[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #5350 (ISO) » Tue Oct 30, 2012 2:25 pm

Post by Shamrock »

Just let the scum give out town inventions in addition to their own inventions and that isn't a problem.

It's a neat idea, I'd play some version of it.
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Post Post #5351 (ISO) » Thu Nov 01, 2012 6:14 am

Post by Leafsnail »

Ascension Mafia


4 Elder Townies
2 Mafia Goons

Nightful.

If an Elder Townie is lynched they return to life and are immune to nightkills. Note that this confirms them as town.

The mafia win condition is to make up half the town (townies immune to nightkills can obviously be endgamed). The town win condition is to eliminate both mafia members.

The game has a town EV of 0.375, which seems pretty decent to me when you factor in the advantage of a confirmed townie after a mislynch. There is a possible problem of reverse policy lynching on day one, but in my opinion you'd be far better off aiming for scum since hitting a townie day one drops your EV to 0.25.

It's pretty simple so it might've been done before but I didn't see anything like this on the wiki list.
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Post Post #5352 (ISO) » Thu Nov 01, 2012 6:27 am

Post by IceGuy »

The main problem I see that this is very swingy.

You only have two tries to lynch the first goon, but once you have, you have three tries to find the second one.
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Post Post #5353 (ISO) » Thu Nov 01, 2012 6:36 am

Post by Leafsnail »

You only get 3 tries total even if you hit a goon first.

Day one: 2 goons, 4 townies

(lynch scum, mafia kills a townie)

Day two: 1 goon, 3 townies

(lynch town (revives), mafia kills a townie)

Day three: 1 goon, 2 townies (one of these two townies is confirmed)
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Post Post #5354 (ISO) » Thu Nov 01, 2012 6:37 am

Post by Empking »

I like it. I'd like to see it run at least.
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Post Post #5355 (ISO) » Thu Nov 01, 2012 6:42 am

Post by IceGuy »

Leafsnail wrote:You only get 3 tries total even if you hit a goon first.


Yes, that's what I mean.
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Post Post #5356 (ISO) » Thu Nov 01, 2012 6:58 am

Post by Leafsnail »

Is it? Your previous statement isn't true - if you hit a goon day one you have two tries to find the second one, and if you don't then you can't afford to miss again. Obviously hitting a goon day one is a big advantage, but I don't think that's any more true for this setup than others featuring two scum.

I was considering giving scum daytalk for at least part of day one incidentally, to give them a slight boost for day one if it's necessary.
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Post Post #5357 (ISO) » Thu Nov 01, 2012 7:31 am

Post by IceGuy »

What do you mean by "tries"?

If I have to lynch scum today or lose, do you have one try or no try?
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Post Post #5358 (ISO) » Thu Nov 01, 2012 10:54 am

Post by Leafsnail »

One. To put it simply: you can mislynch once in the entire game.
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Post Post #5359 (ISO) » Sun Nov 04, 2012 8:21 pm

Post by Shamrock »

Ding Dong Ditch

2 Mafia Goons
7 Vanilla Townies

At the beginning of each Day, all living players are randomly paired into daytalking neighborhoods (with one neighborhood of three, assuming an odd number of players alive). Neighborhoods are closed at the end of the Day and the players receive new randomized neighborhoods at the beginning of the next Day.
If the game reaches 3p lylo, each player gets a 2-person neighborhood with each other player.
Mafia have daytalk.

Does this sound like fun?
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Post Post #5360 (ISO) » Sun Nov 04, 2012 8:28 pm

Post by callforjudgement »

It might be slightly scumsided, but I'd enjoy something like that. Perhaps it'd be worth making it 2:8 must-lynch in order to make the neighbourhoods simpler, although that'd make it a bit more scumsided.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #5361 (ISO) » Sun Nov 04, 2012 8:55 pm

Post by Shamrock »

Yeah, I was sort of waffling on whether the town needs a PR or two, but I think the ability to become confirmed makes the neighbor mechanic a lot less interesting. I guess it could potentially be run as a closed setup with one or two weak PRs.
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Post Post #5362 (ISO) » Mon Nov 05, 2012 11:31 am

Post by Om of the Nom »

http://forum.mafiascum.net/viewtopic.php?f=83&t=23842
Here's a link to a finished game of the 7P Masons and Mafia setup I talked about earlier.

