targets? When you try to steal from someone, does success or failure just depend on the perception and blend of the thief and mark, or other factors? If you get caught trying to steal, does the mark get informed that you tried to steal from them and/or get a chance to retaliate?

http://mafiamaniac.org/smile/hm.gif I have to admit I haven't necessarily considered all aspects of stealing. I guess as I see it, you submit characters or factions you want to steal from and you would prefer those targets if you see them in the area. Success/failure does depend on perception and blend. If you are detected by your target, then it would probably lead to a fight.
QUOTE (plasmid @ Aug 14 2016, 09:18 AM)
Can people just give stuff to each other if they want?

Yes, they could. If they are in the same area, they could pass items. You could request to pass an item to a particular character if you see them. So Bashir could give an instruction as part of his actions to give a Medpack he's holding to Sisko if he sees him. In the event that they do cross paths, Sisko will receive the Medpack at that point.
QUOTE (plasmid @ Aug 14 2016, 09:18 AM)
I didn't see just regular attacking as an action on the action list. If the previous phase report told you that you ended up in the same section as player X at the end of the phase, could you say "Melee attack player X" going into the next phase? Would the attack fail if player X moved to a different section at the beginning of the next phase?

This is reminding me of an action that I intended to add as an alternative to Recon: Follow. With Follow, if you see a character while on Recon, you can opt to Follow, which behaves like Recon, but you attempt to follow them as they move through the station. As long as your perception is high enough and their blend is low enough, you can keep tabs on them and their activities. If they enter an area where their blend is higher and you lose them, you'll find a safe place to rest. In terms of attacking, the scenario you describe would most likely occur when someone is on Recon and spots an enemy and they stop at the same place. If the person on Recon chooses to Ambush the target at that location, then I suppose it will take place first, before the target leaves. There could be a regular Attack action that works similarly to Ambush used for situations where you know where the target is.
QUOTE (plasmid @ Aug 14 2016, 09:18 AM)
If I'm on the promenade with a sack full of sensors and want to place them on each of the repair docks, could I submit an action list of "For the first part of the phase plant a sensor in Repair Dock Alpha, for the second part plant a sensor in Repair Dock Beta, and for the third plant a sensor in Repair Dock Gamma" or would I have to spend each part of a phase moving to an adjacent section until I make it to each repair dock? If I don't know of any secret maintenance shaft shortcuts, would I have to move from Repair Dock Alpha to Repair Dock Beta by going [Repair Dock Alpha] → [Public Dock Alpha] → [Residential Wing Alpha] → [Promenade] → [Residential Wing Beta] → [Public Dock Beta] → [Repair Dock Beta] or is there a shorter way? How much stamina would moving or placing a sensor (or other actions using items) cost? Can movement be combined with actions in the destination sector, like if I were in the Promenade heading to Repair Dock Beta could I say "For the first part of the phase rest in Residential Wing Beta, for the second part of the phase rest in Public Dock Beta, and for the third part of the phase place a sensor in Repair Dock Beta"?

I didn't mention it specifically, but I wanted people to only have a limited inventory space. You don't ever see anyone walking around with a "sack" of anything. They maybe have a datapad or a Tricorder and a few items on their utility belts, but otherwise they are hands-free. So you could maybe carry around one or two items, but not a sackful. In terms of getting around the ship, travel time is supposed to be part of it. The Promenade is the only area that doesn't take time to pass through. If you had 2 sensors and you wanted to get from Repair Dock Alpha to Repair Dock Beta, the most efficient way would be [Repair Dock Alpha] → [Public Dock Alpha] → [Repair Dock Beta]. Each of the public docks connect to each other if you go around the outer ring. To get around, I thought people would primarily be using Recon and Patrol. I could make a Sprint action that basically negates your Perception and Blend, but allows you to move through multiple sections in one time period. Item use in general is instantaneous unless it states otherwise.
QUOTE (plasmid @ Aug 14 2016, 09:18 AM)
Can a Starfleeter pick up the Intel Reports from the Operations Center and walk around with them? Can the Intel Reports be destroyed by Explosives to make the Maquis wincon impossible? Can Starfleet plant a Sensor and Explosives in Ops to incinerate anyone who tries to steal the Intel Reports?

