[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3025 (ISO) » Fri Apr 15, 2011 11:23 am

Post by Empking »

Hoppster wrote:Gun Owner = City's Only Hope?

Presumably the cop is elected each day?
Yes and Yes.
Why can't Mafia just NK the cop each night?
If a Mafiasio is picked or if it simply wouldn't be the best kill.
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 #3026 (ISO) » Fri Apr 15, 2011 12:18 pm

Post by bvoigt »

If there's no kill, won't the mafia know they targeted the Last Hope?
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Post Post #3027 (ISO) » Fri Apr 15, 2011 12:28 pm

Post by Empking »

bvoigt wrote:If there's no kill, won't the mafia know they targeted the Last Hope?
Yeah. Its just to guarantee the town having a chance to win.
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 #3028 (ISO) » Fri Apr 15, 2011 12:57 pm

Post by gandalf5166 »

Yeah, it's basically forcing LyLo as soon as it happens. I like it. Very much. I don't know if it's balanced at all. If the TOH dies AND the last mafia dies on the same night, who wins?
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Post Post #3029 (ISO) » Fri Apr 15, 2011 1:35 pm

Post by Empking »

gandalf5166 wrote:Yeah, it's basically forcing LyLo as soon as it happens. I like it. Very much. I don't know if it's balanced at all. If the TOH dies AND the last mafia dies on the same night, who wins?
Town.
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 #3030 (ISO) » Sat Apr 16, 2011 9:25 am

Post by bvoigt »

A random idea I had:

2 Mafia
9 Townies

Every player starts each day with 2 votes. They can also, once per day, remove one vote from another player. So some players will have 2 votes, and some will have no votes, but the number of votes will equal the number of players remaining.
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Post Post #3031 (ISO) » Sat Apr 16, 2011 9:57 am

Post by Hoppster »

Is the vote removing optional or compulsory?
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Post Post #3032 (ISO) » Sat Apr 16, 2011 10:03 am

Post by bvoigt »

Optional, I suppose.
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Post Post #3033 (ISO) » Sat Apr 16, 2011 11:15 am

Post by Hoppster »

Is it reversible/changeable once made for the day?
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Post Post #3034 (ISO) » Sat Apr 16, 2011 11:36 am

Post by bvoigt »

Nope, once you've removed someone's vote it cannot be reversed.
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Post Post #3035 (ISO) » Sat Apr 16, 2011 1:36 pm

Post by DarthYoshi »

bvoigt, how would a lynch threshold be calculated? By total number of potential votes, or of number of votes functionally available, etc? I could see detrimental potential for no-lynches there.

Unrelated, and addressed to entire thread:


Had a thought about my Faith Plus One setup—as a variation to spice things up for anyone for whom the 1.1 version is too conventional, I offer the 1.2 version, which substitutes the cop for a town-aligned JOAT with exclusively investigatory powers:

3 Mafia Goons

2 Town-aligned Faith Healers (doctors with a 50% failure rate)

1 Town-aligned Jack-of-All-Trades w/ the following 1-shot abilities: Investigate, Track, Watch

7 Vanilla Townies


Special Mechanic: If both Faith Healers protect the same person on a given night, the protection is guaranteed to fail.

Day start.

Thoughts? Criticisms?
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Post Post #3036 (ISO) » Sat Apr 16, 2011 1:50 pm

Post by Faraday »

Main criticism is I don't like % roles, like % chance of investigating someone correctly. Works okay in this set-up.

Balance looks okay, lot depends on the JOAT but that might not be a bad thing. It's your standard 10/3 split, and 3 weak town power roles. It being open means they're confirmable (although obv scum can claim them) in fact any scum being lynched should claim JOAT. Hmm. With the faith healers there then it makes it even more interesting.

Oh I know nothing about open games so take this with a pinch of salt.
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Post Post #3037 (ISO) » Sat Apr 16, 2011 3:18 pm

Post by bvoigt »

DarthYoshi wrote:bvoigt, how would a lynch threshold be calculated? By total number of potential votes, or of number of votes functionally available, etc? I could see detrimental potential for no-lynches there.
Hmm...I think votes available would be best.
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Post Post #3038 (ISO) » Sun Apr 17, 2011 8:43 am

Post by chesskid3 »

3p

cop
BP doc, informed if saves
goon

nightstart,

FUCK YEAAAAAAAAAAAAAAAa
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Post Post #3039 (ISO) » Sun Apr 17, 2011 1:06 pm

Post by drmyshottyizsik »

chesskid3 wrote:3p

cop
BP doc, informed if saves
goon

nightstart,

FUCK YEAAAAAAAAAAAAAAAa
nominate
#freeShotty
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Post Post #3040 (ISO) » Mon Apr 18, 2011 3:27 am

Post by DarthYoshi »

Faraday wrote:Balance looks okay, lot depends on the JOAT but that might not be a bad thing. It's your standard 10/3 split, and 3 weak town power roles. It being open means they're confirmable (although obv scum can claim them) in fact any scum being lynched should claim JOAT. Hmm. With the faith healers there then it makes it even more interesting.
I was thinking about that myself--the JOAT definitely makes the game swingier (which I am okay with atm), but I'm also wondering if it actually weakens the town compared to having a straight-up alignment cop, and if maybe giving the JOAT a one-shot rolecop ability as well might be in order.

