If the game was over the thread title would reflect that.
Just sayin'
You realize that you failed your win right, and that we cochrans achieved ours? And that Mr. B even said he's extending the end a day for other purposes but the mafia won
If the game was over the thread title would reflect that.
Just sayin'
You realize that you failed your win right, and that we cochrans achieved ours? And that Mr. B even said he's extending the end a day for other purposes but the mafia won
You realize that I'm not even caring.
I get to hurt something tonight.
I could care less that we lost
(ok, that's not true, I do care that we lost, that sucks.)
Everyone is now free to post away. Results will be coming once I can process the results with Infidel and go over the epilogue narration with cj.
In the meanwhile, I will be posting some other reference things for you all to take a look at. For starters, you can check out the behind-the-scenes actions at the Program Headquarters (which includes links to Proboards - board owners, please start unlocking them).
A minor note about looting: all non-equipped items were looted from a slain unit by their killer or killers. If there were multiple people who made the kill, then items were split up randomly. The inventory of players killed in the Story Phase (via vote, mafia, vig, or inactivity) was removed from the game; they were not redistributed.
Cochran Spies (Mafia)
At the end of the sign-up period, 15% of the players (14) were selected to be part of the Cochran Spy faction. On day 0, these players were allowed to select any two stats for their bonus. In addition, all Cochran players started out with two pieces of equipment.
Each night, Cochran players could choose one player in any zone to kill. The majority of the spies’ power was meant to be through their NPC units. On Day 0, each player selected two units to deploy in any of the outer-ring regions (U-Z). Every day afterwards, one more unit could be deployed, as long as the total number of units they were controlling was within a capped limit (three our four depending on the day). If all players were at the unit capacity limit, then the group could, as a whole, deploy a single additional unit. Any NPC units controlled by eliminated players would be transferred to other Cochran players to control.
At the start of the game, all NPC units were of level 1, came deployed with one basic weapon, and were restricted to the classes of Fighter, Mercenary, and Soldier. NPC units all followed the base stats, and received no bonuses like players. On Day 1, Archers, Clerics, Knights, Myrmidons, and Pirates were added to the deployable unit selection. On Day 2, Cavaliers, Mages, Monks, Nomads, Shamans, Thieves, and Troubadours could be deployed. On Day 3, Pegasus Knights and Wyvern Knights were unlocked for deployment, so that all class types could be created.
On Day 4, Level 2 units were deployable. On Day 8, Level 3 units were deployable. Over the course of the game, units’ equipment gradually increased from a single basic weapon to two upgraded weapons. For Day 7, the unit reinforcement cap was set to three, but on Day 9, all living players were allowed to make a single unit regardless of the number of units controlled.
By default, NPCs were set to attack random non-Cochran players in their zone. They were able to do all the same actions as players, including being set to attack specific Cochran players (or attack blocking Cochran players if set appropriately). If they were set to target a player, if their target was eliminated before their turn, they would attack a random non-Cochran player, similar to the players’ target redirect when attacking an NPC.
NPC units had movement restrictions that differed from the players’. While they could move freely around the outer-ring zones, if they were to move into or among the inner zones, they needed to outnumber the non-Cochran units in their starting zone to make any movement at all. (This is similar to the condition for players in making a second move, but applied for the first move as well.) Cochran players counted as neither enemies nor allies for the purposes of movement or the ‘overtake Odam’ win condition.
After all nations and stat bonuses were chosen on Day 0, village specials were selected randomly, based on nation choice. Each nation had one Lord, who came equipped with a unique Lord item, and one Adjutant (with the exception of Chira, which had Retainers instead) that could gain the ability of their respective Lord, should the Lord become eliminated. All Lords and Adjutants/Retainers started with two items in their inventory, three in the case of Lords when including the unique item.
Teion: Lord Accessory: Strength Band (STR +1), Lord Ability: Lethality (Vigilante) – Each day, the Lord may select one player in their zone to assassinate, killing them without fail unless guarded.
Dural: Lord Accessory: Defense Band (DEF +1), Lord Ability: Iron Wall (Guardian) – Each day, the Lord may select one player in their zone to protect from all damage in combat or by player ability. They may not use their ability guard themselves.
Sandal: Lord Accessory: Skill Band (SKL +1), Lord Ability: Support – Each day, the Lord may select one other player in their zone to support, increasing all stats except HP by 1 for the day’s combats. They may not use their ability to support themselves.
Ravana: Lord Accessory: Resist Band (RES +1), Lord Ability: Influence (Power Vote) – The Lord’s vote counts as three times that of all other players. Any ties are broken in this player’s favor.
Ludein: Lord Accessory: Speed Band (SPD +1), Lord Ability: Tactics (Information) – Each day, the Lord may ask a question about the makeup of the remaining players in the game (i.e. how many members of Ludein remain, or how many players hold a Vulnerary). They may not ask questions about specific players (seering) or how many mafia members remain.