The Intel Reports are a data file only accessible from Ops. They aren't something you can physically take and run around with. Essentially, the Maquis would be taking a copy on a datapad if they succeed in stealing it, but it would still be there in the main computer as well.
QUOTE (plasmid @ Aug 14 2016, 09:18 AM)
Is there a reason why Starfleet wouldn't all claim their roles once the game starts, aside from making it possible for the Maquis to kill the Cardassians?

I tried to address this above, but I also want to add that there is a bunch of secret information, so there may be reasons to keep your identity to yourself.

I'm thinking of adding a couple additional items as well for sale from Quark and Garak:

Stimpack: Single use. Lasts one Phase. Increase Perception. Decrease Blend. Lose 10% of max Stamina when it wears off.

Chill Pill: Single use. Lasts one Phase. Increase Blend. Decrease Perception. Stamina regenerates more slowly the next time you Rest.

These would allow players to modify their stats to help in a fight or to avoid detection if they would otherwise be seen.


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Two novels can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged. One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other involves orcs.
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  Posted Aug 15 2016, 06:08 AM
Cloud 9 is my game...... http://mafiamaniac.org/smile/giggle.gif


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  Posted Aug 16 2016, 01:31 AM
One "big picture" question is how you would want the mechanics to work regarding players interacting with who they run into during the three potential moves per phase. If I'm understanding it correctly, in order for people to really act and react the way they want, they would have to be able to submit actions along the lines of:

"Recon the Operations Center, then rest at the Promenade, then recon Quark's. If I see Calvin Hudson during any of that, then melee him. If I see either Michael Eddington or Ro Laren but not Calvin Hudson, then they would whoop my butt in combat so just follow them, with Ro Laren being the highest priority to follow if I encounter both Ro Laren and Michael Eddington simultaneously. If I don't see either of them but I do see a Starfleeter with either major injury or incapacitation then use my medpack on them. If none of those occur and I see a Cardassian then try to steal their disrupter. Lowest priority below all of those is that if I see either Quark or Garak then follow them if they move or recon the place if they're not moving."

So to make it realistic to process actions from thirteen players, you might have to set limits on how much people can specify in their actions, or set some structure to it that would make it easier for you to handle. Or process only one action per phase (multiple actions if they would occur simultaneously) so people can be told what's going on around them at each step and decide their actions accordingly, although that might really drag the game out.
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  Posted Aug 16 2016, 10:51 PM
QUOTE (plasmid @ Aug 15 2016, 10:31 PM)
One "big picture" question is how you would want the mechanics to work regarding players interacting with who they run into during the three potential moves per phase. If I'm understanding it correctly, in order for people to really act and react the way they want, they would have to be able to submit actions along the lines of:

"Recon the Operations Center, then rest at the Promenade, then recon Quark's. If I see Calvin Hudson during any of that, then melee him. If I see either Michael Eddington or Ro Laren but not Calvin Hudson, then they would whoop my butt in combat so just follow them, with Ro Laren being the highest priority to follow if I encounter both Ro Laren and Michael Eddington simultaneously. If I don't see either of them but I do see a Starfleeter with either major injury or incapacitation then use my medpack on them. If none of those occur and I see a Cardassian then try to steal their disrupter. Lowest priority below all of those is that if I see either Quark or Garak then follow them if they move or recon the place if they're not moving."

So to make it realistic to process actions from thirteen players, you might have to set limits on how much people can specify in their actions, or set some structure to it that would make it easier for you to handle. Or process only one action per phase (multiple actions if they would occur simultaneously) so people can be told what's going on around them at each step and decide their actions accordingly, although that might really drag the game out.

