Does the Cop get guilty on just Goons or both Goons/Traitors?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.
[OLD] Open Setup Ideas and Discussion
Forum rules
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Cops get guilty on traitors.Crazy wrote:
Does the Cop get guilty on just Goons or both Goons/Traitors?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.SEND THE VECTOIDS- BridgesAndBaloons
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I nominated this, I want someone to second this.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.Signature:
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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.- ortolan
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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.- Empking
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BridgesAndBaloons wrote:
I nominated this, I want someone to second this.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.Second
Nominate: Ort's DR- Elephant Hell
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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.- BridgesAndBaloons
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Just making sure, the mafia can choose to night kill the whole game and Never use the bombs?ortolan wrote:Instead of night-killing, the mafia may chooseeach 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 themthe 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.
And the explosive expertonlylearns when she targets thesamenight?Signature:
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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.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
Feel free to PM me to be ready in case I need a replacement.- Elephant Hell
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Probably true (I probably overestimated the likelyhood of the Vig claiming, although it's still pretty high).BridgesAndBaloons wrote:now that i think of it cowardly v4 is probably more balanced with a mafia gunsmith ability.
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.- ortolan
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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.- Empking
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Shouldn't you give the last mafia left alive a night kill?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.Signature:
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Do we have a list of all the approved open setups anywhere?My Wiki Page|My Last.FM|My Steam
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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.ortolan wrote:Why?Signature:
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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- ProposerProposed, 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- MaxProposed[730]
Needlessly Complicated- EmpkingProposed[736]
CAKE E9- EmpkingProposed[752]
Super F11- StrangerCougProposed[754]
Cult F11- EmpkingProposed[758]
Cult Texas Mafia- EmpkingProposed[773]
Pie X4 +2- EmpkingProposed[776]
1-Shot C9- Elephant Hell2nd[780, 781, 782]
1-shot Micro- Elephant HellNominated[786, 782*]
Guilty Or Alive- BridgesAndBaloonProposed[811]
Tap Dance Multiball Mafia- AdelProposed[812]
D(dethy)9- The FonzProposed[829]
Whoa, Back it up!- skitzerProposed[830]
Normal not normal Dethy- EmpkingProposed[832]
Line Tapper Small town- KortsProposed[832]
Elegant PYP- SimeonProposed[848]
Murder Suicide Mafia- SimeonProposed[849]
Delayed Reaction- OrtolanNominated[853, 855]
Cowardly Mafia- Elephant Hell3rd[860, 862, 863, 867]
Indecisive Mafia- ScigattProposed[864]
*not a mistake.
Max wrote:
Simple Sanity Issues
3 Mafia (One Role Blocker)
1 Cop (50% Sane, 50% Insane)
8 TownNeedlessly 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 TowniesEmpking wrote:Cake E9 V.2
1 Goon
1 RB
1 Reporter
1 Watcher
5 TowniesStrangerCoug wrote:
SUPER F11- 12 players
- Roles for nine of the players are selected at random from the following:
- 1 Mafia goon, 1 Mafia roleblocker, 7 vanilla townies
- 1 Mafia goon, 1 Mafia roleblocker, 1 cop, 1 doc, 5 vanilla townies
- 2 Mafia goons, 1 cop, 6 vanilla townies
- 2 Mafia goons, 1 doc, 6 vanilla townies
- 1 Mafia goon, 1 Mafia roleblocker, 7 vanilla townies
- The other three roles are selected at random again from the following:
- 1 Mafia tracker, 2 vanilla townies
- 1 Mafia tracker, 1 backup cop, 1 backup doc
- 1 Mafia goon, 1 backup cop, 1 vanilla townie
- 1 Mafia goon, 1 backup doctor, 1 vanilla townie
- 1 Mafia tracker, 2 vanilla townies
Empking wrote:Cult F11
2 Mafia
50% 1 Cult
1 Vig
1 RB if neither/both Cult + Cop
50% 1 Cop
3-6 Vanilla TowniesEmpking 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 TowniesElephant 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 towndoes. Then this adds WIFOM as to whether there's a survivor or not. At the same time,ifthere's a survivor, scum has to try to findwhoit 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)
NightlessKorts 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 TowniesSignature:
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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.Signature:
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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.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.Currently modding Mole Mafia: http://www.mafiascum.net/forum/viewtopic.php?f=23&t=20529
Feel free to PM me to be ready in case I need a replacement.Copyright © MafiaScum. All rights reserved.
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