[JANUARY CHALLENGE]

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[JANUARY CHALLENGE]

Post Post #0 (ISO) » Thu Jan 17, 2019 3:29 am

Post by Irrelephant11 »

Spoiler: based on this
In post 0, BBmolla wrote:Would anyone be interested in a monthly contest?

I'm unsure exactly how it'd be run but it's been on my mind.

My thought on how it'd go is we'd give restriction that people would have to follow and see who comes up with the best setup. For example:

Must contain the following:
  • 10-11 players
  • Mafia Cop
Must contain at least one of the following:
  • Town Babysitter

  • Town Neapolitan

  • Lyncher


If this doesn't interest anyone that's fine but I thought I'd start a discussion for it at least.

I, uh, just decided to take this upon myself and see what happens :D

January Challenge
Create a new open setup.


Must contain the following:
  • 11 players
  • A brand new combination-role (like jailkeeper, which combines roleblocking with doctor protection)
Must contain at least one of the following:
  • 0 VTs

  • Mafia Traitor

  • Town Neighborizer

Submit your setups as posts in this thread. You may re-submit and/or edit until January 28th, at which point we'll do a voting thing I'm still working out. Setup makers will
have
to vote, but if you want to vote w/o making a setup, just say so!

Winner will be in charge of the requirements for next month's challenge, and PenguinPower will mod the setup in the Open Queue!!!
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Post Post #1 (ISO) » Thu Jan 17, 2019 3:29 am

Post by Irrelephant11 »

There’s more than these but I don’t have time rn to link to them all
Entries
Spoiler: Rogue Agent
In post 7, mith wrote:Updated Version

Rogue Agent

2 Mafia Goons

1 Rogue Agent
(Mafia Traitor Compulsive-Vigilante Flag Bearer)
8 Vanilla Town


The Mafia do not have a factional night kill. The Mafia Goons know who the Rogue Agent is, but the Rogue Agent does not know who the Mafia Goons are. If the Rogue Agent is lynched, Town wins.


EV is 49.72%, with the Flag Bearer and removing activation. (Mafia should activate immediately after a town lynch D1, to get rid of the FB, if they are allowed to do so.)

Spoiler: Balance is lol
In post 21, osieorb18 wrote:
1x Town Weak Friend-Seeker
(Alternating Neighbouriser/Masonizer) - When Masonizes, if hits Scum Traitor, converts to town and masonizes instead of dying. When Neighbourising, dies either way if targets Scum. Same chat either way.
1x Town Escort
(Bodyguard + Hooker)
1x Town Empath
(Follower + Voyeur)
1x Town Obvious Victim
(Lightning Rod + Virgin)
1x Town Prejudiced Color Sheriff
- Gets Red, Yellow, or Green for alignment, but doesn't know what each one means. Meaning randomizes at the beginning of each Day, then the Sheriff chooses a color. They must kill the player if the player is of that color.
1x Town Angel of Death
(Non-Consecutive Night Doctor + Delayed Rodder) - Docs, then the following night that player becomes a lightning rod.
1x Town Obsessive-Compulsifier
- Makes a player so they must take an action each night for the rest of the game, and must target the same target until that target is dead.
1x Town Idolator
- Removes a player from any chats they are in until the end of the next day phase. That player cannot be protected or roleblocked.

1x Scum Traitor Escort
(Bodyguard + Hooker)

1x Scum Moriarty
- Godfather + Framer
1x Scum Love-Seeker
(Alternating Neighbouriser/Nymphomaniac)

Spoiler: Raw As Hell, But
In post 23, Jingle wrote:
2 Mafia Goon

1 Mafia Neighborizer/Poisoner


1 Weak Neighborizer

7 VT


Poisoner poisons everyone he neighborizes, they die at the beginning of the next night.


Probably needs EV tweaks, but I like the complexity strategy wise.

