Juggernaut

Discussion in 'Theme Development' started by Epikhairz, Feb 10, 2014.

  1. Epikhairz

    Epikhairz Delta Stream

    Joined:
    Mar 15, 2013
    Messages:
    929
    Likes Received:
    102
    PO Trainer Name:
    Epikhairz
    Original Review Thread

    The one and only theme - Juggernaut!!

    If you recall, this theme was wildly popular almost a year ago, but was ultimately rejected due to it being to much of a rand-fest / FFA. I have made this thread to try and gather ideas on what I can do to fix it up for review. I will try to dig up the code but in the meantime here is the original thread

    Oh yeah, there is also a second Juggernaut in big games iirc.

    Any thoughts on what I can do with the theme?
     
    Last edited: Feb 10, 2014
  2. NotMafia

    NotMafia Miltank: Destroyer of Souls

    Joined:
    Feb 21, 2012
    Messages:
    73
    Likes Received:
    47
    PO Trainer Name:
    NotMafia
    I stopped playing mafia for a couple of years so this theme passed me by but it look like a lot of fun. Not every theme has to be the height of strategy. One randkilling theme isn't gonna do any detriment to the channel. If people don't like it then they can just sit that game out, no big deal, we all have themes we don't particularly enjoy.
     
  3. Shazan

    Shazan Obey to Kyubey

    Joined:
    Jan 21, 2013
    Messages:
    591
    Likes Received:
    14
    PO Trainer Name:
    Obey to Kyubey
    Ok first of all i need to know all the motives because this theme was discarded.
    If i remember they were:
    - Lack of strategy
    and
    - First Juggernauts have too difficulties to be able to win.
    If i forgot something tell me, so that i can help you at the best.

    Now before to gather some strategy suggestions, i wanna propose you to maybe update your theme with some of the new Mafia mechanics, like Variables and evadeCharges.
    With variables for exemple you will extremely shorten your code and it will be easier to modify all the gunners at once.

    Right now on my mind i have some ideas to solve the 2 problems of the theme and i would like to hear what do you think of them this way if you don't like them we can think something else together:

    Here a simple idea
    1) we could use evadeCharges on Juggernaut in a fashion similar to that of UnderDog. With the first Juggernauts able to dodge 2 attacks every night.
    2) When a gunner becomes the new Juggernaut: he will not be able to evade any attack but for every day that he doesn't use his attack, he gain an extra evadecharge.
    This way the first Juggernaut will survive longer and because the Juggernauts will have to choose between attacking or gaining a new evasion charge it will rise a little the strategy level.

    And here a more complex idea:
    1) Let's still use the evadeCharges ability for Juggernaut.
    2) Instead to use 28 different gunners let's use only 5 or 6 type of them.
    3) When a gunner kills Juggernaut, he will becomes the new Juggernaut and will convert all the Gunners with his own role into Juggernaut's Patrol sided with the new Juggernaut using the new massconvert ability.
    4)Patrols will be able to be killed by the old gunners, but as advantage they will know each other and will have a shared kill with the other patrols able to kill the old Gunners.
    5) A>When Juggernaut die the Patrols will return to be Gunners. OR B> Juggernauts is immortal unless the other gunner don't kill all the patrols which when all of them disappear then Jugger will automatically die.

    So thanks to the patrols the theme will give a more Strategy variety and Juggernaut will be more resilient.
    The problem is that it will be a little complex to code, so if you like it but you cannot do it alone, i could give you an hand to code it.

     
    Last edited: Feb 12, 2014