Miras: Lord Accessory: Magic Band (MAG +1), Lord Ability: True Sight (Seer) – Each day, the Lord may select one player in their zone to inspect. The Lord will learn that player’s class, nationality, stats, inventory, and whether they are part of the mafia or not.
Chira: Lord Accessory: Health Band (Max HP +2), Lord Ability: Loyalty (Mason) – The Lord starts out with knowledge of a number of retainers whom he can truly trust, knowing that they are definitely not mafia. All retainers also know the Lord’s identity at the start of the game.
Lords, Adjutants, and Retainers:
Tradelands of Teion
Lord: Jason Todd
Adjutant: SpectralSpork
Dural Mountains
Lord: B:L
Adjutant: Fatal3RR0R
Deserts of Sandal
Lord: TehSloth
Adjutant: Elldren
Coasts of Ravana
Lord: enlightenedbum
Adjutant: Lightblade
Post-Game Commentary
Before I get into the commentary for the game’s design, I just want to make some acknowledgments and special thanks. First and foremost, Infidel, for his most excellent coding and backend implementation, not only with the stat pages, but also the automatic results calculator. It was a huge, huge help and a great boon to the game’s smooth running. Thanks also for some commentary on the mechanics prior and during the game. Big thanks also go out to cj iwakura, for providing the daily narration. You were a big help in helping get results out with flavor.
Special thanks to FE Planet, Serenes Forest (linked in the OP), and Spriters Resource for having so many of the graphics from the video games that were taken and used for the game. Special thanks to Youtube for a convenient place to find game music, to set the mood a little bit better. And it would be amiss of me to fail to thank Nintendo and Intelligent Systems for making the games that inspired the Phalla. It’s a great tactical RPG series – quite difficult – but great.
Special thanks also to the players, without which this game would not be possible.
In the design of this Phalla, I knew that I wanted to try out a ‘traditional’-type game with a large uninformed village against a small informed mafia (as opposed to a ‘factional’-type game). For the Fire Emblem theme, I knew that I wanted to let people choose classes for personalization. Originally, I didn’t want to have a complex tactical battle system, but as things started developing, the tactical, zone-based combat system kind of came out. Still, I tried my best to make a simple, straightforward game that, aside from the tactical combat, played very much like a Phalla.
Class statistics were somewhat based off the base stats used in the game, but rebalanced so that stat-wise, they would be approximately equivalent. Cavaliers took a small hit in stats for initial versatility, and magic-based classes also had lower overall stats for magic’s general power. Thieves were weaker for their special skill and flavor, as were the healing classes of Cleric and Troubadour. Combat formulas were mostly based off the game, but reworked to account for the loss of a Luck stat and to account for the fact that stat values would be relatively low. Item statistics came almost straight from the games, with very little tweaking.
When thinking about the mafia abilities, having controlled non-player units seemed natural with the ‘siege’ scenario. I gave the Cochran spies a free universal kill just in case they needed it, but for the most part I expected their kills to mostly come from NPC control. Spies also had the option to try and attack other players in the Player Phase if they were feeling risky, which they did in fact do. Player Phase and Enemy Phase were separated for a few reasons: first, it’s an appropriate match to the original video games’ mechanics. Second, it makes sense to give the players the initiative advantage. Third, it encourages spies to be trickier with their plays. Originally, a move-action system was in place; discussions with Infidel changed it to the action-move system found in the actual game.
Ultimately, I felt like the mafia had a lot of potential to be overwhelming quickly. I instated a unit cap and reduced the mafia population from an original 20% to the 15% used. The NPCs’ ‘overtake Odam’ condition was not meant to be possible until the very end, but I was surprised in the last few days that the NPCs were able to take over Odam. I had expected more losses to keep things balanced – but that’s the way things played out.
To match the power of the mafia, I left some exploits for the village specials. For example, the Lords were given unique items for easier networking. But that was small, compared to the Ludein Lord’s Tactics ability, which turned out to be a point of contention and consternation. Each night, the Ludein Lord could ask about population statistics, such as the number of players in a nation, or how many players owned a certain item, except that questions about the Cochrans directly could not be asked. And so, for the first seven nights, Eipnoom asked about the population counts from the other nations, and then the nation-calling occurred. I didn’t expect that to be such a breaking strategy. The Cochrans were caught off guard and got almost completely exposed by the overcounts in the nation roll. If the allied players had been able to kill the NPCs more efficiently in the last few days, the Cochran spies would almost certainly have lost. I definitely made a big misjudgment in the latent power of the Tactics ability, and should have taken steps to avoid the exploit from being overpowered. At the very least, I should have given the Cochrans a demographics listing at the start of Day 1. I probably should have changed the Tactics ability to something else (such as an action seer). But we all learn from our mistakes (or one would hope), and I hope you will forgive this oversight on my part.
