[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #5250 (ISO) » Thu Oct 11, 2012 7:31 am

Post by greygnarl »

The modspeak is for fun. Cult Recruiter would be only in the night I guess. The recruit could get vig ability from N3 onwards.
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Post Post #5251 (ISO) » Thu Oct 11, 2012 8:42 pm

Post by IceGuy »

IceGuy wrote:
Take Your Chances


2 Mafia Goons
7 Probabilistic JOATs

A Probabilistic JOAT can take any of the following actions, but they succeed only with a probability:
Cop, Watcher, Vig: 10%
Tracker, Roleblocker: 20%
Jailkeeper, Hider: 25%
Doctor: 30%
Bodyguard: 40%


Any comments on that one?
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Post Post #5252 (ISO) » Thu Oct 11, 2012 8:44 pm

Post by Cheery Dog »

what happens if two people successfully hide behind each other?
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Post Post #5253 (ISO) » Thu Oct 11, 2012 8:49 pm

Post by IceGuy »

Cheery Dog wrote:what happens if two people successfully hide behind each other?


Both actions fail. Same for RB <-> RB or JK <-> JK.
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Post Post #5254 (ISO) » Fri Oct 12, 2012 7:16 am

Post by saulres »

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 counterclaimed
if
someone tracked them.
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Post Post #5255 (ISO) » Fri Oct 12, 2012 7:18 am

Post by IceGuy »

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.
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Post Post #5256 (ISO) » Fri Oct 12, 2012 7:23 am

Post by saulres »

IceGuy wrote:If, say, three players agree to target the same person, the chance of at least one action going through is a little more than a half.


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.
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Post Post #5257 (ISO) » Fri Oct 12, 2012 7:26 am

Post by IceGuy »

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).
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Post Post #5258 (ISO) » Fri Oct 12, 2012 12:59 pm

Post by Sucrose »

If all 7 JOATs tried to use the cop power at once, you would have a 52.2% chance of getting at least one result.
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Post Post #5259 (ISO) » Fri Oct 12, 2012 1:40 pm

Post by Mehdi2277 »

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).
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Post Post #5260 (ISO) » Fri Oct 12, 2012 2:01 pm

Post by Whiskers »

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).
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Post Post #5261 (ISO) » Fri Oct 12, 2012 2:16 pm

Post by Leafsnail »

It doesn't seem very fun though. The mafia has a moderate chance of having a kill randomly stopped (or a small chance of being hit by a cop if the town decides to go that route) and can just fakeclaim whatever they like.
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Post Post #5262 (ISO) » Sat Oct 13, 2012 4:46 am

Post by IceGuy »

Whiskers wrote: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.


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
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Post Post #5263 (ISO) » Sat Oct 13, 2012 6:57 am

Post by Xalxe »

OHAI Ice. How are the letters generated? Same way as C9++?
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Post Post #5264 (ISO) » Sat Oct 13, 2012 7:08 am

Post by IceGuy »

Xalxe wrote:OHAI Ice. How are the letters generated? Same way as C9++?


Yes.
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Post Post #5265 (ISO) » Sun Oct 14, 2012 4:16 am

Post by shos »

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.
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Post Post #5266 (ISO) » Sun Oct 14, 2012 4:33 am

Post by IceGuy »

Sounds similar to saulres' Precinct Madness.
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Post Post #5267 (ISO) » Sun Oct 14, 2012 4:41 am

Post by N »

So all those cops and there's only one Mafia they can actually find?
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Post Post #5268 (ISO) » Sun Oct 14, 2012 5:04 am

Post by Mehdi2277 »

Similar, but unlike saul's the cops flip with sanities and mafia actually flip with their role (plus some other roles). I don't really understand the sanity cop though.
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Post Post #5269 (ISO) » Sun Oct 14, 2012 5:16 am

Post by Nachomamma8 »

IceGuy wrote:
IceGuy wrote:
Take Your Chances


2 Mafia Goons
7 Probabilistic JOATs

A Probabilistic JOAT can take any of the following actions, but they succeed only with a probability:
Cop, Watcher, Vig: 10%
Tracker, Roleblocker: 20%
Jailkeeper, Hider: 25%
Doctor: 30%
Bodyguard: 40%


Any comments on that one?

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
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Post Post #5270 (ISO) » Sun Oct 14, 2012 5:22 am

Post by IceGuy »

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.
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Post Post #5271 (ISO) » Sun Oct 14, 2012 8:36 am

Post by shos »

IceGuy wrote:Sounds similar to saulres' Precinct Madness.

If you talk about some marathon 5p game, then I probably took the idea from there, yes.
N wrote:So all those cops and there's only one Mafia they can actually find?
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.
Mehdi2277 wrote:Similar, but unlike saul's the cops flip with sanities and mafia actually flip with their role (plus some other roles). I don't really understand the sanity cop though.
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.
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Post Post #5272 (ISO) » Sun Oct 14, 2012 8:37 am

Post by IceGuy »

shos wrote:
If you talk about some marathon 5p game, then I probably took the idea from there, yes.


No, I'm talking about a recently-run 9p Micro game.
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Post Post #5273 (ISO) » Sun Oct 14, 2012 8:40 am

Post by shos »

lol really? :o 100% coincidence! :o I'll go look it up
In post 836, Lucky2u said:

Rule # 5h05: players should not attempt to use or manipulate the mod for any purpose.
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Post Post #5274 (ISO) » Sun Oct 14, 2012 8:44 am

Post by Whiskers »

How is 9p micro? I thought micro games were like, 7p at
most
.
because 7p is pretty much the minimum for a mini.
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