[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [werewolf] Jailer gangs
On Fri, Sep 30, 2005 at 10:43:14AM -0400, Richard Rognlie wrote:
> I'm working to add plunder and gangs to Jailer.
[...]
> the gang option allows us to have factions in the jail. game's over when
> only one faction remains.
Instead of creating fixed factions at game start, how about letting
people create factions (secret or otherwise) during the game itself.
Anyone can create a faction[1], becoming faction leader, and invite
people to join it[2]. Allow people to join[3] and leave[4] factions
during any turn. Joining a faction would require approval from a
majority of current faction members, leaving a faction would require
no approval. The faction leader can also boot players from his
faction[5], if someone isn't following the plan.
If faction memberships are secret, you could also allow for a player
to join more than one, which could be interesting.
Win condition would be only one faction remaining, but only the
living players in that faction win.
That might be a lot of work to code, but I think it could be fun.
--
mwl@alumni.unh.edu OpenPGP KeyID 0x57C3430B
Holder of Past Knowledge CS, O-
Put your wasted CPU cycles to use: http://www.distributed.net/
"In computer jargon, my plans have all gone tits-up." -- Holly
[1] jailer gangcreate <gameno> <user> <pass> <gangname>
[2] jailer ganginvite <gameno> <user> <pass> <gangname> <player> [<player> ...]
[3] jailer gangjoin <gameno> <user> <pass> <gangname>
[4] jailer gangleave <gameno> <user> <pass> <gangname>
[5] jailer gangboot <gameno> <user> <pass> <gangname> <player> [<player> ...]