[OLD] Open Setup Ideas and Discussion
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what happens if two people successfully hide behind each other?Everything happens for a reason, except maybe football.
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↑ Cheery Dog wrote:what happens if two people successfully hide behind each other?
Both actions fail. Same for RB <-> RB or JK <-> JK.- saulres
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I think the randomness would mean that best strategy is to completely ignore the JOATness. It's too easy for scum to fakeclaim an action with at most a 20% chance of being counterclaimedifsomeone tracked them."SAULRES you are THE man! Fav mod eva, no contest!" - Bert; "Saulres is a fantastic mod, if he is running a game everyone needs to join it." - FuDuzn
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Keep in mind all seven players are probabilistic JOATs. If, say, three players agree to target the same person, the chance of at least one action going through is a little less than a half.
This might make little sense for trackers, but it allows players a trade-off between a shot in the dark and a larger probability but with the action being known.Last edited by IceGuy on Fri Oct 12, 2012 7:25 am, edited 1 time in total.- saulres
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saulres Mafia Scum
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That's false probabilities. The events are independent. I don't remember how to do the correct calculation, but you can see the fallacy here: If I have a 50% chance of flipping a coin and having heads come up, that doesn't mean I have a 100% chance of getting a heads if I flip two coins."SAULRES you are THE man! Fav mod eva, no contest!" - Bert; "Saulres is a fantastic mod, if he is running a game everyone needs to join it." - FuDuzn
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IceGuy Mafia Scum
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↑ saulres wrote:
That's false probabilities. The events are independent. I don't remember how to do the correct calculation, but you can see the fallacy here: If I have a 50% chance of flipping a coin and having heads come up, that doesn't mean I have a 100% chance of getting a heads if I flip two coins.
Yes, but you have a 1/2 * 1/2 = 1/4 probability of two heads.
Just as you have a 4/5 * 4/5 * 4/5 = 64/125 probability of the three actions not going through. I edited my above post (should've read "little less than a half", confused the probability of none going through and at least one going through).- Sucrose
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Which is still pretty low of a chance of success for just one town action especially when the goons are going to pretend to be Joats and would likely have one give a fake report there. And the only way all 7 Joats act at once is if scum is lynched day 1 and even then one would likely die n1 meaning a maximum of 6 reports is possible (most likely 5 since towns are more likely to mislynch day 1 then lynch scum).- Whiskers
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Would be more fun to make different breeds of JOAT (Type 1: Cop, Watcher, Vig;Type 2: Tracker, Roleblocker;Type 3: Jailkeeper, Hider;Type 4: Doc, Bodyguard). Randomize how many of each Jack, OR give them probabilities again-- although much higher ones.
Then again: guys, the idea is that it potentially gives town more power than 9p Mountainous. Even if most of the abilities don't work, the point is that they have better chance, but not much better.
Still, might just be more fun to have a bunch of night 0 cops and throw a naive or two in there (that flip hidden).Integrity, Pride, Confidence, Anger, and Truth.- Leafsnail
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- IceGuy
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Actually, that gives me another idea.
C9--
For basic mechanics see C9++. Nine players.
Mod generates four letters.
C = 1-shot Cop
CC = Cop
D = 1-shot Doctor
DD = Doctor
V = 1-shot Vig
VV = Vig
M = 1-shot Friendly Neighbor
MM = Innocent Child
B = 1-shot Roleblocker
BB = Roleblocker
TTTT = 2 Mafia Goons
TTT = 2 Mafia Goons
TT = 2 Mafia Goons with 1-shot factional Strongman
T = 1 Mafia Goon, 1 Mafia Roleblocker
0 Ts = 1 Mafia Goon, 1 Mafia Roleblocker with 1-shot factional Strongman- Xalxe
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shos Survivor
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So, I've been thinking about this for a while, and thought I'd post it here. Here's an idea for an open micro 9p setup:
shos wrote:
Flavor: the Police Department just got inflitrated
town:
1 sane cop (regular cop) FLAVOR NAME: Deputy bla bla
1 insane cop (gets wrong info) FN: same
1 paranoid cop (gets always guilty) FN: same
1 naive cop (gets always not guilty) FN: same
1 cop-immune ("you did not manage to investigate this person") - FN: Sheriff
1 jailkeeper ("you did not manage to investigate/kill this person") - FN: Jailer
1 Sanity Cop (may or may not be sane) FN: Police Psychiatrist
mafia:
1 redirector - chooses A and B, and all actions directed at A turn to B. FN: spy, mischief master
1 godfather (returns town for sane, scum for insane) - FN: spy, mischief apprentice
Players do not know their sanity of course.
Overlaps happen: If an Insane targets GF they get scum etc
Flips will reveal "sane cop - town".
Game will start with a night (N0) - the scum cannot kill during THIS night.
Scum have daytalk.
Opinions?In post 836, Lucky2u said:
Rule # 5h05: players should not attempt to use or manipulate the mod for any purpose.- IceGuy
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- N
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N Jack of All Trades
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Nachomamma8 Devil in the Details
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i like it, although I can't help but feel like hider is definitely the optimal play here.
investigates people AND causes NK immunity for the hider? hell yeah"Playing with Nacho is like playing with a religious conservative." ~UncertainKitten
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↑ Nachomamma8 wrote:
i like it, although I can't help but feel like hider is definitely the optimal play here.
investigates people AND causes NK immunity for the hider? hell yeah
If one is always the optimal play you can always lower their percentage.- shos
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If you talk about some marathon 5p game, then I probably took the idea from there, yes.There's more to the godfather than this, it's not that simple if you think forward. but yes, I think the scum are slightly strong in this game - town will have a challange. that's why they got N0 free.
Sanity cop checks the Sanity of a person. if he is sane, and he cops an insane guy, he'll recieve "insane". if he is insane and cops paranoid he'll get "naive". if he(sane) cops a non-cop he'll get sane too. obviosly no use of copping self
erm, the setup is not broken due to the redirector - he is very valuable for scum. for example, if town want to have all cops target a claimed-and-not-CCed JK to verify their sanity, redirector can redirect the JK to himself(redirector) and it'll create exactly the opposite, buying another day; so town might want to spread their cops more widely etc.
stuff can happen wierd; no regular cop is able to target themselves, but if a cop recieves guilty on A N0 and town on B N1, after B is a claimed JK not CCed, then he knows automatically that he is Sane. Soooo the redirector is NECESSARY. do you think it is balanced? I thought about replacing the GF with a one-shot framer-for-a-night for example(AKA framing one person just for one night), which could create a redirection to a framed person or something instead of GF power...I've been thinking a lot on this and I'm not quite sure about the balance and stuff. I'm sure, however, that it is not broken.In post 836, Lucky2u said:
Rule # 5h05: players should not attempt to use or manipulate the mod for any purpose. - shos
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