I personally think the first scum strung up would be more likely to claim FH, as until a FH flips, there can't be a credible CC. Second scum would def claim JOAT, tho.

And, the % part can't really be avoided. :) If both faith healers were doc's, it'd be a broken setup, as Magua pointed out earlier.
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Post Post #3041 (ISO) » Mon Apr 18, 2011 9:06 am

Post by Herodotus »

If one of the FH's was an effective doctor and the other was an ineffective doctor, I believe that would resolve that particular issue. Flavour justification: one of the faiths is right and the other is wrong.
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Post Post #3042 (ISO) » Mon Apr 18, 2011 10:41 am

Post by DarthYoshi »

Herodotus: In that setup, I'm assuming would the docs not be told if they were effective or not, and that if one died, they would simply flip doctor, with no indication of effectiveness?

That's an interesting twist for sure.
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Post Post #3043 (ISO) » Mon Apr 18, 2011 1:43 pm

Post by Amrun »

I like that twist on the faith healers, but it also makes the set-up even swingier, imho. Both options look interesting to me.
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Post Post #3044 (ISO) » Mon Apr 18, 2011 1:51 pm

Post by Herodotus »

That's what I had in mind. And keeping the "both FH choosing the same target leaves the target unprotected".
If one FH and the other PR were to claim on D1, one or the other would presumably have protection. The mafia could take a shot at either, and depending on their success (50% chance) they would know whether this FH was the effective one, or they could choose a different target.
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Post Post #3045 (ISO) » Mon Apr 18, 2011 2:13 pm

Post by DarthYoshi »

Awesome. Me likey too. Thanks for the feedback and suggestions!

So right now, I've got four possible setups. All four have 3 Mafia Goons and 7 VTs:

v 1.1
2 Town-aligned Faith Healers (each w/ 50% failure rate)
1 Town-aligned Sane Cop

v 1.2
2 Town-aligned Faith Healers (each w/ 50% failure rate)
1 Town-aligned Jack-of-all-Trades w/ one-shot investigate, track, watch, and rolecop abilities


v 1.3
1 Town-aligned Righteous Faith Healer (not told they are effective, simply flips FH)
1 Town-aligned Heretic Faith Healer (not told they are ineffective, simply flips FH)
1 Town-aligned Sane Cop (can call him/her/it an Inquisitor or whatever for flavor purposes)

v 1.4
1 Town-aligned Righteous Faith Healer
1 Town-aligned Heretic Faith Healer
1 Town-aligned Jack-of-all-Trades w/ one-shot investigate, track, watch, and rolecop abilities

1.1 is obviously the most conventional, and 1.4 is obviously the swingiest (though I actually like a rolecop for the JOAT in 1.4, as the JOAT would learn a doc's role, but not their effectiveness, mmmmm). That being said, any other significant kinks in any of these (balance or otherwise)? If Farside approves, I am for sure going to run one of these versions for my Open game once I'm at the top of the mod queue.
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Post Post #3046 (ISO) » Mon Apr 18, 2011 2:17 pm

Post by Faraday »

I quite like 4 I think. (the use of the JOAT abillities makes the role more skillful than the sane cop). Also prefer Hero's fix on the faith healer issue. That looks like an interesting set-up either way you run it, I guess.
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Post Post #3047 (ISO) » Mon Apr 18, 2011 2:21 pm

Post by Tragedy »

All or One?


3 Jack of All Trades
8 Vanilla Townies


2 Mafia Goons
1 Mafia Role Cop
1 Mafia Doctor


> Jack of All Trades can either Rolecop, Protect, Kill or Roleblock once per Night. They are unlimited.
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Post Post #3048 (ISO) » Mon Apr 18, 2011 2:57 pm

Post by Herodotus »

DarthYoshi wrote:1.1 is obviously the most conventional, and 1.4 is obviously the swingiest (though I actually like a rolecop for the JOAT in 1.4, as the JOAT would learn a doc's role, but not their effectiveness, mmmmm). That being said, any other significant kinks in any of these (balance or otherwise)? If Farside approves, I am for sure going to run one of these versions for my Open game once I'm at the top of the mod queue.
:(

3 is the most conventional, 1 (or maybe 2) is the swingiest, and according to the official policy, I'd encourage anyone who wants to moderate a setup of their own selection to do so in other queues.
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Post Post #3049 (ISO) » Mon Apr 18, 2011 3:21 pm

Post by DarthYoshi »

Oh. :(

Why shouldn't ppl moderate their own setups in the Open queue? I understand that it needs to be nominated first, but I'm genuinely just wondering--I never heard of such a rule.
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