Overall, I’m quite pleased with how the game flow went, nation-calling exploit aside. I knew that the mechanics in place had the potential to create a volatile and unpredictable game, things went rather smoothly. I was incredibly pleased to see that all the players that signed up actually filled out their Day 0 class, nation, and bonus stat information. No small feat for having over 90 players. Players held out in the inner ring up until the end of the game, creating a pretty nice storyline borne out through actions. The game went a bit longer than I had expected – I was thinking that there would be more PvP activity, but people were pretty quick to shut that idea down except for special cases. But in the end, I think the game was mostly a success. Mistakes were certainly made, but I hope that the net result for you was a fun and engaging game.
On a final note, with the system that Infidel coded up for this game, we’re looking forward to running Phalla Royale III with the original concept creator, Ardor, in a couple months. Phalla Royale’s got a number of similarities to this game, but it’s a purely factional free-for-all affair. It’ll be run as a non-Phalla, and should be a nice diversion from the usual. Look forward to it, won’t you?
Death Stats (up to Day 12) – Apologies for any mistakes that have been made.
Causes of Death - Players
Day 1
Lady Eri – Killed by the vote
Lightblade – Killed by Cochran spy kill
Day 2
abotkin – Killed by non-player units
Fatal3RR0R – Withdrew from game
Kay - Killed by Cochran spy kill
The_Reflection - Killed by the vote
Day 3
Andrew Ryan – Killed by enlightenedbum and warban
Darian - Killed by Cochran spy kill
eeccccoo tthhee ddoollpphhiinn – Killed by the Teion Lord
jackisreal - Killed by non-player units Neville – Eliminated for inactivity Plutonium – Killed by the vote
PsychoCucumber - Eliminated for inactivity
Sticks - Killed by non-player units
Zellpher - Killed by Obbi
Day 4
Grath - Killed by Gumpy
Jason Todd - Killed by Cochran spy kill
Obbi - Killed by the vote
Orange Soda - Killed by non-player units
Day 5
Burnage - Killed by non-player units
Chen - Killed by Mr. Defecation
Dac Vin - Eliminated for inactivity
enlightenedbum - Killed by non-player units
Maximus - Eliminated for inactivity
Nion - Killed by the vote
Shabooty - Eliminated for inactivity
Ultros64 - Killed by non-player units
Zandracon - Killed by the Teion Adjutant
Day 6
Azoth - Killed by the Teion Adjutant
B:L - Killed by Cochran spy kill
Daius - Killed by non-player units
El Skid - Killed by non-player units
Hylianbunny - Killed by FunkyWaltDogg Malkor - Killed by the vote
Matatat - Killed by LightRider and Romantic Undead
TehSloth - Killed by non-player units
Day 7
crimsoncoyote - Killed by Gumpy Hermenegilde - Killed by the vote
kime - Killed by Cochran spy kill Loxx - Killed by DevoutlyApathetic
narvinye - Eliminated for inactivity
stormwind - Killed by non-player units
Tommy2Hands - Killed by non-player units
Toxic Toys - Killed by the Teion Adjutant
Day 8
KrataLightblade - Killed by non-player units
MacGuffin - Killed by the Teion Adjutant Romantic Undead - Killed by the vote
Spectrum - Killed by Cochran spy kill
Day 9
Cantide - Killed by Mr. Defecation
iamtheaznman - Killed by non-player units
piL - Killed by Cochran spy kill Terrendos - Killed by the Teion Adjutant TheLawinator - Killed by the vote
Day 10
Ardor - Killed by non-player units
Buzz Buzz - Killed by Cochran spy kill Dunadan019 - Killed by the Teion Adjutant
Quoth - Killed by the vote
warban - Killed by Mr. Defecation
Witch Doctor, DBM - Killed by non-player units
Day 11
Cynic Jester - Killed by non-player units
Fiaryn - Killed by non-player units
Gumpy - Killed by the Teion Adjutant
JaysonFour - Killed by DamnedLibrarian LightRider - Killed by the vote
Sepah - Killed by Cochran spy kill
Day 12 Abysmal Lynx - Killed by the vote
DevoutlyApathetic - Killed by non-player units
Doxa - Killed by non-player units
Eipnoom - Killed by non-player units
FunkyWaltDogg - Killed by non-player units
Garick - Killed by DamnedLibrarian Look Out it's Sabs! - Killed by the Teion Adjutant
PRETENTIOuS - Killed by non-player units
Rend - Killed by non-player units
WilDPanthA05 – Killed by Cochran spy kill
Completely sucked that my adjutant dropped out and couldn't be replaced.
Also, INFIDEL YOU ARE ONE CRAZY SON OF A ROBOT the programming and planning that went into this was exquisite. Kudos and thanks to you and Blarney for running it!
Completely sucked that my adjutant dropped out and couldn't be replaced.
Also, BLARNEY YOU ARE ONE CRAZY SON OF A ROBOT the programming and planning that went into this was exquisite. Kudos and thanks for running it!
(And maybe Infidel too. But he's too busy makin' buttlovin' with visiblehowl right now.)
The programming was all Infidel - he should be thanked for making it all run so smoothly. He did a wonderful job of implementing all my ideas. We make a great team, it seems. (Of course, when we're playing on opposite sides in a Phalla, we tend to get each other killed early on...)
I think the one thing that confused me was on the day when the giant mob in B just moved straight past us into O. I had no idea they could just ignore us like that. If I did I would have suggested we pull back to O
I think the one thing that confused me was on the day when the giant mob in B just moved straight past us into O. I had no idea they could just ignore us like that. If I did I would have suggested we pull back to O
the only way they could move to another inner zone was if they outnumbered you in the zone they were in.
I think the one thing that confused me was on the day when the giant mob in B just moved straight past us into O. I had no idea they could just ignore us like that. If I did I would have suggested we pull back to O
the only way they could move to another inner zone was if they outnumbered you in the zone they were in.
Yeah, and I had thought that you guys (the village) had inferred most of that, so it surprised me that you didn't fall back. If you had fallen back, you would have had a much, much better shot at victory.
MrBlarney on
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Toxic ToysAre you really taking my advice?Really?Registered Userregular
edited May 2009
Great game Mr.B and Infdel. I had fun while it lasted. I would play a non-phalla version of this game.
Toxic Toys on
3DS code: 2938-6074-2306, Nintendo Network ID: ToxicToys, PSN: zutto
Thems the breaks. It was a game with somewhat complex rules, something was bound to be forgotten by us. It's just unfortunate it was such a crucial detail.
I think the one thing that confused me was on the day when the giant mob in B just moved straight past us into O. I had no idea they could just ignore us like that. If I did I would have suggested we pull back to O
the only way they could move to another inner zone was if they outnumbered you in the zone they were in.
Yeah, and I had thought that you guys (the village) had inferred most of that, so it surprised me that you didn't fall back. If you had fallen back, you would have had a much, much better shot at victory.
The nation-calling was based on a specials power being used consecutively for 7 days in order to know how many Cochrans there were.
Then Spectrum abused it further and did a rollcall, which outed the two who unfortunately picked the faction that only had 3 players choose it at the start of the game, which was also the mason lord faction who had two retainers as his village power.
In other words, there were only 3 of them, and they all knew each other, so it owned RU and Law sorry.
Other than that it gave the network info to work with and made it a much closer game. It appeared at first to be a lot worse than it was imo.
Posts
You realize that you failed your win right, and that we cochrans achieved ours? And that Mr. B even said he's extending the end a day for other purposes but the mafia won
Steam
You realize that I'm not even caring.
I get to hurt something tonight.
I could care less that we lost
(ok, that's not true, I do care that we lost, that sucks.)
Democrats Abroad! || Vote From Abroad
COCHRAN MVP RIGHT DER
Everyone is now free to post away. Results will be coming once I can process the results with Infidel and go over the epilogue narration with cj.
In the meanwhile, I will be posting some other reference things for you all to take a look at. For starters, you can check out the behind-the-scenes actions at the Program Headquarters (which includes links to Proboards - board owners, please start unlocking them).
A minor note about looting: all non-equipped items were looted from a slain unit by their killer or killers. If there were multiple people who made the kill, then items were split up randomly. The inventory of players killed in the Story Phase (via vote, mafia, vig, or inactivity) was removed from the game; they were not redistributed.
Cochran Spies (Mafia)
Each night, Cochran players could choose one player in any zone to kill. The majority of the spies’ power was meant to be through their NPC units. On Day 0, each player selected two units to deploy in any of the outer-ring regions (U-Z). Every day afterwards, one more unit could be deployed, as long as the total number of units they were controlling was within a capped limit (three our four depending on the day). If all players were at the unit capacity limit, then the group could, as a whole, deploy a single additional unit. Any NPC units controlled by eliminated players would be transferred to other Cochran players to control.
At the start of the game, all NPC units were of level 1, came deployed with one basic weapon, and were restricted to the classes of Fighter, Mercenary, and Soldier. NPC units all followed the base stats, and received no bonuses like players. On Day 1, Archers, Clerics, Knights, Myrmidons, and Pirates were added to the deployable unit selection. On Day 2, Cavaliers, Mages, Monks, Nomads, Shamans, Thieves, and Troubadours could be deployed. On Day 3, Pegasus Knights and Wyvern Knights were unlocked for deployment, so that all class types could be created.
On Day 4, Level 2 units were deployable. On Day 8, Level 3 units were deployable. Over the course of the game, units’ equipment gradually increased from a single basic weapon to two upgraded weapons. For Day 7, the unit reinforcement cap was set to three, but on Day 9, all living players were allowed to make a single unit regardless of the number of units controlled.
By default, NPCs were set to attack random non-Cochran players in their zone. They were able to do all the same actions as players, including being set to attack specific Cochran players (or attack blocking Cochran players if set appropriately). If they were set to target a player, if their target was eliminated before their turn, they would attack a random non-Cochran player, similar to the players’ target redirect when attacking an NPC.
