[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #850 (ISO) » Tue May 26, 2009 7:26 am

Post by Crazy »

Simenon wrote:
Murder Suicide Mafia

2 Mafia Goons
2 Mafia Traitors
1 Cop
7 Townies

Traitors lose if both goons are lynched.
Traitors know their scumgroup, but the goons don't know the traitors.
Does the Cop get guilty on just Goons or both Goons/Traitors?
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Post Post #851 (ISO) » Tue May 26, 2009 10:26 am

Post by Simenon »

Crazy wrote:
Simenon wrote:
Murder Suicide Mafia

2 Mafia Goons
2 Mafia Traitors
1 Cop
7 Townies

Traitors lose if both goons are lynched.
Traitors know their scumgroup, but the goons don't know the traitors.
Does the Cop get guilty on just Goons or both Goons/Traitors?
Cops get guilty on traitors.
SEND THE VECTOIDS
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Post Post #852 (ISO) » Fri May 29, 2009 4:29 pm

Post by BridgesAndBaloons »

Elephant Hell wrote:
Cowardly Mafia v4

2 Bulletproof Mafiosi
1 Compulsive Vigilante
9 Townies

The Mafiosi have a shared Bus Drive ability rather than a nightkill, but gain a nightkill ability on the night after the Compulsive Vigilante dies.
I nominated this, I want someone to second this.
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Post Post #853 (ISO) » Fri May 29, 2009 9:20 pm

Post by ortolan »

Delayed Reaction


12 Players:

3 Mafia Bombers
1 Explosives Expert
1 Explosives Expert's Understudy
7 Vanilla Townies

The mafia do not night-kill, instead each night they choose from two options: plant a bomb on a player, or detonate all previously planted bombs. Being blown up kills a player. The explosives expert can check a player each night to see if they have a bomb planted on them. The understudy gains the abilities of the explosives expert when they die. Mafia cannot plant bombs on themselves. The explosives expert will receive a positive result on whomever they investigate if a bomb was planted on them on a previous night or during the night the investigation was undertaken. All roles are revealed upon death, including that of the understudy.
Last edited by ortolan on Sat May 30, 2009 8:22 pm, edited 3 times in total.
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Post Post #854 (ISO) » Fri May 29, 2009 11:19 pm

Post by ortolan »

Wait how is Cowardly Mafia v4 balanced? The vig still kills the scummiest players, in order to kill the vig the mafia have to know both whom the vig is and guess who their target is, which seems very unlikely. Until then the vig just vigs the scummiest lynch-bait players then reports when they get a no-kill. They lynch the scum and the vig gets another go. It's not balanced at all...

The best chance mafia have is to counter-claim the vig, but if this happens after day one it's likely only the vig can justify their choice of night-kill targets based on their previous posts.
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Post Post #855 (ISO) » Fri May 29, 2009 11:40 pm

Post by Empking »

BridgesAndBaloons wrote:
Elephant Hell wrote:
Cowardly Mafia v4

2 Bulletproof Mafiosi
1 Compulsive Vigilante
9 Townies

The Mafiosi have a shared Bus Drive ability rather than a nightkill, but gain a nightkill ability on the night after the Compulsive Vigilante dies.
I nominated this, I want someone to second this.
Second


Nominate: Ort's DR
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Post Post #856 (ISO) » Sat May 30, 2009 4:55 am

Post by Elephant Hell »

ortolan: the Mafia can Bus Drive scummy players with non-scummy players even if they don't know who the Vig is. Even though the Vig would know what happened if the victim is different to their target, they can't be sure that the player they originally targeted is just scummy but pro-town or actually part of the Mafia.

Optionally they could get an extra Mafioso or maybe get a shared Roleblock in addition to the Bus Drive, but I think that makes it less balanced or more complicated than it needs to be respectively.
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Post Post #857 (ISO) » Sat May 30, 2009 6:20 am

Post by BridgesAndBaloons »

ortolan wrote:
Instead of night-killing, the mafia may choose
each night to either plant a bomb on a player or detonate all planted bombs. The explosives expert can check a player each night for a planted bomb. The understudy gains the abilities of the explosives expert when they die. Mafia cannot plant bombs on themselves. If the explosives expert investigates a player who has a bomb planted on them
the same night
, they will learn that the player has a bomb planted on them. All roles are revealed upon death, including that of the understudy.
Just making sure, the mafia can choose to night kill the whole game and Never use the bombs?

