Posts from Mafia: general discussions.
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No one complains about random redirection, even though it's far worse.
The player using this ability perfectly understands what they are doing and assesses the risks.
Ah, but there's still not enough defense; we'll definitely break through!
Ah, what is this? There's defense here! And it's unclear whether we'll break through it on the second try or not! And we might not break through on the third try either, ugh!
I wasn't saying that a "maniac" needs 80% defense, as it's an important role. But a "checker" can definitely have it. Twenty-five percent. Or fifty, if they are strong enough.
And since we're talking about percentages, I want to share another idea. I had an idea for a set based on "Lexx" (a completely crazy space opera about three and a half clinical idiots in a space dragonfly) back when I was working on the "Stvol" and "Karavany" (presumably game elements). I planned to create a role that would have a small chance (20-25%) of ignoring absolutely any action directed at it, from status checks and healing to mega-super-ultra-imba-annihilating attacks (those who have watched "Lexx" might even be able to guess who I wanted to give this ability to). In addition, I was thinking about an ability that would guarantee to bypass this, but with certain difficulties, and this probability would not apply to executions. Percentages aren't as popular now, but I think this idea still has merit, especially for certain characters.
Oh, and by the way, you probably won't see a "Lexx" set in this lifetime; forget about it.
🏹🎪+⛓️♿=💕
for the second case, there is an alternative: when a role with 80% protection, some mega-cool maniac, suddenly sees his red nickname in the morning report...
Added 2 minutes ago
Percentages and randomness add more excitement to the game, which is needed in Mafia.
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.
(Закон сохранения).
You're just upset because of the unlucky percentage-based defenses.
And it's even more appropriate to leave it for a "maniac," because there's a chance that their only defense will be broken early on, and even if it's just by chance. Then someone else will finish them off, and that's it. So, it doesn't necessarily depend on the player's skill; they can be killed for various reasons. And this randomness can help the "maniac" last until the end. After all, people are used to winning with overpowered "maniacs," but in the early games, just making it to the final was an achievement.
and it doesn't need to be connected. I just remembered.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
It shouldn't be related anyway. Just came to mind.
or you're just upset that I won again with an overpowered unit.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт