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Unicorn Brethren/Gametypes/Mafia Cult Rec: Difference between revisions
m (moved Unicorn Brethren/Gametypes/Mafia Cult to Unicorn Brethren/Gametypes/Mafia Cult Rec: housekeeping move, per PF) |
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== Setup Design == | == Setup Design == | ||
No vehicles, equipment, grenades, or weapons on the map | No vehicles, equipment, grenades, or weapons on the map | ||
Line 5: | Line 6: | ||
Starting Weapon: Hammers (For voting of course) | Starting Weapon: Hammers (For voting of course) | ||
Secondary Weapon: Random (Random | '''Secondary Weapon: Random (For Random Roles)''' | ||
2 | '''2 Unlimited life in respawn settings for all''' | ||
3 rounds winner has most points | 3 rounds winner has most points | ||
Last man standing = | 4 minute rounds | ||
'''Alpha Zombies = Enabled''' | |||
'''Last man standing = Enabled''' | |||
'''(Give Cult Leader time to recruit Every One)''' | |||
Line 20: | Line 25: | ||
Zombie Victory = | Zombie Victory = 1 | ||
Survivor Victory (Surviving as Human = 1) | |||
'''Suicides = -2''' | |||
'''Betrayals = 0 (Yes betraying your teamate before they go zombie does not hurt you)''' | |||
'''Kills as Human = 1''' | |||
'''Kills as Zombie = 2''' | |||
Suicides | '''Kills as Last Man = 2 <This is added to kills as human so you get 3 total''' | ||
Suicides Enforce Zombification (People will play to be recruited in some gametypes espicially since cult gets you more points early, but then if you are last human you get even more points as last man. High Risk High Reward Trade Off here) | |||
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Z = Total Players in game | Z = Total Players in game | ||
Y = round down (Z / 3) | |||
'''Starting Zombies = Y | |||
This number is usually 2 in standard mafia mountainous setups''' | |||
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=== | === Infected Traits === | ||
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Immune to headshots | Immune to headshots | ||
Normal Radar | Normal Radar 25 meters | ||
Cloak and Forced Color: Off | |||
WAYPOINT and NAMES SEEN BY ALLIES (mafia knows who each other are) | |||
=== Alpha Traits === | |||
=== | |||
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Starting Weapon: Hammers (For voting of course) | Starting Weapon: Hammers (For voting of course) | ||
Secondary Weapon: | Secondary Weapon: DMRs or Battle Rifles | ||
Immune to headshots | Immune to headshots | ||
Line 88: | Line 90: | ||
Normal Radar 25 meters | Normal Radar 25 meters | ||
WAYPOINT SEEN BY ALLIES ( | Cloak and Forced Color: Off | ||
WAYPOINT and NAMES SEEN BY ALLIES (mafia knows who each other are) | |||
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=== | === Base Player Stats === | ||
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Starting Weapon: Hammers (For voting of course) | Starting Weapon: Hammers (For voting of course) | ||
Secondary Weapon: Random (Random | '''Secondary Weapon: Random (For Random Roles)''' | ||
Immune to nothing | Immune to nothing | ||
Cloak, Waypoint, Names, and Forced Color: Off | |||
Allies only on radar 10 Meters | |||
That guy is not on radar {Scumdar :)} and my gun crosshairs are red.. he's scum!) | |||
== SK Setup == | |||
=== Last Human Standing === | |||
Health Recharge = 200% | |||
No shields, grenades, or weapon pickup | |||
Starting Weapon: Unchanged (Keep what you currently got) | |||
Secondary Weapon: Unchanged (Keep what you currently got) | |||
Enhanced Radar 25 meters (The world is against you so you see everyone) | |||
Imune to assassinations (slight kill immunity) | |||
Appearance: Poor Camo (slight investigation immunity) | |||
No Name or Waypoints | |||
[[Category:Unicorn Brethren]] | [[Category:Unicorn Brethren]] |
Revision as of 01:27, 3 October 2011
Setup Design
No vehicles, equipment, grenades, or weapons on the map
Starting Weapon: Hammers (For voting of course)
Secondary Weapon: Random (For Random Roles)
2 Unlimited life in respawn settings for all
3 rounds winner has most points
4 minute rounds
Alpha Zombies = Enabled
Last man standing = Enabled
(Give Cult Leader time to recruit Every One)
Point Scale
Zombie Victory = 1
Survivor Victory (Surviving as Human = 1)
Suicides = -2
Betrayals = 0 (Yes betraying your teamate before they go zombie does not hurt you)
Kills as Human = 1
Kills as Zombie = 2
Kills as Last Man = 2 <This is added to kills as human so you get 3 total
Suicides Enforce Zombification (People will play to be recruited in some gametypes espicially since cult gets you more points early, but then if you are last human you get even more points as last man. High Risk High Reward Trade Off here)
Variable Math
This is how you decide how many players start out in each faction
Z = Total Players in game
Y = round down (Z / 3)
Starting Zombies = Y This number is usually 2 in standard mafia mountainous setups
Mafia Setup
Infected Traits
No shields, grenades, starting equipment, equipment usage, or weapon pickup
Starting Weapon: Hammers (For voting of course)
Secondary Weapon: Magnums
Immune to headshots
Normal Radar 25 meters
Cloak and Forced Color: Off
WAYPOINT and NAMES SEEN BY ALLIES (mafia knows who each other are)
Alpha Traits
No shields, grenades, starting equipment, equipment usage, or weapon pickup
Starting Weapon: Hammers (For voting of course)
Secondary Weapon: DMRs or Battle Rifles
Immune to headshots
Normal Radar 25 meters
Cloak and Forced Color: Off
WAYPOINT and NAMES SEEN BY ALLIES (mafia knows who each other are)
Town Setup
Base Player Stats
No shields, grenades, starting equipment, equipment usage, or weapon pickup
Starting Weapon: Hammers (For voting of course)
Secondary Weapon: Random (For Random Roles)
Immune to nothing
Cloak, Waypoint, Names, and Forced Color: Off
Allies only on radar 10 Meters
That guy is not on radar {Scumdar :)} and my gun crosshairs are red.. he's scum!)
SK Setup
Last Human Standing
Health Recharge = 200%
No shields, grenades, or weapon pickup
Starting Weapon: Unchanged (Keep what you currently got)
Secondary Weapon: Unchanged (Keep what you currently got)
Enhanced Radar 25 meters (The world is against you so you see everyone)
Imune to assassinations (slight kill immunity)
Appearance: Poor Camo (slight investigation immunity)
No Name or Waypoints