Page 1 of 1

DEFCON Mafia [Scrapped] If you try to steal you will die!

Posted: Wed Dec 15, 2010 2:16 pm
by Campin_Killer
For those of you who are wondering, I've done this in real life and did it on a brief stay on mafiascum.net(which for the record I do not like)

[DEFCON Mafia]
"Everybody dies."


Backstory
...

[NORAD SYSTEM] Initiating automated satellite scan…
[NORAD SYSTEM] Automated scan commencing.
[NORAD SYSTEM] All systems normal. No irregularities detected.
[NORAD SYSTEM] Resetting scan range…
[NORAD SYSTEM] Scan commencing.
[NORAD SYSTEM] All systems normal. No irregularities detected.
[NORAD SYSTEM] Resetting scan range…
[NORAD SYSTEM] Scan canceled by manual override, code alpha-echo-foxtrot-3-4-7-5.
[NORAD SYSTEM] Satellite repositioning…
[NORAD SYSTEM] Scan range set at coordinates 55°45′06″N 37°37′04″E.
[NORAD SYSTEM] Manual scan commencing.
[NORAD SYSTEM] Scan terminated. No irregularities reported.
[NORAD SYSTEM] Initiating automated satellite scan…
[NORAD SYSTEM] Automated scan commencing.
[NORAD SYSTEM] All systems normal. No irregularities detected.
[NORAD SYSTEM] Resetting scan range…

...

[NORAD COMMAND] Cheyenne to Washington. This is report number 3040681. Please advise, we are referring the following data compilation for your review. DEFCON level will be adjusted by your orders. Our reccomendations can be found in the brief. Over.
[WASHINGTON] Cheyenne, this is Washington. The political situation is complex. Please standby while the President discusses his options with his staff. Recommend you maintain normal levels of military alertness until that time. Also, declassify all relevant data to delta level. We need to dispatch it over the Atlantic. Over.
[NORAD COMMAND] Rodger the declassification, Washington. Standing by for DEFCON adjustment at your mark. Over and out.
Mechanics
[Game Phases]

This game will be divided into traditional day and night phases as well as a series of levels of “military alertness,” known as DEFCON. The levels and their various characteristics are as follows:
Click image to enlarge.
image

DEFCON 5
Normal readiness – 72 hours.
a) Discussion and confirmation only. Votes cannot yet be cast.

DEFCON 4 Increased intelligence watch and strengthened security measures – 72 hours.
a) Discussion only. Votes cannot yet be cast.
b) Players must PM me whether they choose to deploy a missile silo, offensive troops, or defensive troops. You only get one choice, and it is permanent for the entire game.

DEFCON 3 – Increase in force readiness above that required for normal readiness – Two weeks or until lynch.
a) Players may cast votes.
b) Following a lynch, a night phase lasting approximately 48 hours will occur.
c) During night phases, players may use any activated abilities they have.
d) All militaries switch to encrypted callsigns. Players with private communication channels may still talk openly at any time, but any messages sent during the day phase have a 10% chance of their contents being intercepted and posted publically in the thread.

DEFCON 2 Further increase in force readiness, but less than maximum readiness – Two weeks or until lynch.
a) All non-NATO factions gain the following shared activated ability: Stealth Bomber {Kill target player}.
b) All other characteristics are identical to DEFCON 3.

DEFCON 1 – Maximum readiness – Two weeks or until lynch.
a) Nuclear launch becomes available to all players deploying missile silos in nuclear launch mode.
b) The game continues as normal in this DEFCON, cycling through the night and day phases, until a win condition has been achieved.
c) All other characteristics are identical to DEFCON 2.

[DEFCON Specific Procedures]

During DEFCON 4, players choose what forms of military they wish to deploy - a missile silo, offensive troops, OR defensive troops.

An unlimited number of players may choose to deploy a missile silo. If you choose to deploy a missile silo, you must place it into one of the following two modes. During the night phase, you may PM the mod and change the mode the silo is in.


Missile silo:

Nuclear launch mode: As a nuclear power, you are equipped to unleash a wave of destruction like no other upon the world. {Once per day, if the game is in DEFCON 1, you may attempt to kill another player by posting the command Nuke: in the thread. It will take 72 hours for any nuke to hit its target. Players may abort nuclear launches by posting the command Abort nuclear launch up to 48 hours after launch; if you abort, you will not be able to fire again until the following day. Launches continue regardless of whether the game is in day or night phase, or whether the launching player is still alive (note, however, that if the game enters night phase, a launch cannot be recalled as the thread will be locked)}.

Anti-Ballistic missile mode: The ABM missile systems are counter-ICBM rockets designed to shoot down incoming enemy warheads. {If deployed, you will be protected against the first nuclear launch against you each day.}


If you choose to deploy troops, you must choose whether to deploy them offensively, which grants you an activated ability, or defensively, which grants you a passive ability. Active abilities can be used during the night phase; passive abilities are constantly in effect. Unlike missile silos, which can switch between firing modes, armies take significant time to deploy. Your initial choice is permanent for the entire game.