Spoiler: Guilt Neighborhood
In post 26, Allomancer wrote:
2 Mafia Goons

9 City Planners
(Venge-Neighborizer)

When a City Planner is lynched, the entirety of their wagon is added to a new neighborhood.

Spoiler: Track or Watch
In post 29, BNL wrote:
3 Mafia 1-shot Tracker/Watcher

8 Town 1-shot Tracker/Watcher


The Tracker/Watcher, if used, will return a list of all players who targeted that player or got targeted by that player. Track/watch results are not distinguished, and a player will not show up more than once on the list even if they would appear on the list more than once.

Mafia can kill and action.

Wincon is standard

Spoiler: Panic Room
In post 36, northsidegal wrote:In the original version Mafia had essentially a forced victory if one of them were recruited D1 by killing the recruiter, recruiting another mafia D2 and then hardbussing the bomb.

Panic Room v2

11 players:

1 Mafia "Bomb" (Compulsive Multi-Vengeful)

2 Mafia Goons

1 Town "Recruiter" (Compulsive Day Neighborizer)

1 Town Recruit

6 Vanilla Townies

  • Upon the death of the Mafia Bomb, everyone not in the Neighborhood is killed. After this point, the game becomes nightless.
  • The recruit begins the game in the neighborhood along with the Recruiter.
  • The most recent living recruit is always the one with the ability to recruit.


Still can't decide if 3 mafia or 2 is more balanced, but right now I'm kind of leaning towards 3. This version makes it such that the neighborhood will never not have someone in it.

Spoiler: Key to the Bunker
In post 37, callforjudgement wrote:
  • 7 Town Bunker Guards

  • 1 Town Conspirator

  • 3 Mafia Goons

  • Day Start; daytalk is not available for either faction
  • Modified victory condition: town win by eliminating 2 of the 3 Mafia and then going through a Night phase with no town deaths (either by killing the third scum, so that there can be no kill, or by blocking the nightkill)
  • Each night, a town Bunker Guard may (it isn't compulsive) let a player of their choice into the bunker for that night. (They cannot self-target due to bunker security measures.) If a player outside the bunker submits a nightkill on a player inside the bunker, it will fail. (Membership of the bunker never becomes public until postgame, i.e. scum just have to submit a kill and it will work if no townie targeted the victim or some townie targeted the killer.)
  • The Conspirator is a modified Neighbouriser; they choose a target during the day phase, and their target is permanently added to their neighbourhood at the start of that Night (thus, it's useful faster than a Neighbouriser normally would be in a non-daytalk setup). Additionally, once during the game, they can attempt to kill someone at night, but it must be a member of their neighbourhood (and if someone lets their target into the bunker, the kill will fail unless someone lets them into the bunker too). Flavour is of someone constructing a team of townies (a conspiracy) to take on the Mafia, but who isn't entirely trustful of all of them.
Bunker Guard is a combination of Doctor and Strengthener. (It started out as just the combination, then I added the flavour, to make it more intuitive how the setup works.) Conspirator is sort-of a combination of Neighbouriser and Vigilante, although it's not a pure combination. So the setup clearly obeys both requirements (a clear combination role and 0 VTs), and also obeys both requirements a second/alternative time in a more twisted way (a modified combination role and a modified Neighbouriser).

The basic idea here is that townies can control the game by only targeting other townies (and lots of them). I suspect there are no breaking strategies simply because scum who know that they've been strengthened can kill anyone they like without giving away information, so town can't coordinate them except via the neighbourhood (and thus probably want to keep scum outside the neighbourhood, especially because it would let scum know who the confirmable townie is). The Conspirator was originally just added in an attempt to shift the balance, but I really like where the role ended up (e.g. they can recruit someone, and kill them the same night if they decide after overNight questioning that their target was scum). The modified win condition helps prevent the game dragging out if a townbloc is correctly identified, and also adds a "semi-White-Flag" effect that helps to balance the setup.
Last edited by Irrelephant11 on Tue Jan 29, 2019 9:45 am, edited 2 times in total.
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Post Post #2 (ISO) » Thu Jan 17, 2019 3:29 am