You've really struck upon the conundrum that I was trying to unravel here. One action per physical day is really slow and I don't the game would finish in a reasonable amount of time without significant alterations to its structure, but too many actions per real life day leads to weird corner cases and conditionals. In the current structure, I was thinking a few conditionals, like give Sisko Medpack, would be OK, but I would try to limit the specificity. If everyone submitted something like what you described above, it would be basically impossible to keep actions straight. I was sort of thinking that you could have a faction-level default against people outside your faction, so fight/follow Maquis, steal Disruptor from Cardassians would be the most granular action for a Starfleet officer. I can still see that getting pretty complicated in some situations. http://mafiamaniac.org/smile/worried.gif

I have a couple alternatives that I think could be workable, but I'm not sure how ideal they would be or how much they could impact the game:

1. Each phase is still a real life day with three segments. You can queue up your actions as you would in my current arrangement. You can change your mind up until the point when everyone has submitted an action for the first segment. At that point, the first segment "happens" and people are updated (though no Day/Night post). Then people can change/submit actions for the second segment and once everyone has submitted something, it "happens" and then repeat for the third segment.

This makes for a more dynamic game that doesn't run into the conditionals since you should always have a chance to choose a new action based on updated information, but it would require more active players and hosts, which could be difficult due to timezones and other restraints. It sounds feasible, but I'm not sure how well it would work in practice and there could be other concerns that I haven't considered.

2. Each physical day is one Segment, so three days represent one Night, the next three represent one Day. However, movement through the station would change. Travel is "instantaneous" in that you can reach any point in the station every Segment and then take an action there. To reach the location, you do have to submit a route from your current location to the destination. If two players' routes cross, it might lead to an encounter which interrupts your intended action.

This would slow down the passage of time, but it wouldn't slow things down in terms of actions so much since you don't have to account for travel time. It might still lead to weird conditionals based around the "encounters," but that would only ever be for one Segment, rather than a full Cycle. If travel is immediate, I haven't considered how this would impact players' objectives. It might make it too easy for the Maquis to reach their targets, or too easy for SF/Cardassians to defend them.

I wanted traveling to be factor to force players to make choices about where they need to be to be the most effective. Can they afford to make the trip to the far side of the station to investigate a weapons discharge if their current location might be attacked in one of the time periods when they are gone? If Sisko's in Ops and learns that someone fired a weapon in Public Dock Alpha, rather than go himself and then be back the next Segment (in this model), he might choose to call it out on the main thread and ask that one of the closer crew members head over to investigate. Fast travel would limit this aspect of the game that I thought made it interesting and unique.


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  Posted Aug 16 2016, 11:05 PM
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  Posted Aug 17 2016, 12:20 AM
Have you played Final Fantasy with a Gambit system? I think it was done in FF XI or something. But it involved making a list of priorities for each member on your team that they would execute if a condition was met; like you make your healer 1. Cure anyone who's poisoned, 2. Heal anyone with <30% HP, 3. Use a potion on anyone with <30% HP (which would only kick in if #2 failed because you're silenced or out of mana or smth), 4. Revive anyone who's dead, 5. Attack a mob. Later numbered actions only kick in if none of the preceding numbers get invoked.

If you can come up with a rigorous way of having people specify what they would do for each portion of a phase like that which would evaluate deterministically and unambiguously, then you probably could run it like you want. (Not saying it wouldn't be a pain in the butt to process actions, but it should be doable.) It would just be a matter of you coming up with a system that you feel could be processed unambiguously and be reasonably intuitive for players to use.

This post has been edited by plasmid: Aug 17 2016, 12:21 AM
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  Posted Aug 18 2016, 03:05 AM
QUOTE (plasmid @ Aug 16 2016, 09:20 PM)
Have you played Final Fantasy with a Gambit system? I think it was done in FF XI or something. But it involved making a list of priorities for each member on your team that they would execute if a condition was met; like you make your healer 1. Cure anyone who's poisoned, 2. Heal anyone with <30% HP, 3. Use a potion on anyone with <30% HP (which would only kick in if #2 failed because you're silenced or out of mana or smth), 4. Revive anyone who's dead, 5. Attack a mob. Later numbered actions only kick in if none of the preceding numbers get invoked.

