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Talk:Secret Mission

Talk:Secret Mission

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Old forum comments

(The Ludocity website previously had integrated forums, but they fell into spam-covered decline and were shut down in 2015. The comments in this section have been automatically converted from that forum.)

November sandpit? --gwyn (talk) 2009-11-01 18:07:30

Ooh, dunno, will talk to the others about the guns-around-non-players thing. (Have a big sort-out-possible-games meeting tomorrow morning.)

Sounds like fun, though, the naturalness of the gradually-becoming-more-visible-as-a-player mechanic is charming. I am always a bit scared of player elimination but I think I need to get over that, as people seem to enjoy the risk, on average, more than they are annoyed by the penalty. --Holly (talk) 2009-11-02 10:34:59

I was thinking that this would run ambiently, so there's no real problem with elimination. Although that does raise the possibility of other games being disrupted by sudden mexican standoffs.

(Actually, standoffs could happen, because, having fired, you're helpless - last person to fire will get all the badges) --gwyn (talk) 2009-11-03 20:09:29

Perhaps you could just attach massive signs to the players saying: 'The gun I'm holding is fake.' However, that might scare people a bit, and so much for 'secret' mission.

Only kidding. :-)

This kind of sounds like Assassins, which is (apparently) played at unis and suchlike. Everyone gets a target (given to them by a mod), and you then have to 'kill' that target. When you kill that target you get their target. Basically, set targets but with a much longer game (is played over several weeks). See this link for more info: http://en.wikipedia.org/wiki/Assassin_(game)

Anyways, the gun thing is a bit of a problem. Perhaps playing it in a (very) large building with only players in there. Mind you, that would be infinitely hard to find. --Peads (talk) 2009-11-10 12:18:21