Post by Irrelephant11 »

In post 88, Irrelephant11 wrote:tw made a Google poll which was nice of him: https://goo.gl/forms/DLt0aUerS8DUs1sB2

Voting starts now and goes until 72 hours from now!
votingVoting will be based on the Song Contest method, detailed as follows:

Once all entries are finalized, you will have 72 hours to vote before the end of the month. You will vote by
PMing me
clicking the link to the Google poll: a ranking of the open setup submissions, aside from your own submission. You do not have to submit a setup to vote. Each position on the rankings will be worth a point value. The point values are as follows:

12 points - 1st
10 - 2nd
8 - 3rd
7 - 4th
6 - 5st
5 - 6th
4 - 7th
3 - 8th
2 - 9th
1 - 10th

If there are fewer than 10 submissions, simply rank all of the submissions you didn't submit. The point values from the above list will still apply.
Every participant in the Open Setup Challenge must vote.
Those who do not vote will be penalized 20 points.

Please rate fairly by giving all setups some thought. Ask yourself if you'd enjoy playing it, if it seems well balanced (or misbalanced in a way that is still fun for all alignments), and if it provides a unique open setup experience worth including in our open setup rotation. Please do not try to base ratings on who submitted them, or in such a way as to game the voting system.

As with any open setups posted in this subforum, losing setups may be run, mod willing. However, only the winning setup is guaranteed to be run by PenguinPower and have a strong chance to become a regular setup on the site (depending on how fun it is when played).
Last edited by Irrelephant11 on Tue Jan 29, 2019 9:46 am, edited 2 times in total.
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Post Post #3 (ISO) » Thu Jan 17, 2019 4:41 am

Post by mith »

Question: Would a combination role of Traitor or Neighborizer with something else fill the requirements?
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Post Post #4 (ISO) » Thu Jan 17, 2019 4:51 am

Post by Irrelephant11 »

I'm gonna go messy here and say if the combination role
feels subjectively
like it still functions somewhat like a town neighborizer or mafia traitor, then yes it fills the requirements. If the town neighborizer is combined with, say, a vig role that immediately kills anyone it neighborizes (this is an extreme example but I think you get the idea), then no.

If you're super unsure or it becomes hotly debated whether or not a combination would fit the requirements based on the above metric, it doesn't fit the requirement.

this may or may not cause an argument but that's mafia amirite??
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Post Post #5 (ISO) » Thu Jan 17, 2019 4:59 am

Post by mith »

Ok. This is the setup I had in mind:

Spoiler: Updated Below
Rogue Agent

2 Mafia Goons
1 Rogue Agent (Mafia Traitor Compulsive-Vigilante)
8 Vanilla Town

The Mafia do not have a factional night kill. The Mafia Goons know who the Rogue Agent is, but the Rogue Agent does not know who the Mafia Goons are. At the beginning of each Night, the Mafia Goons may decide to "Activate" the Rogue Agent - if they do so, the Rogue Agent becomes a Mafia Goon and the game is Nightless.


EV is 34.35% - might bump it up a little bit with some town power. (It also jumps up to ~37% if the Activation option is removed
and
win condition isn't checked until start of day - this allows for cases like a town lynch at 2:1:4 not quite being a loss because the RA could still shoot Mafia and take it to 1:1:3. Otherwise, it is always better for Mafia to not Activate as far as EV is concerned, but may be necessary if they think the RA is reading the game wrong.)

