Section One: Rough explanation for how the game works, and what to expect
Before I even get started explaining the game, I have to emphasize how important it is to be active and send in orders in a game like this. I won't want to even continue hosting if half my player base goes inactive. There will also be scoring penalties for inactivity, and players will die if they are inactive for multiple phases. If you have ever had inactivity issues in a game, this game probably isn't for you.
The premise of the game is that there will be 50-60 players, all participants will have their own character and location on a map, set in my own version of the Resident Evil story. Players' goal is to accumulate points by surviving and completing objectives. But, there will be obstacles and enemies which will make it difficult to survive. Each player will have their own individual score, but most players will be part of a larger team, and if the team objectives are completed, everyone on the team will get major points. A good way of getting a good score is to make sure the team's objectives are completed, but also playing competently on your own merits.
The overall objective at the end of the game is to be the player with the most points, in that this is what makes it a game that is fun for everyone, including the folks who did not make it all the way to the end, and because people like to know their actions are having a positive outcome on their score, so even if they are behind or in a very untenable position, there is still a point in persisting. It is very possible to not survive the game and still end up as the player with the most points, which is part of the incentive for earning points while you are alive.
At the beginning of the game, you will be assigned a character and given a character sheet. Most of you will be able to customize your character's stat points in a limited manner, to play the game in the manner you wish to play it, which you feel will bring the most success. However, certain stats are very powerful and will have a set maximum or won't be customize-able at all, to keep the game balanced. Your character sheet will list your objectives and team objectives, any items currently in your possession, your character's name and image, and so forth.
At game start, most of you will be in a hopelessly outmatched situation, alone, probably unarmed or poorly armed, with almost no way of defending yourself, and unable to simply escape the map. An objective must be completed before escape is even possible, and then it will only be possible through one of the limited exit points.
Your best chance of survival is to find allies, search for items and weapons, and improvise. However, the game will not be as simple as gathering up as many people as you can find and systematically solving the puzzle, and watching each other's backs.
There are hordes of zombies which are particularly attracted to the sights, sounds, and smells of many live human bodies in a single area. Grouping up is a powerful idea, but extremely dangerous. Eventually the zombies will destroy you, no matter how well armed you are, or how many people you have, because their numbers are endless, and they will just keep coming, and you will take enough damage to die eventually. And if that weren't enough of an issue, there is a very large, powerful monster with a special ability to specifically destroy large groups and force them to scatter, in much the same way a rampaging war elephant would scatter even the hardiest ancient spearmen. Grouping up too many people in too small a space will virtually guarantee that you lose a combat encounter to this monster.
Zombies, monsters, and the special monster I just mentioned can all be killed, and all are worth points, depending on how powerful they are, they are worth more points. Destroying the crowd crusher monster will be a big relief to your team and worth a very large amount of points, but tackling it before you are ready or with too many people by your side is likely to result in many deaths.
These non player character monsters are moved around the map by me, but they are necessarily attracted to the largest concentration of nearby humans
, or the single largest concentration of humans
, on the map. I do not consciously choose who these creatures attack, I simply follow those guidelines and move them, in essence, their movements are indirectly determined by the players themselves, for impartiality and fairness. Whenever zombies are killed, more will appear, though it will take them some time to arrive, so there is value in killing them.
Some players in the game have different objectives, making trusting other players not always the correct option. But paranoia is also a bad idea, because of how difficult the game will be to complete alone. I will say it has been done before, in the first version of this game in 2010, the first player out survived entirely alone and found an escape route and used it.
The town is the largest faction in the game and each person who survives and escapes is a team objective being completed, so even if you are playing only for yourself, it helps your team's score if you escape.
Parts of the map may be visited at any time, but there are special landmarks and buildings on the map which will have to be broken into or unlocked in order to access the next area, and the key to everyone being able to escape is located in one of the more difficult to enter landmarks.
It is more or less impossible for one player to open up all the landmarks and buildings and solve the entire puzzle him or herself, which is why it is vital for every member of the town to assume they are working together with their teammates, even if they cannot see them and are out of contact with them, and cannot formulate a plan together.
The other, much smaller groups in the game with different objectives will be able to work together much more efficiently even at a distance, and remain in constant contact. This gives them a strategic advantage, but their numbers are too small to be able to afford to be overconfident.
It is possible for multiple teams to complete their objectives and win, but some of these teams have competing objectives, and it will necessarily be the case that if one team completes an objective, it locks another team out of that objective either temporarily or permanently.
It is also possible for every living player in the game to be destroyed before completing their team objectives and escaping or surviving, but because of the scoring system, there will still be clear winners of the game. In other words, because one player will end up being the top scorer, it is impossible for the game to not have a winner, and since you are competing against one another for individual score, I can be as ruthless as I like, sadistic even, and make the game difficult to survive, in ways which might not be possible if I were trying to design a mafia game to be balanced.
This game can be completely unbalanced and crushingly difficult, yet you are all facing similar challenges and are all able to score points, and as long as you have the same opportunity to score points, the game is still fair.
