[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #4675 (ISO) » Mon May 21, 2012 2:23 am

Post by izakthegoomba »

I feel like that would be better suited to mish mash, actually.
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Post Post #4676 (ISO) » Mon May 21, 2012 2:26 am

Post by Phillammon »

Hm...

MishMash has no modding requirements, so I may well just go try it out, once I've thrown it past some pseudo-reviews, if it would be balanced enough.

What am I talking about, it is by definition balanced. Both sides are identical. Do people agree it's mishmash material?
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Post Post #4677 (ISO) » Mon May 21, 2012 2:51 am

Post by izakthegoomba »

The thing is, in theory, it's perfectly balanced. But it's
very
likely to become unbalanced as soon as the townies pick their sides.
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Post Post #4678 (ISO) » Mon May 21, 2012 3:04 am

Post by Phillammon »

Also true. Maybe the team with fewer sympathyzers gets a bonus? Such as a goon being upgraded to an alleigance cop?
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Post Post #4679 (ISO) » Mon May 21, 2012 6:35 am

Post by quadz08 »

Kcdaspot wrote:
quadz08 wrote:I don't think it's fundamentally flawed. I actually like the gambler role as a concept, but it probably needs some refinement.

And the night-lynch is an odd extra concept that you seem to have just thrown in with no thoughts on its effect on gameplay. Keep in mind that a night lynch (which I assume means votes are anonymous) means that scum will vote in a block, which gives them basically an extra nightkill as you get close to MYLO/LYLO territory. Again, not an inherently flawed concept, but it needs work, and maybe they don't belong in the same game right as they're being introduced.

Well what positives are there for the gambler? I'd like your answer.


I think it's inherently a role that weakens the lynch as a town weapon. This is not inherently a bad thing, in and of itself. It just needs to be placed in a setup that's balanced with that in mind (i.e., not this one).

It's an interesting role, that puts a neat twist on the game.
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Post Post #4680 (ISO) » Mon May 21, 2012 6:37 am

Post by quadz08 »

Also, phil's game. Not really mafia anymore, IMO.
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Post Post #4681 (ISO) » Mon May 21, 2012 8:47 am

Post by animorpherv1 »

Phillammon wrote:MishMash has no modding requirements, so I may well just go try it out, once I've thrown it past some pseudo-reviews, if it would be balanced enough.



Except for the fact that mafia games aren't allowed in Mish Mash?
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Post Post #4682 (ISO) » Mon May 21, 2012 8:48 am

Post by Phillammon »

Yep, but mafia games which are too little like mafia are. Which apparently mine is.
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Post Post #4683 (ISO) » Mon May 21, 2012 9:18 am

Post by quadz08 »

The definition of mafia I've seen referenced on this site is "informed minority vs. uninformed majority"

Your game does not fit that definition.
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Post Post #4684 (ISO) » Mon May 21, 2012 9:19 am

Post by Phillammon »

Point. So It would be Mishmash, and I'd have to think it through a lot more before trying.
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Post Post #4685 (ISO) » Mon May 21, 2012 10:13 am

Post by izakthegoomba »

Yeah, mutations are better suited to MM imo.
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Post Post #4686 (ISO) » Wed May 23, 2012 4:56 am

Post by Kcdaspot »

None of you people commented on my game.... >_>
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Post Post #4687 (ISO) » Wed May 23, 2012 11:48 am

Post by BBmolla »

Phillammon wrote:
Taking Sides Multiball
2 Mafia A Goons
2 Mafia B Goons

1 A Hood Cop
1 B Hood Cop
1 Doctor
6 VTs


-Nightstart,
-Both Mafia Groups have a Nightkill, and a Neighbourize. Mafia A wins if Mafia B is wiped out, and vice versa. There are two neighbourhoods, 'hood A and 'hood B. The mafia of each team start off in here, as it is effectively the scum QT. All actions must be PMd in.
-All "Town" aligned roles choose, at the start, a side. They win with this mafia team.
-A Mafia group is wiped out if all of the members of its QT who are aligned with said team are dead.
-Hood Cops determine whether their target is allied with that group, and if they are a member of the neighbourhood.


Sorry if this is a bit garbled, but I *think* the theory is there.