Well it certainly reduced the chance for immediate scum gambits, since it actually stopped kondi from shooting as soon as he could.
It's harder for me to analyse this game correctly though, since this game was definitely a victim of quicklynches.
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Even though I’ve been badly bruised, living in a house to become a popular muse.”

hey beautiful ! how was your day ?
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Post Post #5363 (ISO) » Mon Nov 05, 2012 11:42 am

Post by Klick »

Make me town in the next one. :lol:
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Post Post #5364 (ISO) » Mon Nov 05, 2012 12:26 pm

Post by Salamence20 »

Dayvig Mafia:

1 Dayvig (1 shot per day)
1 bulletproof GF
2 Mafia Goons
1 Day doctor. (At the beginning of the day, choose one person to be bulletproof)
7 VTs.

Discuss?
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Post Post #5365 (ISO) » Mon Nov 05, 2012 12:29 pm

Post by Leafsnail »

The day doctor would never want to act except to clear themselves, right? Unless they feel like blocking a town decision.
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Post Post #5366 (ISO) » Mon Nov 05, 2012 1:53 pm

Post by Sucrose »

I don't see the point of the Day doctor, either. All they'd be doing is blocking a town player's decision and obscuring the bulletproof scum. Although it'd be advantageous to town as a Named Townie.
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Post Post #5367 (ISO) » Mon Nov 05, 2012 2:04 pm

Post by Salamence20 »

I'd figure it is there to prevent the bulletproof GF from being confirmed scum. I'm not good with balance, so would it be better to keep it confirmed or not?
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Post Post #5368 (ISO) » Mon Nov 05, 2012 2:11 pm

Post by Leafsnail »

It's not really a good way of achieving that, because you're putting it in the hands of a town player who should never use it. It's not exactly unbalanced, it just seems strange to have a redundant role.

I see the GF claiming dayvig if selected to be the target, in order to draw the real dayvig out.
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Post Post #5369 (ISO) » Mon Nov 05, 2012 2:32 pm

Post by Shamrock »

Doesn't seem like that setup would be much fun to play - way too much riding on the shoulders of a single player.
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Post Post #5370 (ISO) » Mon Nov 05, 2012 2:33 pm

Post by Salamence20 »

Dayvig Mafia Redux:

1 Dayvig (1 shot per day)

1 Bulletproof scum GF
2 Mafia Goons

8 VTs
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Post Post #5371 (ISO) » Mon Nov 05, 2012 2:35 pm

Post by Salamence20 »

Shamrock wrote:Doesn't seem like that setup would be much fun to play - way too much riding on the shoulders of a single player.


Not at all. It depends on who gets it to show how effective the Dayvig is.
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Post Post #5372 (ISO) » Mon Nov 05, 2012 2:43 pm

Post by Leafsnail »

If the dayvig dies early it becomes a really painful mountainous game.
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Post Post #5373 (ISO) » Mon Nov 05, 2012 2:49 pm

Post by Salamence20 »

Just another typical mountainous.
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Post Post #5374 (ISO) » Mon Nov 05, 2012 9:57 pm

Post by CF Riot »

Shamrock wrote:
Ding Dong Ditch
This sounds fun cause daytalking is fun. However if everyone knows everyone is someone's neighbor, I feel like it sort of kills some of the desire to use your daytalk. I mean, if I'm town and I think my neighbor is town, anything I want to say to them I could just say in thread. And if I think my neighbor is scum, I don't really want to talk to them anyways, right? It's also possible that I'm ignorant of good neighbor/mason play, so feel free to correct me.
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