[edit]I thought of a somewhat amusing scenario where town has a single named role (ignoring powers for the moment): It is obviously in Mafia's best interest to claim this role if they are up for lynch. If the named role doesn't counterclaim, thinking the RA will just kill the fake claimed Goon at night, Mafia could potentially claim Mafia right at the end of day (after the lynch is decided) and direct the RA kill to ensure a town kill. For extra giggles, the named role could
also
try to do this, possibly directing a Goon kill and thereby proving their innocence, or even directing the kill at the RA, at which point the Mafia would have to step in and activate (which means they should probably activate some percentage of the time when the named role directs the kill to a townie, for more WIFOM fun).
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Post Post #6 (ISO) » Thu Jan 17, 2019 5:12 am

Post by Something_Smart »

are multiple submissions allowed?

what if I use my alts?
Shame on a martyr claiming friends
From either perspective of &
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Post Post #7 (ISO) » Thu Jan 17, 2019 5:45 am

Post by mith »

Updated Version

Rogue Agent

2 Mafia Goons
1 Rogue Agent (Mafia Traitor Compulsive-Vigilante Flag Bearer)
8 Vanilla Town

The Mafia do not have a factional night kill. The Mafia Goons know who the Rogue Agent is, but the Rogue Agent does not know who the Mafia Goons are. If the Rogue Agent is lynched, Town wins.


EV is 49.72%, with the Flag Bearer and removing activation. (Mafia should activate immediately after a town lynch D1, to get rid of the FB, if they are allowed to do so.)

More emphasis on a single slot than I would prefer, but still interesting.
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Post Post #8 (ISO) » Thu Jan 17, 2019 6:12 am

Post by Irrelephant11 »

In post 6, Something_Smart wrote:are multiple submissions allowed?

what if I use my alts?
I feel like for fairness I should say no, but also the point of this is to generate interesting open setups...
How about: you can post multiple setups, but either:
- I will find a way for the voting process to balance against your increased likelihood of winning, or
- You pick your fav by the 28th to actually be in the running, and the others will just exist in the world (its own prize, am I right?) w/o winning this challenge

Whichever of these makes more sense to me closer to deadline (though of course you can always just choose the second option).

The Rogue Agent is interesting! I do agree it's very focused on one slot, though. Maybe remove the white flag and throw in a town neighborizer :P :P
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Post Post #9 (ISO) » Thu Jan 17, 2019 6:15 am

Post by Something_Smart »

yeah I think the latter is fine. I'll come up with one to submit, then maybe make some others just for fun.

I am considering one idea where everyone is a one-shot neighborizer inventor and I don't know how I could possibly balance that but I will try :P
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Post Post #10 (ISO) » Thu Jan 17, 2019 6:25 am

Post by Irrelephant11 »

If I ever modded mafia games, I would offer to mod the winning setup, but alas.
If anyone wants to make that offer, though, I would think that person was very cool!!!
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Post Post #11 (ISO) » Thu Jan 17, 2019 6:31 am

Post by PenguinPower »

I want the Elephant to think I'm cool. I'll mod it.
<(") | (")>
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Post Post #12 (ISO) » Thu Jan 17, 2019 6:43 am

Post by Irrelephant11 »

In post 11, PenguinPower wrote:I want the Elephant to think I'm cool. I'll mod it.
!!!coOL!!!!!! :o
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Post Post #13 (ISO) » Thu Jan 17, 2019 9:01 am

Post by mith »

Rogue Agent WIFOM Variant

2 Mafia Goons (No Factional Kill)
1 Rogue Agent (Mafia Traitor Compulsive-Vigilante)
1 Town Neighborizer
7 Vanilla Town

I am far too lazy to figure out the EV for this. Even if it's just a Named Townie, it's a nightmare. But it's probably not too bad balance-wise.
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Post Post #14 (ISO) » Thu Jan 17, 2019 9:05 am

Post by Irrelephant11 »

lol I was kidding but if that one wins I wasn't kidding
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Post Post #15 (ISO) » Thu Jan 17, 2019 12:12 pm

Post by the worst »