NPC units had movement restrictions that differed from the players’. While they could move freely around the outer-ring zones, if they were to move into or among the inner zones, they needed to outnumber the non-Cochran units in their starting zone to make any movement at all. (This is similar to the condition for players in making a second move, but applied for the first move as well.) Cochran players counted as neither enemies nor allies for the purposes of movement or the ‘overtake Odam’ win condition.
Imperial Cochran Spies:
Abysmal Lynx
DamnedLibrarian
Dunadan019
Hermenegilde
Look Out it's Sabs!
Loxx
Malkor
Mr. Defecation
neville
Plutonium
Romantic Undead
simonwolf
Terrendos
TheLawinator
Lords and Adjutants (Village Specials)
Teion: Lord Accessory: Strength Band (STR +1), Lord Ability: Lethality (Vigilante) – Each day, the Lord may select one player in their zone to assassinate, killing them without fail unless guarded.
Dural: Lord Accessory: Defense Band (DEF +1), Lord Ability: Iron Wall (Guardian) – Each day, the Lord may select one player in their zone to protect from all damage in combat or by player ability. They may not use their ability guard themselves.
Sandal: Lord Accessory: Skill Band (SKL +1), Lord Ability: Support – Each day, the Lord may select one other player in their zone to support, increasing all stats except HP by 1 for the day’s combats. They may not use their ability to support themselves.
Ravana: Lord Accessory: Resist Band (RES +1), Lord Ability: Influence (Power Vote) – The Lord’s vote counts as three times that of all other players. Any ties are broken in this player’s favor.
Ludein: Lord Accessory: Speed Band (SPD +1), Lord Ability: Tactics (Information) – Each day, the Lord may ask a question about the makeup of the remaining players in the game (i.e. how many members of Ludein remain, or how many players hold a Vulnerary). They may not ask questions about specific players (seering) or how many mafia members remain.
Miras: Lord Accessory: Magic Band (MAG +1), Lord Ability: True Sight (Seer) – Each day, the Lord may select one player in their zone to inspect. The Lord will learn that player’s class, nationality, stats, inventory, and whether they are part of the mafia or not.
Chira: Lord Accessory: Health Band (Max HP +2), Lord Ability: Loyalty (Mason) – The Lord starts out with knowledge of a number of retainers whom he can truly trust, knowing that they are definitely not mafia. All retainers also know the Lord’s identity at the start of the game.
Lords, Adjutants, and Retainers:
Tradelands of Teion
Lord: Jason Todd
Adjutant: SpectralSpork
Dural Mountains
Lord: B:L
Adjutant: Fatal3RR0R
Deserts of Sandal
Lord: TehSloth
Adjutant: Elldren
Coasts of Ravana
Lord: enlightenedbum
Adjutant: Lightblade
Ludein Tundra
Lord: Eipnoom
Adjutant: PsychoCucumber
Miras Farmlands
Lord: Orange Soda
Adjutant: Doxa
Chira Forests
Lord: piL
Retainer: Maximus
Retainer: Tommy2Hands
Before I get into the commentary for the game’s design, I just want to make some acknowledgments and special thanks. First and foremost, Infidel, for his most excellent coding and backend implementation, not only with the stat pages, but also the automatic results calculator. It was a huge, huge help and a great boon to the game’s smooth running. Thanks also for some commentary on the mechanics prior and during the game. Big thanks also go out to cj iwakura, for providing the daily narration. You were a big help in helping get results out with flavor.
Special thanks to FE Planet, Serenes Forest (linked in the OP), and Spriters Resource for having so many of the graphics from the video games that were taken and used for the game. Special thanks to Youtube for a convenient place to find game music, to set the mood a little bit better. And it would be amiss of me to fail to thank Nintendo and Intelligent Systems for making the games that inspired the Phalla. It’s a great tactical RPG series – quite difficult – but great.
Special thanks also to the players, without which this game would not be possible.
In the design of this Phalla, I knew that I wanted to try out a ‘traditional’-type game with a large uninformed village against a small informed mafia (as opposed to a ‘factional’-type game). For the Fire Emblem theme, I knew that I wanted to let people choose classes for personalization. Originally, I didn’t want to have a complex tactical battle system, but as things started developing, the tactical, zone-based combat system kind of came out. Still, I tried my best to make a simple, straightforward game that, aside from the tactical combat, played very much like a Phalla.
Class statistics were somewhat based off the base stats used in the game, but rebalanced so that stat-wise, they would be approximately equivalent. Cavaliers took a small hit in stats for initial versatility, and magic-based classes also had lower overall stats for magic’s general power. Thieves were weaker for their special skill and flavor, as were the healing classes of Cleric and Troubadour. Combat formulas were mostly based off the game, but reworked to account for the loss of a Luck stat and to account for the fact that stat values would be relatively low. Item statistics came almost straight from the games, with very little tweaking.
