[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #4875 (ISO) » Thu Jun 14, 2012 8:13 am

Post by quadz08 »

Chaos, every player has 50% chance to be mafia. >_>
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Post Post #4876 (ISO) » Thu Jun 14, 2012 9:35 am

Post by ChaosOmega »

Uh, no. Lrn2maths.
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Post Post #4877 (ISO) » Thu Jun 14, 2012 9:53 am

Post by quadz08 »

ok, so it depends on how you assign the roles / setup.

Do a randomization of 1 messenger, then 6 non-messengers, and THEN randomize again to create 2 scum.

The messenger then has the same percentage of being scum as any other player.

If you randomize by doing Scum messenger vs. Town messenger, then yes, he has a 50% chance.
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Post Post #4878 (ISO) » Thu Jun 14, 2012 10:01 am

Post by ChaosOmega »

Then you're making the two distinct set-ups happen at a different rate, which does eliminate the optimal play of lynching the messenger D1. In no way does that make every player have 50% chance to be mafia, though.
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Post Post #4879 (ISO) » Thu Jun 14, 2012 10:04 am

Post by quadz08 »

Well ok 50% is wrong. What I intended to say was every player has an equal % chance of drawing mafia.
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Post Post #4880 (ISO) » Thu Jun 14, 2012 10:06 am

Post by Timeater »

>Quadz: hehehe lets make coding this setup more complicated muhauhauhauha
>Me: fuuuuuuu

@Zor

Can you make a smaller version of your game? 8-9p?
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Post Post #4881 (ISO) » Thu Jun 14, 2012 10:08 am

Post by quadz08 »

ahaha sorry. Didn't think about the fact that it would need to be coded.
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Post Post #4882 (ISO) » Thu Jun 14, 2012 10:37 am

Post by xyzzy »

I feel like the mafia in Overrunned should possibly have daytalk.
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Post Post #4883 (ISO) » Thu Jun 14, 2012 10:38 am

Post by Phillammon »

They do.
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Post Post #4884 (ISO) » Thu Jun 14, 2012 10:39 am

Post by andrew94 »

cant they just

get one mafia to quickhammer, then sacrifice him at night.
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Post Post #4885 (ISO) » Thu Jun 14, 2012 12:25 pm

Post by vijay2vasandani »

^ I think that's the point. It's almost like a larger version of Scumhunter, with a different wincon.
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Post Post #4886 (ISO) » Thu Jun 14, 2012 6:29 pm

Post by xyzzy »

Phillammon wrote:They do.


zoraster wrote:Mafia only have night talk.
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Post Post #4887 (ISO) » Fri Jun 15, 2012 3:07 am

Post by zoraster »

Timeater wrote:>Quadz: hehehe lets make coding this setup more complicated muhauhauhauha
>Me: fuuuuuuu

@Zor

Can you make a smaller version of your game? 8-9p?


You could do:
4v3, mafia have to blood sacrifice a mafia member each night. Everything is the same. Except Mafia lose if they don't blood sacrifice EVERY mafia member (i.e. town just needs one lynch to win). So town get 3 chances to lynch one scum.

EV for town is around 80%, but mafia have the ability to consolodate their power.

I don't like it quite as much as the other because part of the impetus for the design was "how can I design a game that has a whole bunch of scum in it without making a gigantic game?" and if you reduce it down to just 3 scum, you're sort of just back where you were with a 13p game. But I think the setup does work.

xyzzy wrote:I feel like the mafia in Overrunned should possibly have daytalk.


I think mafia's power to coordinate themselves is already going to be pretty darn powerful without giving them daytalk. I suspect as described the game is somewhat but not astoundingly scum sided. That last Day will be especially hard for scum.

andrew94 wrote:cant they just

get one mafia to quickhammer, then sacrifice him at night.


Sure, they could. But that's only one vote.
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Post Post #4888 (ISO) » Fri Jun 15, 2012 5:06 am

Post by quadz08 »

Also, can we please call it 'Overrun?' Cause dear lord the grammar.
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Post Post #4889 (ISO) » Sat Jun 16, 2012 9:41 pm

Post by Hoopla »

Near wrote:Is there a set up where two scums, while knowing who each other is, cannot communicate at all?

