[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #5650 (ISO) » Fri Mar 29, 2013 8:30 am

Post by ArcAngel9 »

Mr. Flay wrote:
ArcAngel9 wrote:its fair chance of winning for
both
the parties.

Exactly. You're
only
looking at this from the POV of the Angel and Demon factions. Town is utterly screwed.


What changes you could recommend to fix the town part.
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Post Post #5651 (ISO) » Fri Mar 29, 2013 9:02 am

Post by quadz08 »

Try a setup that isn't two cults fighting one another is the only suggestion I can think of.
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Post Post #5652 (ISO) » Fri Mar 29, 2013 5:40 pm

Post by Leafsnail »

Docteur Gudsight wrote:
"Forced cooperation"

2 Mafia A Goons
2 Mafia B Goons
7 Vanilla Townie
2 Power Roles (to be determined - i'm considering a pair of masons right now)

I think it's pretty cool, I've always been drawn to the idea of forced negotations between rival teams. My guess is that you'd have each team in the scumchat fire off three suggestions and come to an agreement based on the overlap between the two.
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Post Post #5653 (ISO) » Fri Mar 29, 2013 7:55 pm

Post by LlamaFluff »

Docteur Gudsight wrote:I'm considering running this one soon (either in the Open or the Theme queue depending on the mood of the higher-ups). I welcome some opinions:

"Forced cooperation"

2 Mafia A Goons
2 Mafia B Goons
7 Vanilla Townie
2 Power Roles (to be determined - i'm considering a pair of masons right now)

Unusual mecanisms:


Shared Nightkill:
The two mafias share the night kill and a quicktopic. In order to perform the nightkill, both factions need to agree on it. They can post anonymously in the quicktopic (and are advised to do so :) )
No Kingmaking:
If at any point of the game, the number of scum equals the number of townies, game goes in night-only mode. Both scum factions gain a kill (the shared night-kill disappears) and all town powerroles are disabled. First faction to destroy the opposing one wins. In case both factions are destroyed simultaneously, game is a draw between the two scum factions and a loss for town.


Im not sure how opening communication between the two would work.

I could see something with no communication but something like:

"Each member of each mafia has a NK, a kill only occurs if a player is targeted for a kill by mafia A and B in the same night". Some voyeur offshoot or something role could be added to that as a PR if thats what you want that sees what factions targeted a player at night. Any opening communication is just going to just cause the focalpoint of the game to be trying to read who the other side is by posts.
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Post Post #5654 (ISO) » Fri Mar 29, 2013 8:02 pm

Post by Cheery Dog »

It sounds similar to Star-Crossed to me.
Or at least how that's how it could work.
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Post Post #5655 (ISO) » Sat Mar 30, 2013 12:15 am

Post by Docteur Gudsight »

LlamaFluff wrote:"Each member of each mafia has a NK, a kill only occurs if a player is targeted for a kill by mafia A and B in the same night". Some voyeur offshoot or something role could be added to that as a PR if thats what you want that sees what factions targeted a player at night. Any opening communication is just going to just cause the focalpoint of the game to be trying to read who the other side is by posts.


That's actually the aim of the setup: add a mini-game where scum try to perform their NKkill without leaking too much information to the opposing team.
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Post Post #5656 (ISO) » Sat Mar 30, 2013 6:55 pm

Post by LlamaFluff »

Docteur Gudsight wrote:That's actually the aim of the setup: add a mini-game where scum try to perform their NKkill without leaking too much information to the opposing team.


There was a really old game where there were some known Scum-Town QTs. They never got used. I image this would be similar since scum wouldnt want to risk giving something away. Really just looking at posting patterns let alone wording/etc you could probably pick out who is talking if you know the "possibilities" or whatever.

Making it so factions have to more or less bet on who the others are targeting makes it cleaner.

You also can do something if you really want to play games with mafia

"Each faction has 50 points to spread out each night over as many players as they want, whoever has the most points combined dies. No more than 30 can be given to a single player any given night". Something like that scum can possibly use stats to read who the other scum are due to who dies comparing to their own points given.

Actually....

Buy A Bullet Mafia

2x Mafia A Goon
2x Mafia B Goon
1x Town Vig
1x Town Backup Vig
8x Vanilla Town

-Each Mafia faction has 50 points to spend a night on who gets killed. No faction may put more than 30 points to any individual
-Town Vig has 30 points to spend a night on who gets killed. All points may be spent on the same individual.
-In the event of one or more player being tied for most points to kill, ties are broken in following manner
1) Most points spent by any individual faction/vig
2) Most groups awarding points to player
3) Most points received over entire game up to that point
4) Random draw
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Post Post #5657 (ISO) » Sun Mar 31, 2013 8:11 am

Post by Docteur Gudsight »

LlamaFluff wrote:
Docteur Gudsight wrote:That's actually the aim of the setup: add a mini-game where scum try to perform their NKkill without leaking too much information to the opposing team.


There was a really old game where there were some known Scum-Town QTs. They never got used. I image this would be similar since scum wouldnt want to risk giving something away. Really just looking at posting patterns let alone wording/etc you could probably pick out who is talking if you know the "possibilities" or whatever.


That's why i called the setup Forced Cooperation. Mafias must communicate in order to use their NKill. Of course they can choose to skip this and turn the game into nightless, but i doubt this would be in their favor (basically if there is any decent town PR).