And the explosive expert
only
learns when she targets the
same
night?
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Post Post #858 (ISO) » Sat May 30, 2009 6:21 am

Post by BridgesAndBaloons »

now that i think of it cowardly v4 is probably more balanced with a mafia gunsmith ability.
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Post Post #859 (ISO) » Sat May 30, 2009 6:26 am

Post by ortolan »

The mafia can't night-kill, and the explosives expert learns if there is an explosive charge on the person altogether, including if it was placed on the same night as the investigation took place. Edited as it may have been unclear.
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Post Post #860 (ISO) » Sat May 30, 2009 9:16 am

Post by Elephant Hell »

BridgesAndBaloons wrote:now that i think of it cowardly v4 is probably more balanced with a mafia gunsmith ability.
Probably true (I probably overestimated the likelyhood of the Vig claiming, although it's still pretty high).

Cowardly Mafia v5
...Revenge of Cowardly Mafia
2 Bulletproof Mafiosi
1 Compulsive Vigilante
9 Townies

The Mafia has no nightkill but 2 shared abilities: Gunsmith (detects Compulsive Vigilante) and Bus Drive. Either Mafioso may use either ability. They gain a shared nightkill ability in the night after the Compulsive Vigilante dies.
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Post Post #861 (ISO) » Sat May 30, 2009 8:26 pm

Post by ortolan »

I added the extra townie I originally had back to Delayed Reaction to make it 12 player. This adds an extra day before LYOL assuming 3 mislynches/bomb plants.

It seems reasonably balanced now. Any comments?

Cowardly looks alright in its present form but I'll check out some more commentary before giving my approval.
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Post Post #862 (ISO) » Sat May 30, 2009 9:59 pm

Post by Empking »

Nominate: CM5
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post Post #863 (ISO) » Sun May 31, 2009 5:03 pm

Post by BridgesAndBaloons »

Empking wrote:
Nominate: CM5
Second CM5
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Post Post #864 (ISO) » Fri Jun 05, 2009 10:55 am

Post by Scigatt »

A quick setup idea I just had.

Indecisive Mafia


3 Mafia Goons
1 Cop
1 Jailkeeper
6 Townies
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Post Post #865 (ISO) » Fri Jun 05, 2009 12:46 pm

Post by BridgesAndBaloons »

ortolan wrote:
Delayed Reaction


12 Players:

3 Mafia Bombers
1 Explosives Expert
1 Explosives Expert's Understudy
7 Vanilla Townies

The mafia do not night-kill, instead each night they choose from two options: plant a bomb on a player, or detonate all previously planted bombs. Being blown up kills a player. The explosives expert can check a player each night to see if they have a bomb planted on them. The understudy gains the abilities of the explosives expert when they die. Mafia cannot plant bombs on themselves. The explosives expert will receive a positive result on whomever they investigate if a bomb was planted on them on a previous night or during the night the investigation was undertaken. All roles are revealed upon death, including that of the understudy.
Shouldn't you give the last mafia left alive a night kill?
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Post Post #866 (ISO) » Fri Jun 05, 2009 2:41 pm

Post by ortolan »

Why?
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Post Post #867 (ISO) » Sun Jun 14, 2009 5:10 am

Post by ortolan »

Third CM5

Second Delayed Reaction
Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529

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Post Post #868 (ISO) » Sun Jun 14, 2009 6:03 am

Post by molestargazer »

Do we have a list of all the approved open setups anywhere?
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Unable to play mafia right now - life's too hectic with University. Apologies for replacing out...
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Post Post #869 (ISO) » Sun Jun 14, 2009 7:11 am

Post by Korts »

Usually, the first post of this thread. Right now, the updated list is in post 479 of same thread.

Also, can someone go through the recent pages for nominated and seconded setups? I have no time for it atm. The Certification Group needs to be kickstarted again.
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Post Post #870 (ISO) » Sun Jun 14, 2009 11:57 am

Post by BridgesAndBaloons »

ortolan wrote:Why?
Well, I it just seems more acceptable to me, and it limits the power of the explosives expert when there's one mafia left. Which, I see as more balancing in the possibility that both experts are alive and the other two mafia have been lynched first two days.
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Post Post #871 (ISO) » Sun Jun 14, 2009 1:06 pm

Post by BridgesAndBaloons »

All of the set ups nominated since Page 25. I only include the most recent version and label it without the V2 or v.3 or whatever. I didn't include "joke" setups or setups without names

Name of Setup
- Proposer
Proposed, Nominated, 2nd, 3rd, ect
[post proposed, nominated, seconded, ect]

Other note: all players who propose their game count as someone who supports it. So, a game that is 3rd means that 4 players support it. This also means that a player that proposes a setup cannot nominate, 2nd, or 3rd their own setup because they're already voting for it.