If you can come up with a rigorous way of having people specify what they would do for each portion of a phase like that which would evaluate deterministically and unambiguously, then you probably could run it like you want. (Not saying it wouldn't be a pain in the butt to process actions, but it should be doable.) It would just be a matter of you coming up with a system that you feel could be processed unambiguously and be reasonably intuitive for players to use.

http://mafiamaniac.org/smile/hm.gif I haven't played with the Gambit system explicitly before, but it does seem like it could provide the flexibility that I'm looking for. I have used it to a limited extent in other games, but they didn't refer to it by name. I'd have to think about the right level of balance to ranking actions. If you've ever heard of the board game Diplomacy, I was sort of thinking along those lines in part.

In a nutshell, Diplomacy is an attack and defend game like Risk, but there are no dice and every result can be deterministically processed. All the players can talk publicly and privately as much as they want (within self-determined limits), then they write down a series of actions for all of their game pieces. Once all the actions are written down, they reveal them at the same time and then they are all executed at the same time. Since each unit on the game board can only perform one action per turn, I don't think the order of the actions matter.

I tried to play it with some friends but it took way too long and there were some pretty complicated corner cases and we eventually abandoned it. They try to help you out by explaining all the different possibilities in the back of the instructions, but the explanations are longer than the whole rest of the rule book. Admittedly, this would be more complicated in some ways than Diplomacy, but I think the forum format actually is a benefit for this sort of game anyway since it can be asynchronous. We don't all have to be deciding things together at the same time.

I'll think about the Gambit system. Thanks for the suggestion! http://mafiamaniac.org/smile/biggrin.gif


A good programmer is someone who always looks both ways before crossing a one-way street.

Two novels can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged. One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other involves orcs.
--John Rodgers
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  Posted Sep 8 2016, 02:43 AM
Deep Space 9 Mafia: The Maquis Strike

The oppressive occupation of Bajor has recently ended with the signing of a peace treaty between the Federation and the Cardassian Union. The treaty freed the planet Bajor and its orbiting space station, Terok Nor, and led to the exchange of colonial territories in the nearby sector of space known as the Demilitarized Zone. Though Bajor remained an independent, sovereign planet, the fledgling republic graciously accepted the Federation's protection and granted the Federation administration over the space station, which the Federation renamed Deep Space 9. Commander Benjamin Sisko took command of DS9 with Major Kira Nerys, chief liaison officer of the Bajor militia, as his second-in-command. With the discovery of a stable wormhole to the Gamma quadrant nearby, Bajor and DS9 became a hub of trade and exploration on the edge of Federation space.

Unfortunately, tensions continued to grate between the Cardassian colonists and the Federation and Bajoran settlers still living in the Demilitarized Zone. Many of the colonists from both sides refused to relocate and became residents of the other government. The former citizens of the Federation reported Cardassian ships attacking their settlements and tacitly arming the incoming Cardassian colonists. Their pleas to the Federation fell on deaf ears and they felt they had to take matters into their own hands. To fight back they formed the Maquis, a band of guerrilla fighters dedicated to striking back at the Cardassians. The Federation disavowed the rebels and under pressure from the Cardassian Union, they attempted to squash the freedom fighters/terrorists. This caused rifts within the ranks of the Federation and Starfleet, with many officers defecting to the Maquis and lending their tactical experience to advance the Maquis' cause.

Recognizing that DS9 was Starfleet's primary refueling/repair station in the sector, the Maquis decide that in order to stop the Federation from crushing the rebellion they must take drastic action. They hatch a daring plan to sabotage the space docks aboard DS9 and steal Starfleet intelligence reports in order to cripple Starfleet's capability to reinforce the sector and hunt down the Maquis. The Maquis quietly sneak a small team of operatives aboard the space station. They aim to plant explosives to destroy DS9's fuel depot, steal the intel and then escape. As many Maquis are former Starfleet officers, both sides hope to keep casualties to a minimum. Once they arrive, they hack into the Starfleet comm network and sabotage the Crews' Universal Translators, preventing them from communicating securely and garbling the identification codes so no knows who is communicating on the channel.