Nothing would happen in the dayphase.
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Post Post #4688 (ISO) » Wed May 23, 2012 11:51 am

Post by Phillammon »

Point, again.
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Post Post #4689 (ISO) » Wed May 23, 2012 7:23 pm

Post by Moneybags »

So guys. I stumbled across the List of Open Games page in the wiki (http://wiki.mafiascum.net/index.php?tit ... Open_Games) and I counted from game 390 back to game 290, the win rate was 36% Town, 54% Mafia, and 3% Other (with 7% abandoned).
This means out of the past 100 games, mafia has won a little over half of them. This might of already been discussed, but does this seem a little off balanced to anyone?
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Post Post #4690 (ISO) » Wed May 23, 2012 7:25 pm

Post by callforjudgement »

I don't think this is only the case in Opens; scum has a higher win percentage in every sort of setup.
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Post Post #4691 (ISO) » Wed May 23, 2012 7:28 pm

Post by Moneybags »

This might be a really stupid question, but wouldn't a 50/50 win rate be ideal?
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Post Post #4692 (ISO) » Wed May 23, 2012 7:29 pm

Post by Ythan »

People just aren't great at designing balanced games.
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Post Post #4693 (ISO) » Wed May 23, 2012 7:33 pm

Post by callforjudgement »

I think part of the problem is that games are generally designed for a perfectly logical, competent town who are all trying to win, and that often isn't the case in practice. (Scum can play badly just like town can, but that tends to have less of an effect in practice for some reason.)
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Post Post #4694 (ISO) » Wed May 23, 2012 7:35 pm

Post by Ythan »

Quantified competence remains elusive.
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Post Post #4695 (ISO) » Wed May 23, 2012 9:32 pm

Post by callforjudgement »

re Phillamon's setup: doesn't it have the WitP problem, where the optimal play is town massclaim (on the basis that you have more than a 50% chance to be on the larger side, if a townie)? WitP dealt with that using hidden daykills, but I don't see a similar solution here.
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Post Post #4696 (ISO) » Mon May 28, 2012 1:02 am

Post by Phillammon »

Had a cool idea, idea still sounded cool in the morning after sleeping on it, so here it is.
Delphi
3x Mafia Goons

4x Oracles
6x Vanilla Townies


-Each Oracle picks a person each night. If that oracle dies that night and they chose a town-aligned player, then the player that they chose becomes mod confirmed town. However, if the oracle is lynched, or they chose a scum-aligned player, then no such confirmation occurs.
-Scum have a factional nightkill, and a 1-Shot factional janitor/roleblock that can be used to cause a no-flip on that night's kill, as well as roleblocking them if they are an oracle.[/area]

What do people think? I realize that hypoclaims might mess it up a little, but that could be averted by clever scum, surely?
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Post Post #4697 (ISO) » Mon May 28, 2012 1:19 am

Post by Kublai Khan »

Phillammon wrote:-All "Town" aligned roles choose, at the start, a side. They win with this mafia team.
-A Mafia group is wiped out if all of the members of its QT who are aligned with said team are dead.

Why pick sides? Why not just assign half the game to one side and the other half to the other side? Any imbalance in the number of players on each side just leads to an imbalanced game.

The daypart is a bit of a waste. Nobody is going to want to lynch somebody on their "side" (which they either know everyone on their side through the neighborhood or through massclaiming), so there's never going to be a majority to lynch with. They it just becomes a game of "how accurate is their night-kill" as they try to kill the two mafia members during the night phases.

You can make lynches possible by having 3 mafia groups and/or maybe some sort of independent group who is looking to eliminate both mafia groups.
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Post Post #4698 (ISO) » Mon May 28, 2012 1:29 am

Post by Phillammon »

Yeah, that setup is now officially dead, I think...
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Post Post #4699 (ISO) » Mon May 28, 2012 3:11 am

Post by IceGuy »

Phillammon wrote: I realize that hypoclaims might mess it up a little, but that could be averted by clever scum, surely?


I don't see how scum could do that (except for the 1-shot janitor/RB).

If somebody flips Oracle and claimed to target player X, and player X isn't named conftown by the mod, X is scum. Keep in mind that if there is a strategy to mess with hypoclaims, it's usually one of the two: either an action that somehow invalidates the result silently, or a way for scum where hypoclaims and results combined with the knowledge of scum leads to a way to find out which hypoclaims are genuine and which aren't. Your setup provides none of those: The invalidation is always public (no flip) and the only way to find out which hypoclaims are genuine is after the flip, at which point town will have the same information.
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