That is not my goal, however, the longer the game goes on, the more the difficulty of the game will increase. As players get more powerful and closer to their ultimate objectives, the monsters they face will become more numerous and more and more dangerous.
Ideally, the game will end up really trying hard to kill you just before you escape or complete your team objective. And you might have a high chance of dying just before you reach the finish line. But, since you're scoring the whole time, it's okay.
Just be aware that it's a survival horror game set in the Resident Evil universe, and that I designed the map to be a deathtrap full of monsters capable of killing literally all of you, and they won't stop until you are all dead.
The previous full game in this series, played in 2009-2010, had multiple winning teams and many survivors, and many who did not survive.
Section Two: Phase lengths, activity, and commitment.
The second game in this series was aborted pretty quickly due to real life / job / time constraint concerns, which should not come up this time, thankfully.
However, I am taking an idea from that game and applying it here, in that unlike the first game, the phases will be split into two sections, movement and action. Together, they would make up the equivalent of a day-night cycle in a mafia game, and considered one turn.
Each movement and action phase will last 2-3 days
, to ensure everyone can send in orders. Movements and actions will be processed and you will get a result PM when it is done.
I anticipate the game launching around Halloween, so by the end of the month or before then, maybe.
It is possible to communicate with other players, depending on how close they are to you on the map, or if you have a means of communication or a host-provided communications channel, so you may want to be more active than that to devise a strategy with your partner(s). But the most vital thing is sending in movement orders. If you aren't moving around the map, you aren't going to achieve your goals, period. There is also no real way to go on leave from the game for more than a single phase, so any absences longer than a week will mean the end of the game for you.
You will need to send in a movement order, and later, an action order, each about once a week, but in later phases with fewer players, phases will last 2 days maximum and you will end up sending in multiple orders a week, to ensure the game does not drag out.
The hosting part of the game is like hosting several mashes at once
, in terms of workload, so the game host will constantly be busy generating results from your orders, moving you around the map and figuring out who you can see and not see, giving you private comms threads, closing them when they are obsolete, updating your character sheets, and most critically, calculating the results of combat in accordance with your action orders. It is possible the next phase will not begin immediately after the action phase is completed, due to how long it takes to process those instructions, particularly with 50 or more players alive. It's rather nuts, and very time intensive. You will have to be patient. After everything else is done, a public write-up will occur keeping everyone apprised of the general situation, and who died, and to what deadly event.
The game is expected to last at least 20-25 movement+action cycles, so, possibly 6 months or more for many players. Many others will be dead before then.
The game is therefore a rather large commitment.At least 2 orders a week for the next 25 weeks, without missing more than one at a time
Section Three: Invitation to play is conditional, based on activity and history.
If you have had issues with flaking out on mafia games, do not have much history on MU, and I don't know you from previous games I have hosted in the past, or if you have been otherwise problematic, I reserve the right to decline your joining the game, it's my call. Basically, if I believe you will let down your team, affect the game balance, break the game rules, vanish for a long time, be a toxic presence to other players, or make things a headache for me personally, I can't accept your sign-up. I will have too many folks willing to play, and it is too much of a time investment on my part to not be choosy. I also have a hard limit on how many people I can let into the game before it becomes something I can't host and isn't balanced properly because the map would then be too small for too many players.
Posting here in this thread lets me know you are interested
, and I will work from there. I will have some, (very few), reserve players just in case someone goes inactive, but I'd rather just screen people properly so they aren't needed at all, except in really unforeseen circumstances.
If I can't easily get to 50, then I'll gamble on folks I am not sure about. Otherwise, you need to have a good credit rating with me to play, gained from previous games hosted by me, or on this site itself. Nothing personal, just business.
I also would prefer if you not invite players to the game on your own
, because I will be sending out invites or advertisements, and I don't want people being spammed with invites twice from two different sources, and I don't want the game to overfill and then I have to start cutting people.
If I need help filling, I will ask. Not before then, please.
Section Four: FAQs, playing guides, full game information and game rules (coming soon)
Those will take me a while to type up and post. I will link them here and post them in this thread, and repost them on the official game threads when they are ready to launch.
Stay tuned for more detailed info. I have some game mechanics and game rules to tweak before I can reveal them.
The game will play similarly
to how I had it set up last time, (see link
if you are curious) but I may change some of this information and cut mechanics I have decided I don't want to use, to make the game simpler than last time, easier for me to resolve orders and actions.
You should be advised the biggest rules will be as follows:
. Meet the activity requirements and send in orders for each phase.
2. Communication rules.
Follow them strictly. Only use host-approved communication channels that I can see. Do not talk about the gameplay outside of those channels.
3. Code of Conduct
: Have a high standard for how you conduct yourself, don't make people not want to play on this site anymore. If I determine you have been breaking the game rules or the forum conduct rules, removal from play will be swifter than you would normally get a moderator instruction to stop the toxic behavior. Be on your best behavior, follow the communication rules, and send in actions. If you remember these three, it's hard to go wrong.