When thinking about the mafia abilities, having controlled non-player units seemed natural with the ‘siege’ scenario. I gave the Cochran spies a free universal kill just in case they needed it, but for the most part I expected their kills to mostly come from NPC control. Spies also had the option to try and attack other players in the Player Phase if they were feeling risky, which they did in fact do. Player Phase and Enemy Phase were separated for a few reasons: first, it’s an appropriate match to the original video games’ mechanics. Second, it makes sense to give the players the initiative advantage. Third, it encourages spies to be trickier with their plays. Originally, a move-action system was in place; discussions with Infidel changed it to the action-move system found in the actual game.
Ultimately, I felt like the mafia had a lot of potential to be overwhelming quickly. I instated a unit cap and reduced the mafia population from an original 20% to the 15% used. The NPCs’ ‘overtake Odam’ condition was not meant to be possible until the very end, but I was surprised in the last few days that the NPCs were able to take over Odam. I had expected more losses to keep things balanced – but that’s the way things played out.
To match the power of the mafia, I left some exploits for the village specials. For example, the Lords were given unique items for easier networking. But that was small, compared to the Ludein Lord’s Tactics ability, which turned out to be a point of contention and consternation. Each night, the Ludein Lord could ask about population statistics, such as the number of players in a nation, or how many players owned a certain item, except that questions about the Cochrans directly could not be asked. And so, for the first seven nights, Eipnoom asked about the population counts from the other nations, and then the nation-calling occurred. I didn’t expect that to be such a breaking strategy. The Cochrans were caught off guard and got almost completely exposed by the overcounts in the nation roll. If the allied players had been able to kill the NPCs more efficiently in the last few days, the Cochran spies would almost certainly have lost. I definitely made a big misjudgment in the latent power of the Tactics ability, and should have taken steps to avoid the exploit from being overpowered. At the very least, I should have given the Cochrans a demographics listing at the start of Day 1. I probably should have changed the Tactics ability to something else (such as an action seer). But we all learn from our mistakes (or one would hope), and I hope you will forgive this oversight on my part.
Overall, I’m quite pleased with how the game flow went, nation-calling exploit aside. I knew that the mechanics in place had the potential to create a volatile and unpredictable game, things went rather smoothly. I was incredibly pleased to see that all the players that signed up actually filled out their Day 0 class, nation, and bonus stat information. No small feat for having over 90 players. Players held out in the inner ring up until the end of the game, creating a pretty nice storyline borne out through actions. The game went a bit longer than I had expected – I was thinking that there would be more PvP activity, but people were pretty quick to shut that idea down except for special cases. But in the end, I think the game was mostly a success. Mistakes were certainly made, but I hope that the net result for you was a fun and engaging game.
On a final note, with the system that Infidel coded up for this game, we’re looking forward to running Phalla Royale III with the original concept creator, Ardor, in a couple months. Phalla Royale’s got a number of similarities to this game, but it’s a purely factional free-for-all affair. It’ll be run as a non-Phalla, and should be a nice diversion from the usual. Look forward to it, won’t you?
Causes of Death - Players
Lady Eri – Killed by the vote
Lightblade – Killed by Cochran spy kill
Day 2
abotkin – Killed by non-player units
Fatal3RR0R – Withdrew from game
Kay - Killed by Cochran spy kill
The_Reflection - Killed by the vote
Day 3
Andrew Ryan – Killed by enlightenedbum and warban
Darian - Killed by Cochran spy kill
eeccccoo tthhee ddoollpphhiinn – Killed by the Teion Lord
jackisreal - Killed by non-player units
Neville – Eliminated for inactivity
