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  • Game Documentation

    Post here if you can find a way to improve the in-game documentation. (see links.) my understanding is these pages are mainly for game mechanics and not for tactics and techniques. Have a look and help look for errors or missing documentation.

    http://www.themafiaboss.com/guide.php
    http://www.themafiaboss.com/rules.php
    http://www.themafiaboss.com/faq.php

  • #2
    meh, the game guides are pretty good. im gonna expand this topic to generic mechanics/rules questions not worth their own thread.

    so. can we get more info on the calculations for hiring, collecting and combat.
    yes, that's nice, shotguns are better than glocks. i guess if we know the math we'll hack the game or something.

    i did a test with a few whored and card dealers. after using 4 turns twice with 85% op hapiness. multiplying.. 240k whores would pull about 12.5 mil per 4 turns spent collecting. and card dealers the same. i think this is... maybe a bit better than hustlers but not by much.

    any info on this stuff? anyone try different ops?

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    • #3
      At one point I actually wrote up a wikipedia article that outlined all of this stuff, however, since TMB is not "historically significant" they took it down :P I could probably find it and post it here, however, it was rather lengthy and I think Rain recently updated a lot of the guides and pulled a great deal of what I wrote out of it, so it is probably the same stuff you have already seen. In terms of raw formulas here are the common ones that you really should know:

      Hiring:

      1.) Casino: Whores and Card Dealers (primary/secondary)

      2.) Caffe Napoli: Hitmen and Hustlers (secondary/primary)

      3.) Ghetto: Bootleggers ad Punks (secondary/primary)

      4.) Gym: Thugs and Body Guards (secondary/primary)

      The outcomes of all hires are based on a simple formula:

      (number of turns used to hire) * (primary/secondary variable) = units received

      For primary units, the variable selected will fall anywhere between five and ten*.

      For secondary units, the variable selected will fall anywhere between one and five.

      *Hustlers receive a small bonus of +0.5 to their variable, giving them an average of 8 per turn instead of 7.5 per turn.


      Killing:

      Kill count formula~

      [Kill points gained] – [Kill points lost] = Total added to kill count

      Kill point formula~

      (Gun multiplier) x (DU multiplier) x (number of units) = Total kill points

      Generally speaking, as a killer, you will only want to hit units that are armed with AKs, so you can assume the gun multiplier to be ‘1’ all of the time, however, the gun multipliers are as follows:

      AKs = x1
      Uzis = x0.3
      Shotguns = x0.1
      Glocks = x0.03
      Unarmed = x0

      The du multipliers are as follows:

      Body Guards: x0.5
      Thugs: x1.0
      Hitmen: x1.5

      Collecting:

      Collection Formula ~

      (# of Ops) x (Op multiplier) x (# of Turns used) x (Happiness Multiplier) = Cash Generated

      Op Multipliers:

      Hustlers: x11
      Whores: x13
      Card Dealers: x15
      Punks: Never really tested, but I think it's lower than hustlers.
      Popebeenadick

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      • #4
        wow!!!

        can we start a poll on who just came.

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        • #5
          omg

          It is hard for me to understand the abbreviations in English but math is too much already. i'm lost D:

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          • #6
            Hiring
            (number of turns used to hire) * (primary/secondary variable) = units received
            using this formula with the variable being between 1 & 10 as posted above then the lowest possible result for hiring with 1 turn would be 1 unit recieved but I can assure you that quite often you will none.

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            • #7
              That is just a rounding error within the game, all of these numbers only apply for amounts greater than like 10
              Popebeenadick

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              • #8
                is it true that multiples of 26 get you better results?

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                • #9
                  looks like whores are effective compared to hustlers, even if the latter are scouted more easily.

                  each gun is about 1/3 as powerful as the one above it. yet more than 1/3 the price, so there's no reason to use anything but AKs, and glocks if you need to get maxed.

                  thanks Pope.

                  Comment


                  • #10
                    is it true that multiples of 26 get you better results?
                    No, that is a myth. The only thing hiring smaller turn numbers does for you, is it puts you closer to the average (as with any sample, the larger the sample size the more accurate it will be.)

                    looks like whores are effective compared to hustlers, even if the latter are scouted more easily.

                    each gun is about 1/3 as powerful as the one above it. yet more than 1/3 the price, so there's no reason to use anything but AKs, and glocks if you need to get maxed.

                    thanks Pope.

                    Yes, in general, whores are much more effective, their one shortcoming, is the happiness multiplier. Unfortunately, with no dus, you can never reach 100% and this has a large effect on their total output, increasingly so as you use more turns. If this was not that case, whores would be the superior option. This is why we are starting to see an increased number of players hiring whores/dealers now adays, as they are 0'd anyways, so unless they are using a lot of turns at EOR, you get the same general result in happiness but more output from the whores ^^
                    Popebeenadick

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