Simple Sanity Issues
- Max
Proposed
[730]
Needlessly Complicated
- Empking
Proposed
[736]
CAKE E9
- Empking
Proposed
[752]
Super F11
- StrangerCoug
Proposed
[754]
Cult F11
- Empking
Proposed
[758]
Cult Texas Mafia
- Empking
Proposed
[773]
Pie X4 +2
- Empking
Proposed
[776]
1-Shot C9
- Elephant Hell
2nd
[780, 781, 782]
1-shot Micro
- Elephant Hell
Nominated
[786, 782*]
Guilty Or Alive
- BridgesAndBaloon
Proposed
[811]
Tap Dance Multiball Mafia
- Adel
Proposed
[812]
D(dethy)9
- The Fonz
Proposed
[829]
Whoa, Back it up!
- skitzer
Proposed
[830]
Normal not normal Dethy
- Empking
Proposed
[832]
Line Tapper Small town
- Korts
Proposed
[832]
Elegant PYP
- Simeon
Proposed
[848]
Murder Suicide Mafia
- Simeon
Proposed
[849]
Delayed Reaction
- Ortolan
Nominated
[853, 855]
Cowardly Mafia
- Elephant Hell
3rd
[860, 862, 863, 867]
Indecisive Mafia
- Scigatt
Proposed
[864]

*not a mistake.

Max wrote:
Simple Sanity Issues


3 Mafia (One Role Blocker)

1 Cop (50% Sane, 50% Insane)
8 Town
Needlessly Complicated


2 Mafia - RB instead of NK - Wins at 50% or 1 M, 1 T, 1 SK going into the day.

1 SK

1 Cop
3 Townies
Empking wrote:
Cake E9 V.2


1 Goon
1 RB

1 Reporter
1 Watcher
5 Townies
StrangerCoug wrote:
SUPER F11
  • 12 players
  • Roles for nine of the players are selected at random from the following:
    1. 1 Mafia goon, 1 Mafia roleblocker, 7 vanilla townies
    2. 1 Mafia goon, 1 Mafia roleblocker, 1 cop, 1 doc, 5 vanilla townies
    3. 2 Mafia goons, 1 cop, 6 vanilla townies
    4. 2 Mafia goons, 1 doc, 6 vanilla townies
  • The other three roles are selected at random again from the following:
    1. 1 Mafia tracker, 2 vanilla townies
    2. 1 Mafia tracker, 1 backup cop, 1 backup doc
    3. 1 Mafia goon, 1 backup cop, 1 vanilla townie
    4. 1 Mafia goon, 1 backup doctor, 1 vanilla townie
Empking wrote:
Cult F11


2 Mafia

50% 1 Cult

1 Vig
1 RB if neither/both Cult + Cop
50% 1 Cop
3-6 Vanilla Townies
Empking wrote:
Cult Texas Mafia


1 NK-Immune Cult Leader

11 Vigs

Vigs lose power when culted.
Empking wrote:
Pie X4 +2


1 Busdriver
1 Goon

1 Cop
1 Doc
5 Townies
Elephant Hell wrote:
1-shot C9

2 Mafiosi

1 from: 1-shot Cop (Sane), Townie (50% chance of each)
1 from: 1-shot Doc (Sane), Townie (50% chance of each)
3 Townies

Daystart.
Elephant Hell wrote:
1-shot Micro

2 Mafiosi

1 1-shot Cop (Sane)
1 1-shot Doc (Sane)
3 Townies

Daystart.
BridgesAndBaloons wrote:
Guilty OR alive

COP HEADSTART
2 mafia
5 Townies
1 Cop- sanity confirmed

And there's a 50/50 chance of the following options:
an un-nightkillable Survivor (Survivor can win with scum and survivor can win with town).
OR
an additional townie that's a miller (they are not told) and one member of the mafia is investigation-immune.


Now here's an interesting scenario: if there's a survivor, scum do not want to lynch the survivor, and yet town
does
. Then this adds WIFOM as to whether there's a survivor or not. At the same time,
if
there's a survivor, scum has to try to find
who
it is, so that they don't waste their night kill, and so that they don't lynch them.