My aim isn't to share a kill among two mafias (it's a mean to achieve my goal). My goal is exactly to create a topic where two mafias *must* communicate between themselves, while making sure to hide their real identity (or they will get punished).
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Post Post #5658 (ISO) » Mon Apr 01, 2013 11:45 am

Post by ArcAngel9 »

does the open games are limited to have power roles to a certain number or can they be more than 2 or 3 power roles?
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Post Post #5659 (ISO) » Mon Apr 01, 2013 2:51 pm

Post by Siveure DtTrikyp »

Well, night kill analysis definitely will not happen there.

And arcangel, yes, but it's ridiculously overpowered for town if everyone had a different power role.
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Post Post #5660 (ISO) » Mon Apr 01, 2013 3:33 pm

Post by BBmolla »

Identity Theft Mafia


2 Mafia Identity Thieves
(With a Factional 2-Shot Day Silence[Player may not speak, votes do not show on votecount and must be submitted to mod via PM])

1 Town Cop
1 Town Fruit Vendor
5 Vanilla Townies


Everyone is on alts. Identity Thieves switch accounts with target player. Players retain the role they had on their previous account. If Player Red is Mafia IT and Player Blue is Town FV, and Player Yellow the Cop investigates Player Blue, he will show up guilty. Player Blue is now Player Red, but he is still a fruit vendor. Day Silence can be used both on one day or on two different days. Players are informed that a player is silenced.
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Post Post #5661 (ISO) » Mon Apr 01, 2013 6:20 pm

Post by Siveure DtTrikyp »

Uhhhh. That seems broken because whoever gets swapped claims they got swapped?
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Post Post #5662 (ISO) » Mon Apr 01, 2013 6:44 pm

Post by BBmolla »

Totally.

But what if Mafia claimed they were someone else and that they were swapped during the night?
What if someone is silenced and nobody says they're swapped?
What if someone who you thought was scum died?

I included plenty of ways for Mafia to cover their tracks.
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Post Post #5663 (ISO) » Tue Apr 02, 2013 4:58 am

Post by Whiskers »

Aah, epicmafia...
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Post Post #5664 (ISO) » Tue Apr 02, 2013 11:56 am

Post by Ineffective »

Tempo

2x Un-named mafia role? (can kill or commute . Two-shot commute limit per mafia)

1x Vigilante (2 shot commute)
1x Dayvig
5x hider

Hiders targeting dayvig, or targeting mafia or vig while they have chosen to commute will not result in death.
Last edited by Ineffective on Tue Apr 02, 2013 2:29 pm, edited 1 time in total.
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Post Post #5665 (ISO) » Tue Apr 02, 2013 11:59 am

Post by petapan »

what if a hider hides behind a hider that targets scum
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Post Post #5666 (ISO) » Tue Apr 02, 2013 12:01 pm

Post by Ineffective »

Imo since mafia/vig did not target hider b hider a lives
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Post Post #5667 (ISO) » Tue Apr 02, 2013 1:06 pm

Post by Cheery Dog »

Can you make an invincible circle of hiders?
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Post Post #5668 (ISO) » Tue Apr 02, 2013 1:11 pm

Post by Leafsnail »

Or a suicide pact of hiders?
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Post Post #5669 (ISO) » Tue Apr 02, 2013 1:40 pm

Post by Ineffective »

Hmmmmmmmmm...........

Trying to break it already i like that.

Massclaiming and making a hider circle could easily result in 3 hiders dying and one mafia being outed if mafia arranged to leave hider on maf untouched and kill a hider being targeted

Assuming hider dies n1 and town nl d1 by n3 the count would be 1 hider 1 maf 2 prs that can shoot. Autowin.

If mafia instead chose to commute the whole excersize would have the effect of taking away a commute only, but the procsss could be repeated in that case.
If mafia chose to kill a pr...

Ok ya gj u broke it.

This can be fixxed by letting one mafia kill and one commute and making the commute limit per mafia member
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Post Post #5670 (ISO) » Tue Apr 02, 2013 1:58 pm

Post by Cheery Dog »

Even just two hiders hiding behind each other boosts town win rates by a lot.

Though the real point of the question is out that happens, are either out those hiders targetable
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Post Post #5671 (ISO) » Tue Apr 02, 2013 2:31 pm

Post by Ineffective »

The targeted hider wouldnt die but the hider targeting him would
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Post Post #5672 (ISO) » Tue Apr 02, 2013 2:39 pm

Post by Cheery Dog »

There's the sense of something I was missing.
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Post Post #5673 (ISO) » Tue Apr 02, 2013 2:40 pm

Post by Ineffective »

So a and b make a pact mafia targets a b dies.

Or as wifom mafia makes a pact with a hider commutes
Last edited by Ineffective on Tue Apr 02, 2013 3:09 pm, edited 1 time in total.
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Post Post #5674 (ISO) » Tue Apr 02, 2013 3:02 pm

Post by LlamaFluff »

Any game that can end on the first night is essentially out to start.

Anyway, I think Duck Duck Goose needs another townie. With extra townie it actually brings a scum dying due to PGO action to an extra lynch for town. As of now it has same numbers (ie lylo with one scum is at 4P instead of 3P) while with the addition of a townie it would have it at 4P lylo with no success and 3P lylo with town success.

Thoughts on doing one extra town?
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