Only one instance of each activated and passive abilities exists. If multiple players desire the same ability, a randomization system will be used to distribute it. It is highly recommended that you send a list of multiple choices ranked by preference in case you do not receive your first choice. If you do not send me a preference by the time DEFCON 3 begins (either because you sent me nothing OR you sent only a single activated ability choice and you did not win it), a missile silo will in nuclear launch mode will automatically be deployed for you.


Available Activated Abilities:
Fighter: The fast and lightweight fighter is easily able to penetrate enemy territory, making it the perfect craft for reconnaissance {I will reveal to you whether target player has deployed a missile silo, offensive troops, or defensive troops}.

Espionage: Knowing is half the battle, and when a nation needs to know, it relies on its clandestine organizations like the CIA, MI6, or the KGB to get the job done. {Choose a faction you are not aligned with. I will reveal to you whether target player is aligned with that faction or not.}

Special Ops Strike: In order to carry out a successful nuclear strike, it is crucial to ensure the missile will not be deflected and the enemy left unscathed and free to retaliate. Special infiltration teams are secretly positioned in every enemy nation, read to make sure this happens when the brass gives the word. {If target player is currently deploying a missile silo in anti-ballistic missile mode, destroy it. If that player is not, I will reveal to them that you targeted them with this ability.}

Aircraft Carrier: The monstrous aircraft carrier is capable of parking itself just outside territorial waters, allowing it to shoot down enemy troops or ICBMs before they leave enemy territory and become a threat to the globe. {Choose one: All abilities activated by target player fail; OR during the following day, prevent all nuclear launches made by target player.}

Battleship: Mobile, hidden in the wide open sea away from population centers, capable of withstanding even the most directed air strikes, and armed with an array of incredibly powerful weapons, a battleship is one of the safer places on the planet {If a player would be eliminated because of a single non-nuclear activated ability, that player survives instead}.

Radar: The night may be dark, but your radar screen is neon green. And it’s hard to miss stuff flashing in neon green. {I will inform you of who target player targets, if anyone. Note: The Stealth Bomber is a shared activated ability and cannot be detected.}



Available Passive Abilities:

Submarine: A submerged nuclear submarines can survive for months without surfacing and can creep incredibly close to enemy shores without being detected. {On the first day of DEFCON 1, you may launch a nuclear weapon without revealing yourself as the aggressor. For the rest of the game, you may launch nuclear weapons as though you possessed a missile silo in nuclear launch mode.}

Eavesdrop: A crucial part of the Allies’ success during WWII was its ability to crack into German communications. It worked then. Why wouldn’t it work now? {In DEFCON 3 or below, every time a member of an opposing faction communicates with another member of its faction privately during the night, there is a 5% chance the message will be intercepted and its contents PM’d to you. During the day, this possibility increases to 30%.}

Air base: Capable of deploying a wide variety of response aircraft within seconds and fortified to the brink, any infrastructure surrounding the air base becomes incredibly difficult to penetrate. {You are immune to non-nuclear activated abilities except the Stealth Bomber.}

Fail Safe: Courtesy of Dr Strangelove or: How I learned to Stop Worrying and Love the Bomb {If you are targeted by a player with a nuclear launch, you automatically launch a nuclear weapon targeting the player targeting you. Your launch cannot be recalled or prevented}.


Remember, this is a game. It is meant to be played and it is meant to be fun. Do your part and enjoy yourself, and feel free to contact me at any time if you have any questions. Good luck!


Players:
1. /
2. theherkman
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.

Re: DEFCON Mafia [0/12]

Posted: Wed Dec 15, 2010 4:07 pm
by aage
Do I know you?

Re: DEFCON Mafia [0/12]

Posted: Wed Dec 15, 2010 4:22 pm
by edocsil
No you don't. I just played Classic game with him today, and he was new here. His mafia setup sounds quite interesting however.

CK, I would suggest playing a game here before hosting one, otherwise people might not show up to play this one.

Re: DEFCON Mafia [0/12]

Posted: Wed Dec 15, 2010 4:43 pm
by Campin_Killer
Hmmm, that does sound like good advice...

Re: DEFCON Mafia [0/12]

Posted: Wed Dec 15, 2010 5:19 pm
by aage
The setup itself isn't bad. I have a question though. You're talking about xx% chance... will you be throwing 20-sided dices to determine that, or will e.g. 5% of all communications (no more no less) get into the hands of the eavesdropper? This is a crucial difference...

Re: DEFCON Mafia [0/12]

Posted: Wed Dec 15, 2010 5:37 pm
by Victor Sullivan
edocsil wrote:No you don't. I just played Classic game with him today, and he was new here. His mafia setup sounds quite interesting however.