Another idea is for the other setup, if there's no survivor, scum can claim survivor and coast to the end. However; the town knows this is a possibility, and so they must lynch a claimed survivor. This prevents the survivor from claiming!
Adel wrote:
Tap Dance Multiball Mafia

1 Mafia Goon
1 Mafia Line Tapper
1 Werewolf
1 Werewolf Line Tapper
2 Townie Line Tappers
2 Lovers, Group A
2 Lovers, Group B
2 Townies
Day Start

The Lover groups and scum groups can PM each other during the 72 hour pregame. During each night phase they can communicate only via a QT thread provided by the moderator.

Each Line Tapper can target one other player each day. If that player is in a group that has a QT thread, the line tapper gets a copy of the link, and can also post there (at night) if she feels like it.

Each line tapper can only use her ability successfully once per game.
The Fonz wrote:D(dethy)9

2 scum
four townies
3 cops, each of whom have equal chance of being sane, insane, naive, or paranoid, and whose probabilities are independent.
skitzer wrote:
Whoa, Back It Up!

4 Mafia
1 Cop
3 Backups
4 Townies

This is an interesting mechanic I thought of, not sure if it is balanced though. See, if the Cop claims, the Mafia doesn't want to shoot them because then they would have 3 Cops. That's really all I have to expand upon it but I thought another interesting thing would to make the sanity of the cop questionable; for instance, make him Insane 75% of the time and Sane 25%. That would throw a whole level of WIFOM for the Mafia.
Empking wrote:
Normal Not Normal Dethy


2 Scum
4 Day Cops (Naive, Paranoid, Insane, Sane)

Nightless
Korts wrote:
Line Tapper Smalltown


4 pairs of Neigbours
1 Line Tapper

2:7 Smalltown
Daystart

Line Tapper sees full QT.
Simenon wrote:
Elegant PYP

1 Mafia Goon
2 Mafia Roleblockers
1 Cop
1 Doctor
1 Vigilante
6 Townies

Scum at the beginning of the game choose which town powerrole gets a role-block immunity.
Simenon wrote:
Murder Suicide Mafia

2 Mafia Goons
2 Mafia Traitors
1 Cop
7 Townies

Traitors lose if both goons are lynched.
Traitors know their scumgroup, but the goons don't know the traitors.
ortolan wrote:
Delayed Reaction


12 Players:

3 Mafia Bombers
1 Explosives Expert
1 Explosives Expert's Understudy
7 Vanilla Townies

The mafia do not night-kill, instead each night they choose from two options: plant a bomb on a player, or detonate all previously planted bombs. Being blown up kills a player. The explosives expert can check a player each night to see if they have a bomb planted on them. The understudy gains the abilities of the explosives expert when they die. Mafia cannot plant bombs on themselves. The explosives expert will receive a positive result on whomever they investigate if a bomb was planted on them on a previous night or during the night the investigation was undertaken. All roles are revealed upon death, including that of the understudy.
Elephant Hell wrote:
Cowardly Mafia
...Revenge of Cowardly Mafia
2 Bulletproof Mafiosi
1 Compulsive Vigilante
9 Townies

The Mafia has no nightkill but 2 shared abilities: Gunsmith (detects Compulsive Vigilante) and Bus Drive. Either Mafioso may use either ability. They gain a shared nightkill ability in the night after the Compulsive Vigilante dies.
Scigatt wrote:
Indecisive Mafia


3 Mafia Goons
1 Cop
1 Jailkeeper
6 Townies
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Post Post #872 (ISO) » Sun Jun 14, 2009 1:09 pm

Post by BridgesAndBaloons »

Elephant Hell is awesome at designing open game setups, apparently.

I suggest that the open setup certification group looks at 1-Shot C9 and Cowardly Mafia because they both have 3 people approving them.

I will update the list with any seconds (ect) I see, Let me know if I missed something or made a mistake.
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Post Post #873 (ISO) » Sun Jun 14, 2009 3:29 pm

Post by ortolan »

BAB wrote:Well, I it just seems more acceptable to me, and it limits the power of the explosives expert when there's one mafia left. Which, I see as more balancing in the possibility that both experts are alive and the other two mafia have been lynched first two days.
I think the probability of them getting a clear isn't that high to begin with plus even if the expert does claim an innocent on one or two players then the remaining mafia can plant a bomb on him then blow them all up the next night. Otherwise it's their fault for losing their scumbuddies imo.
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Post Post #874 (ISO) » Sun Jun 14, 2009 10:03 pm

Post by Korts »

Thanks BAB!

I'm gonna take One-Shot C9 and Cowardly to the certification group.
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