Plutonium – Killed by the vote
PsychoCucumber - Eliminated for inactivity
Sticks - Killed by non-player units
Zellpher - Killed by Obbi
Day 4
Grath - Killed by Gumpy
Jason Todd - Killed by Cochran spy kill
Obbi - Killed by the vote
Orange Soda - Killed by non-player units
Day 5
Burnage - Killed by non-player units
Chen - Killed by Mr. Defecation
Dac Vin - Eliminated for inactivity
enlightenedbum - Killed by non-player units
Maximus - Eliminated for inactivity
Nion - Killed by the vote
Shabooty - Eliminated for inactivity
Ultros64 - Killed by non-player units
Zandracon - Killed by the Teion Adjutant
Day 6
Azoth - Killed by the Teion Adjutant
B:L - Killed by Cochran spy kill
Daius - Killed by non-player units
El Skid - Killed by non-player units
Hylianbunny - Killed by FunkyWaltDogg
Malkor - Killed by the vote
Matatat - Killed by LightRider and Romantic Undead
TehSloth - Killed by non-player units
Day 7
crimsoncoyote - Killed by Gumpy
Hermenegilde - Killed by the vote
kime - Killed by Cochran spy kill
Loxx - Killed by DevoutlyApathetic
narvinye - Eliminated for inactivity
stormwind - Killed by non-player units
Tommy2Hands - Killed by non-player units
Toxic Toys - Killed by the Teion Adjutant
Day 8
KrataLightblade - Killed by non-player units
MacGuffin - Killed by the Teion Adjutant
Romantic Undead - Killed by the vote
Spectrum - Killed by Cochran spy kill
Day 9
Cantide - Killed by Mr. Defecation
iamtheaznman - Killed by non-player units
piL - Killed by Cochran spy kill
Terrendos - Killed by the Teion Adjutant
TheLawinator - Killed by the vote
Day 10
Ardor - Killed by non-player units
Buzz Buzz - Killed by Cochran spy kill
Dunadan019 - Killed by the Teion Adjutant
Quoth - Killed by the vote
warban - Killed by Mr. Defecation
Witch Doctor, DBM - Killed by non-player units
Day 11
Cynic Jester - Killed by non-player units
Fiaryn - Killed by non-player units
Gumpy - Killed by the Teion Adjutant
JaysonFour - Killed by DamnedLibrarian
LightRider - Killed by the vote
Sepah - Killed by Cochran spy kill
Day 12
Abysmal Lynx - Killed by the vote
DevoutlyApathetic - Killed by non-player units
Doxa - Killed by non-player units
Eipnoom - Killed by non-player units
FunkyWaltDogg - Killed by non-player units
Garick - Killed by DamnedLibrarian
Look Out it's Sabs! - Killed by the Teion Adjutant
PRETENTIOuS - Killed by non-player units
Rend - Killed by non-player units
WilDPanthA05 – Killed by Cochran spy kill
Causes of Death - Enemies
Day 2
Fighter (01) – Buzz Buzz, stormwind
Fighter (02) – Toxic Toys
Mercenary (03) - TheLawinator
Mercenary (07) – Chen, Dunadan019
Soldier (04) – Abysmal Lynx, Cantide
Soldier (05) – FreeAgent, Jason Todd
Soldier (09) – Fiaryn, Sepah
Day 3
Archer (03) – Arasaki, crimsoncoyote
Fighter (03) - jackisreal
Knight (05) – Abysmal Lynx, Cantide, DamnedLibrarian, TheLawinator
Mercenary (04) - Garick
Mercenary (05) – Dunadan019, WilDPanthA05
Soldier (06) - Oats
Soldier (07) – MacGuffin
Day 4
Archer (04) – Matatat
Fighter (05) - Spectrum
Knight (04) – KrataLightblade, Sepah
Knight (06) - DevoutlyApathetic
Mage (02) – El Skid
Mercenary (09) – Maximus, WilDPanthA
Soldier (02) – Fiaryn, Loxx
Soldier (03) – Nion
Day 5
Fighter (04) - HamHamJ
Mage (01) – El Skid
Mercenary (01) - kime
Mercenary (08) - Cantide
Mercenary (14) - LightRider
Myrmidon (01) - FreeAgent
Pirate (03) - DamnedLibrarian
Shaman (02) – Cynic Jester
Shaman (03) – DasUberEdward, Garick
Soldier (01) - Keika
Thief (01) – Oats, TheLawinator
Wyvern Rider (01) – Dunadan019
Day 6
Archer (05) - Elldren
Cleric (01) – El Skid
Knight (01) - Sepah
Mercenary (02) – Tommy2Hands
Mercenary (06) - KrataLightblade
Mercenary (10) - Garick
Mercenary (11) – WilDPanthA05
Myrmidon (02) - Look Out it’s Sabs!
Pirate (02) - TehSloth
Wyvern Rider (02) – Cynic Jester, JaysonFour
Day 7
Fighter (06) - stormwind
Mercenary (13) - Spectrum
Pirate (01) – iamtheaznman, Look Out it’s Sabs!
Shaman (01) – Arasaki, FunkyWaltDogg
Soldier (08) – LightRider, Romantic Undead
Day 8
Fighter (07) - warban
Knight (08) – Buzz Buzz, KrataLightblade
Mage (03) – Dunadon019, Elldren
Mercenary (12) – WilDPanthA05
Myrmidon (03) - Garick
Shaman (04) - FreeAgent
Thief (02) - DamnedLibrarian
Wyvern Rider (03) - FunkyWaltDogg
Wyvern Rider (04) – Cynic Jester, JaysonFour
Day 9
Knight (02) - DamnedLibrarian
Myrmidon (04) – WilDPanthA05
Nomad (01) – JaysonFour, Look Out it’s Sabs!