In post 10, Irrelephant11 wrote:If I ever modded mafia games, I would offer to mod the winning setup, but alas.
If anyone wants to make that offer, though, I would think that person was very cool!!!
I'll do this :D

edit: it seems Mr. Penguin has snuck in before me once again
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Post Post #16 (ISO) » Thu Jan 17, 2019 1:43 pm

Post by northsidegal »

In post 13, mith wrote:
Rogue Agent WIFOM Variant

2 Mafia Goons (No Factional Kill)
1 Rogue Agent (Mafia Traitor Compulsive-Vigilante)
1 Town Neighborizer
7 Vanilla Town

I am far too lazy to figure out the EV for this. Even if it's just a Named Townie, it's a nightmare. But it's probably not too bad balance-wise.
the thing about a town neighborizer in an open setup is that you
know
that it's town

which i think could be pretty powerful. it essentially becomes both a neighborizer and a friendly neighbor
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Post Post #17 (ISO) » Thu Jan 17, 2019 1:54 pm

Post by the worst »

2 goons (wincon: simple majority i.e. 1v0, 2v1)
Mafia 1 shot cop traitor

Town 1 shot dream walker (roleblocking traffic analyst)
Town compulsive n0 neighbouriser - the realm of dreams*
6 VTs

Two random players who are not the mafia traitor will be turned into karmic neighbours (separate to the realm of dreams). alignments are not guaranteed. this neighbourhood automatically disbands at the start of day three.

realm of dreams shared ability: the most recently added member of the pt must compulsively chose a new neighbour. Assuming this succeeds their current neighbour will be removed but all discussions will remain. at the end of resolution the hood must have either 1 or 2 members.



*need to think of a way this isn't scumsided by 30% chance of hitting scum n0

how does this sound?
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Post Post #18 (ISO) » Fri Jan 18, 2019 7:49 am

Post by mith »

In post 16, northsidegal wrote:
In post 13, mith wrote:
Rogue Agent WIFOM Variant

2 Mafia Goons (No Factional Kill)
1 Rogue Agent (Mafia Traitor Compulsive-Vigilante)
1 Town Neighborizer
7 Vanilla Town

I am far too lazy to figure out the EV for this. Even if it's just a Named Townie, it's a nightmare. But it's probably not too bad balance-wise.
the thing about a town neighborizer in an open setup is that you
know
that it's town

which i think could be pretty powerful. it essentially becomes both a neighborizer and a friendly neighbor
Yeah, this wasn't a serious suggestion. It's particularly strong in this setup since the Rogue Agent is the only one that can take it out (and ICs in Nightless are way OP). Making it Weak might be interesting. (Or Weak only to Mafia Goons, but the Rogue Agent could be recruited, so that neighbors aren't totally confirmed.) It would throw off the parity though, so you'd need other tweaks.

Or make it:

1-2 Mafia Goons
0-1 Mafia Compulsive Neighborizer
1 Rogue Agent (Mafia Traitor Compulsive-Vigilante)
0-1 Town Compulsive Neighborizer
7-8 Vanilla Town

Pre-Game, the Mafia must determine the alignment of the Neighborizer.


[edit]You'd have to add some restriction about neighborizing the Rogue Agent though. I could see Mafia just taking the Neighborizer and recruiting the Rogue Agent that way. Maybe just "If a Mafia Neighborizer recruits the Rogue Agent, the Rogue Agent becomes a Mafia Goon and loses the ability to kill."

FWIW, I'm not particularly a fan of the Neighborizer role in the first place. Only using it here because of the challenge. I think the Rogue Agent Flag Bearer version of this setup is way better.[/edit]
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Post Post #19 (ISO) » Fri Jan 18, 2019 12:39 pm

Post by BBmolla »

Thanks for taking the initiative, I’ve just been busy

Are you and PP judging?
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Post Post #20 (ISO) » Fri Jan 18, 2019 2:08 pm

Post by Irrelephant11 »

I was gonna come up with a voting system, depending on the number of entrants :]
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Post Post #21 (ISO) » Sun Jan 20, 2019 9:38 am

Post by osieorb18 »

Hi guys! the worst kinda suggested that I do this.