CK, I would suggest playing a game here before hosting one, otherwise people might not show up to play this one.
Hmm... I have had a good mafia game in my pocket for awhile, but wanted to wait a bit so I don't have too much on my hands, but I could start it now so you can play a mafia first, Campin Karl- I mean, Killer.

Re: DEFCON Mafia [0/12]

Posted: Wed Dec 15, 2010 6:30 pm
by Campin_Killer
I'd rather run it because the mechanics are a bit weird and I ran it on mafiascum

Re: DEFCON Mafia [0/12]

Posted: Wed Dec 15, 2010 6:58 pm
by /
I'd like to join please, it definitely sounds like you already have everything together, no need to learn the ropes.

Re: DEFCON Mafia [0/12]

Posted: Wed Dec 15, 2010 9:01 pm
by Mr. Squirrel
From the sheer complexity of this and work you put into it, it sounds like you would make a good mod. However its waaaay too complicated for my tastes. Good luck though. Hopefully I can play one of yours some other day.

Re: DEFCON Mafia [0/12]

Posted: Wed Dec 15, 2010 9:56 pm
by Victor Sullivan
Campin_Killer wrote:I'd rather run it because the mechanics are a bit weird and I ran it on mafiascum
I meant a different mafia - one I've created. There's no way I'd be able to run this.

Re: DEFCON Mafia [1/12]

Posted: Wed Dec 15, 2010 10:55 pm
by Campin_Killer
Oh.
Wow 4 character minimum in a post? Happy now cuz this is more

Re: DEFCON Mafia [1/12]

Posted: Sat Dec 25, 2010 8:28 pm
by /
Come on guys, who signs up for conquer club without severe megalomania?

Re: DEFCON Mafia [1/12]

Posted: Sat Dec 25, 2010 9:02 pm
by Campin_Killer
Step right up! Step right up! You get nukes, troops, manpower, and millions of dollars in funding for the one low cost of ZERO dollars. In fact, if you are not satisfied, I'll refund the ENTIRE amount of your zero dollars!

Re: DEFCON Mafia [0/12]

Posted: Sat Dec 25, 2010 9:12 pm
by Campin_Killer
aage wrote:The setup itself isn't bad. I have a question though. You're talking about xx% chance... will you be throwing 20-sided dices to determine that, or will e.g. 5% of all communications (no more no less) get into the hands of the eavesdropper? This is a crucial difference...
I intend to be as random as possible about it. I won't be throwing dice, I will use random.org

Re: DEFCON Mafia [1/12]

Posted: Sat Dec 25, 2010 9:57 pm
by theherkman
This is crazy shite... IN

Re: DEFCON Mafia [2/12]

Posted: Sun Dec 26, 2010 3:12 pm
by Campin_Killer
Due to the extreme lack of willingness to play, I'm scrapping this for now.

Re: DEFCON Mafia [0/12]

Posted: Mon Dec 27, 2010 8:53 am
by Streaker
Campin_Killer wrote:
aage wrote:The setup itself isn't bad. I have a question though. You're talking about xx% chance... will you be throwing 20-sided dices to determine that, or will e.g. 5% of all communications (no more no less) get into the hands of the eavesdropper? This is a crucial difference...
I intend to be as random as possible about it. I won't be throwing dice, I will use random.org


:lol: :lol: :lol:

You should consider rolling them 20-sided dice yourself :-$

Re: DEFCON Mafia [0/12]

Posted: Mon Dec 27, 2010 12:13 pm
by Haggis_McMutton
Streaker wrote:
Campin_Killer wrote:
aage wrote:The setup itself isn't bad. I have a question though. You're talking about xx% chance... will you be throwing 20-sided dices to determine that, or will e.g. 5% of all communications (no more no less) get into the hands of the eavesdropper? This is a crucial difference...
I intend to be as random as possible about it. I won't be throwing dice, I will use random.org


:lol: :lol: :lol:

You should consider rolling them 20-sided dice yourself :-$
Yeah, everyone knows that random.org is a conspiracy funded by the lizardmen ... DUH

Re: DEFCON Mafia [0/12]

Posted: Tue Dec 28, 2010 1:51 am
by Streaker
Haggis_McMutton wrote:
Streaker wrote:
Campin_Killer wrote:
aage wrote:The setup itself isn't bad. I have a question though. You're talking about xx% chance... will you be throwing 20-sided dices to determine that, or will e.g. 5% of all communications (no more no less) get into the hands of the eavesdropper? This is a crucial difference...
I intend to be as random as possible about it. I won't be throwing dice, I will use random.org


:lol: :lol: :lol:

You should consider rolling them 20-sided dice yourself :-$
Yeah, everyone knows that random.org is a conspiracy funded by the lizardmen ... DUH

LIAR!!

It's actually funded by the Crabpeople.