Day 10
Archer (02) - Sepah
Cavalier (03) - Elldren
Knight (11) - Keika
Mercenary (15) - HamHamJ
Shaman (05) – Cynic Jester
Day 11
Wyvern Lord (05) - Oats
Wyvern Lord (07) – Cynic Jester, JaysonFour
Day 12
Wyvern Lord (08) – Eipnoom, Garick, Oats
Kill Count Ranking
Cynic Jester – 5 (5 Enemy)
Garick – 5 (5 Enemy)
JaysonFour – 4 (4 Enemy)
Oats – 4 (4 Enemy)
Sepah – 4 (4 Enemy)
WilDPanthA05 – 4 (4 Enemy)
Mr. Defecation – 3 (3 Player)
FunkyWaltDogg – 3 (1 Player, 2 Enemy)
LightRider – 3 (1 Player, 2 Enemy)
Cantide – 3 (3 Enemy)
Dunadan019 – 3 (3 Enemy)
El Skid – 3 (3 Enemy)
Elldren – 3 (3 Enemy)
FreeAgent – 3 (3 Enemy)
KrataLightblade – 3 (3 Enemy)
Look Out it’s Sabs! – 3 (3 Enemy)
TheLawinator – 3 (3 Enemy)
Gumpy – 2 (2 Player)
DevoutlyApathetic – 2 (1 Player, 1 Enemy)
Romantic Undead – 2 (1 Player, 1 Enemy)
warban – 2 (1 Player, 1 Enemy)
Abysmal Lynx – 2 (2 Enemy)
Arasaki – 2 (2 Enemy)
Buzz Buzz – 2 (2 Enemy)
Fiaryn – 2 (2 Enemy)
HamHamJ – 2 (2 Enemy)
Keika – 2 (2 Enemy)
Spectrum – 2 (2 Enemy)
stormwind – 2 (2 Enemy)
enlightenedbum – 1 (1 Player)
Obbi – 1 (1 Player)
Chen – 1 (1 Enemy)
crimsoncoyote – 1 (1 Enemy)
DasUberEdward – 1 (1 Enemy)
Eipnoom – 1 (1 Enemy)
iamtheaznman – 1 (1 Enemy)
Jason Todd – 1 (1 Enemy)
jackisreal – 1 (1 Enemy)
kime – 1 (1 Enemy)
Loxx – 1 (1 Enemy)
MacGuffin – 1 (1 Enemy)
Matatat – 1 (1 Enemy)
Maximus – 1 (1 Enemy)
Nion – 1 (1 Enemy)
TehSloth – 1 (1 Enemy)
Tommy2Hands – 1 (1 Enemy)
Toxic Toys – 1 (1 Enemy)
Also, INFIDEL YOU ARE ONE CRAZY SON OF A ROBOT the programming and planning that went into this was exquisite. Kudos and thanks to you and Blarney for running it!
Steam
You were totally wrong. I never killed anyone, that was the mafia kill.
In other words, voting out me was all luck.
Also
MWA HA HA HA HA HA
I just realized that we could've caught you earlier, had Chen been guarded.
Silly Chen and the actings of evils.
Don't forget that Orange Soda was taken down for defending you so vehemently as well.
Silly Sunkist.
The programming was all Infidel - he should be thanked for making it all run so smoothly. He did a wonderful job of implementing all my ideas. We make a great team, it seems. (Of course, when we're playing on opposite sides in a Phalla, we tend to get each other killed early on...)
White FC: 0819 3350 1787
EnlightenedBum
Tommy2Hands
KrataLightblade
One shot.
One kill.
White FC: 0819 3350 1787
http://cochsunited.proboards.com/
Steam
Proboard Links @ Program Headquarters
There's a lot of Proboards for this game, heh.
the only way they could move to another inner zone was if they outnumbered you in the zone they were in.
Steam
Well their chastity belt is still locked.
Awesome game, Blarney and Infy.
going to watch dollhouse now.
stupid mother's day flowers.
g'night kids.
Democrats Abroad! || Vote From Abroad
Yeah, and I had thought that you guys (the village) had inferred most of that, so it surprised me that you didn't fall back. If you had fallen back, you would have had a much, much better shot at victory.
Stupid Cochran spies for killing me ...
Yeah though, I was also really surprised that everyone stayed in B...
3DS Friend Code: 3110-5393-4113
Steam profile
it should be good
Steam
White FC: 0819 3350 1787
Phalla Royale III, don't you dare miss it!
If you blocked someone with your ability, were you notified if you actually did block an attack and by who?
3DS: 2852-6809-9411
Nope. Only guards were notified. That's how I caught Reflection acting stupid and attacking a HEALER on the first round.
When?
WHEN?
I think he meant it was more the fact that if chen died while blocked I was the only archer in the vicinity to do it.
Steam
They probably would have won I would say.
Lucky us. :P
3DS: 2852-6809-9411
That makes sense/
3DS: 2852-6809-9411
Then Spectrum abused it further and did a rollcall, which outed the two who unfortunately picked the faction that only had 3 players choose it at the start of the game, which was also the mason lord faction who had two retainers as his village power.
In other words, there were only 3 of them, and they all knew each other, so it owned RU and Law sorry.
Other than that it gave the network info to work with and made it a much closer game. It appeared at first to be a lot worse than it was imo.
When it's ready... and asking further will only serve to delay it more :P