Near wrote:Edit: and scums need to PM the mod with the same person to NK for NK to succeed?


An idea from Near that could make for an interesting setup. 2:5 or 2:6 is probably the correct ratio for the setup, I think.

2:5 is probably too low, because scum really only need a successful kill N1 (33% chance, although I think there will usually be an obvious choice for scum to kill) to put them in lylo the next day.

2:6 has the benefit of giving the town an extra mislynch if scum miss at night once, but if scum is lynched D1 or D2 (after a successful N1), the town is worse off starting with the extra townie. It could even be a plausible play for a scum to deliberately get lynched D1, as they only have to avoid two mislynches now with a guaranteed NK - as opposed to potentially giving the town another mislynch by missing an NK.
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Post Post #4890 (ISO) » Sat Jun 16, 2012 10:29 pm

Post by Hoopla »

Borrowing the mechanic from Masons and Mafia...

3x Mafia Goons
1x Cop
1x Gunsmith
1x Doctor
1x Roleblocker
1x Vigilante
1x Vengeful
1x Miller (Guilty to Cop and Gunsmith)
1x Encryptor (Enables scum daytalk)
1x Vanilla Townie

~~

- Daystart
- Any time during the day (as many times as they want), an individual scum member can send in a daykill on a player if they can name their role.
- If the scum guesses wrong, it suicides.
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Post Post #4891 (ISO) » Sat Jun 16, 2012 10:45 pm

Post by andrew94 »

no massclaim :D
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Post Post #4892 (ISO) » Sat Jun 16, 2012 10:56 pm

Post by drmyshotgun »

Lol.
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Post Post #4893 (ISO) » Sat Jun 16, 2012 11:00 pm

Post by andrew94 »

everyone claim VT :D
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Post Post #4894 (ISO) » Sun Jun 17, 2012 1:39 am

Post by zoraster »

quadz08 wrote:Also, can we please call it 'Overrun?' Cause dear lord the grammar.


Yes.
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Post Post #4895 (ISO) » Sun Jun 17, 2012 4:08 pm

Post by callforjudgement »

Hoopla, wrt that Near-inspired setup, would it help to cause Mafia to lose their NK for one night after a member is lynched? As in, if a Goon gets lynched, scum can't kill the following night.
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Post Post #4896 (ISO) » Sun Jun 17, 2012 7:50 pm

Post by Hoopla »

callforjudgement wrote:Hoopla, wrt that Near-inspired setup, would it help to cause Mafia to lose their NK for one night after a member is lynched? As in, if a Goon gets lynched, scum can't kill the following night.


That could work. It probably makes 2:6 the better ratio if this was the case.
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Post Post #4897 (ISO) » Wed Jun 20, 2012 9:34 am

Post by The Fonz »

Something I'd be quite interested in seeing...

Nightless Multiball


7 Vanilla Townies
3 Mafia Goons
3 Werewolves

No nights, so no kills. 8-4 is the single group standard, I'd imagine this would be a good test of scumhunting, and likely to self-balance as it only requires one mislynch for town to lose majority, but a scumteam needs a minimum of six non-members dead to clinch victory.
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Post Post #4898 (ISO) » Wed Jun 20, 2012 10:53 am

Post by Junpei »

Fonz:
http://forum.mafiascum.net/viewtopic.php?f=1&t=21855
4v4v8 nightless

It isn't open.. but, there it is.
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Post Post #4899 (ISO) » Sun Jul 01, 2012 8:56 am

Post by IceGuy »

Joining Forces


1 Sicilian Mafia Goon

1 Calabrian Mafia Goon

1 Jailkeeper
1 Single Goon Cop
9 Vanilla Townies


At first, the Sicilian and the Calabrian Mafia Goons don't know each other, have separate NKs and SK-like win conditions.

At any point, they can indicate to the mod they'd like to "join". When both of them have indicated their desire to join (and they're alive), they'll become Mafia Goons at the beginning of the next Night. That means they'll get a QT with nighttalk, have a factional NK (instead of their separate ones) and their win condition becomes the usual Mafia one.

The Single Goon Cop gets a "guilty" on both Goons, but only up until including the Night they joined; after that, they always get "innocent".
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