In a sign of good faith, a Cardassian envoy arrives carrying Gul Dukat and his second-in-command Glinn Damat to warn Commander Sisko that the station is under threat by the Maquis. They offer to assist Starfleet to find the radicals.


Spoiler for Format

Spoiler for Stats

Spoiler for Roles

Spoiler for Map

Spoiler for Actions

Spoiler for Items

Spoiler for Fighting with Weapons


Proposals/Questions

Actions

Plasmid's idea using the Gambit system for actions seems promising. I'm still working on ironing out the exact mechanics, but it seems reasonable for players to be able to choose a set of actions for a phase, with a set of "instructions" that dictate how to make decisions in the middle of a phase. I'm thinking that players would submit their 3 actions and 5 gambit instructions. The instructions would be for passing items to allies they meet or determining whether to fight or retreat against certain characters or follow or steal from characters. If a situation comes up that isn't covered in the 5 instructions, then each faction has a default for when finding enemies. The Crew and the Cardassians will confront/attack by default, while the Maquis and the independents will retreat by default.


Night/Day Post Information

I'm not exactly sure what info should go in the phase-end posts. I'm imagining them like the Daily/Nightly Station Brief, designed to summarize the activities reported aboard the station, but I don't know what would make it into the report since most of the time the actions of players will be known only to those directly affected. If someone is discovered incapcitated or dead or thrown in the Brig, then that will go in the report, but other actions aren't so clear to me.

One idea I'm toying with is basically making the Crew's actions public. They report what they did each day/night and it makes it into the Brief. The report is being "broadcast" on the open channel, so the others get to hear it. As the Maquis, the Cardassians and the Independents aren't Crew, they don't report in on their activities and they only get mentioned if something happens that is fully public (e.g. incapacitated, dead, etc.) or as they interact with the Crew. I'm not sure what effect this would have on the choices the Crew make if everything they do will be reported. If this could cause issues, maybe the players can vote which of the character's actions will remain secret each period. The voted for character will be "trusted," allowing them to act without reporting in. http://mafiamaniac.org/smile/unsure.gif


Item Sales/Pricing

I haven't given much consideration to pricing and the fencing. I thought it would be an interesting machanic to have these Independents who are playing their own rivaly without being directly involved in the main goings-on. I want to keep the economy very simple since I don't want to do too much to keep track of it. I considered making the fencing interactive, allowing players to haggle with the two independents, but I couldn't come up with a sensible way to make that work within the confines of the current game. I was trying to figure out some way maybe involving separate forums similar to the Trap forums from Mafia Noir 2 where the proprietor and buyers would use special accounts, but I couldn't figure out when they would be "open" and it seemed like they could proliferate if several people came to buy/sell.

It seems more reasonable that each day, the fences would choose which items are for sale from their stash (which would be announced in the Day post) and then players would be able to buy them first come, first serve in the night. If two people both arrived at the same time interested in the same item, they probably would end up fighting/running and neither would get to buy. In this scenario, all prices would be fixed based on the rarity and importance of the item to the players' objectives.


Hosting

I don't have a particular date when it would be better for me to host this and I'm not sure how much more this needs to bake to be ready, but I haven't hosted something on MafiaManiac in a long time (if at all), so I would appreciate a co-host if someone with more experience hosting were interested in seeing this game from the other side. In that regard, I also wouldn't mind a second set of eyes for the secret info that I have surrounding the game, just to make sure I'm not going too crazy with things.


A good programmer is someone who always looks both ways before crossing a one-way street.

Two novels can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged. One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other involves orcs.
--John Rodgers
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