Here you go...

Balance is... Lol.

%%%

Spoiler: Setup
1x Town Weak Friend-Seeker (Alternating Neighbouriser/Masonizer) - When Masonizes, if hits Scum Traitor, converts to town and masonizes instead of dying. When Neighbourising, dies either way if targets Scum. Same chat either way.
1x Town Escort (Bodyguard + Hooker)
1x Town Empath (Follower + Voyeur)
1x Town Obvious Victim (Lightning Rod + Virgin)
1x Town Prejudiced Color Sheriff - Gets Red, Yellow, or Green for alignment, but doesn't know what each one means. Meaning randomizes at the beginning of each Day, then the Sheriff chooses a color. They must kill the player if the player is of that color.
1x Town Angel of Death (Non-Consecutive Night Doctor + Delayed Rodder) - Docs, then the following night that player becomes a lightning rod.
1x Town Obsessive-Compulsifier - Makes a player so they must take an action each night for the rest of the game, and must target the same target until that target is dead.
1x Town Idolator - Removes a player from any chats they are in until the end of the next day phase. That player cannot be protected or roleblocked.

1x Scum Traitor Escort (Bodyguard + Hooker)

1x Scum Moriarty - Godfather + Framer
1x Scum Love-Seeker (Alternating Neighbouriser/Nymphomaniac)
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Post Post #22 (ISO) » Sun Jan 20, 2019 10:08 am

Post by northsidegal »

Panic Room

11 players:

1 Mafia "Bomb" (Compulsive Multi-Vengeful)

2 Mafia Goons

1 Town "Recruiter" (Compulsive Day Neighborizer)

7 Vanilla Townies

  • Upon the death of the Mafia Bomb, everyone not in the Neighborhood is killed. After this point, the game becomes nightless.
  • The ability to recruit to the neighborhood is always passed on to the most recent recruit.
  • If everyone in the neighborhood has died, the game continues on as Vanilla.


I feel like there's the start of a good idea in here, but it might need some tweaking on the exact numbers. I also feel like the EV could probably actually be calculated for this? No clue how to do it, though.



Spoiler: Original fully nightless version that I don't like as much
Panic Room

11 players:

1 Mafia "Bomb" (Compulsive Multi-Vengeful)

3 Mafia Goons

1 Town "Recruiter" (Day Neighborizer)

6 Vanilla Townies

  • Nightless.
  • Upon the death of the Mafia Bomb, everyone not in the Neighborhood is killed.
  • The ability to recruit to the neighborhood is always passed on to the most recent recruit.
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Post Post #23 (ISO) » Sun Jan 20, 2019 10:35 am

Post by Jingle »

In post 8, Irrelephant11 wrote:I feel like for fairness I should say no, but also the point of this is to generate interesting open setups...
How about: you can post multiple setups, but either:
- I will find a way for the voting process to balance against your increased likelihood of winning, or
- You pick your fav by the 28th to actually be in the running, and the others will just exist in the world (its own prize, am I right?) w/o winning this challenge
Why?

I mean, if the point of the challenge is to create fun setups, why not let people submit multiple setups? The 'prize' is bragging rights for having created the best setup, and that's still valid if you submit one setup or 50.


Speaking of setups, raw as hell but:

2 Mafia Goon
1 Mafia Neighborizer/Poisoner

1 Weak Neighborizer
7 VT

Poisoner poisons everyone he neighborizes, they die at the beginning of the next night.


Probably needs EV tweaks, but I like the complexity strategy wise.
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Post Post #24 (ISO) » Sun Jan 20, 2019 11:01 am

Post by the worst »

In post 21, osieorb18 wrote:Balance is... Lol.
you did all 5 categories and used nearly entirely combination roles omg

you're the best :lol:
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