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Unicorn Brethren/Gametypes/Mafia Scum RR

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< Unicorn Brethren‎ | Gametypes
Revision as of 11:33, 29 September 2011 by Mr. Flay (talk | contribs) (moved Unicorn Brethren/Gametypes/Mafia Scum to Unicorn Brethren/Gametypes/Mafia Scum RR: housekeeping move, requested by Pokerface)
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Setup Design

No vehicles, equipment, grenades, or weapons on the map

Starting Weapon: Hammers (For voting of course)

Secondary Weapon: Random (Random Role)

1 life in respawn settings for all

3 rounds winner has most points

4 minute rounds

Last man standing = Disabled

Alpha Zombies = Enabled


Point Scale

Zombie Victory = 2

Kills as Zombie = 1

Kills as Human = 2

Kills as Last Man Standing = 2

Surviving as Human = 2

Betrayals = -2

Suicides = -1


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)

X = Z - Y


Mafia Setup

Y alpha zombies

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 75 meters

WAYPOINT SEEN BY ALLIES (mafia knows who each other are)

NO OTHER APPEARANCE CHANGES


Town Setup

X Base Player Stats

No shields, grenades, starting equipment, equipment usage, or weapon pickup

Starting Weapon: Hammers (For voting of course)

Secondary Weapon: Random (Random Role)

Immune to nothing

NO APPEARANCE CHANGES

Allies only on radar 10 Meters (That guy is not on radar and my gun crosshairs are red.. he's scum!)