[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #6000 (ISO) » Fri Jun 28, 2013 6:13 am

Post by DoctorPepper »

Nope, doctor is not a killing role, that role block thing only works for killing roles.
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Post Post #6001 (ISO) » Tue Jul 02, 2013 2:33 pm

Post by LlamaFluff »

In post 5991, DoctorPepper wrote:I have an open set up I would like to mod when I get to the queue, can anyone give me their thoughts on its plausibility or imbalance or anything?

Vigilante Justice

7 1-shot vigilantes
1 1-shot bulletproof mafia godfather
1 mafia goon
1 1-shot bulletproof werewolf leader
1 werewolf goon
1 3-shot serial killer
1 sane doctor
1 naive doctor - will fail to protect target

Special Rules
1. Mafia can only kill on odd numbered nights, Werewolves can only kill on even numbered nights
2. A killing role who was targeted by another killing role will not have a successful kill and will die instead. (i.e. if player A targets player B, player B targets player C and player C targets player D, only player B will die)
3. If two or more vigilantes target the same person, the vig kill will not work but target will still be susceptible to factional or serial kills. Likewise, if the mafia or the werewolf and the serial killer target the same person, the factional kills will fail but the vigilante kill will still be effective. 
4. If two killing roles target each other, neither will die
5. Doctors will not be told of their effectiveness
6. Werewolf leader and Mafia Godfather can only make factional kills when their goons have died
D1 vig claims, lynch as normal but have three non-doc players chosen by town forceably target vig. That vig will live, any "vig" who didn't die is confirmed scum. Its getting to the semi-game breaking stage of things if you are calling scum a killing role.
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Post Post #6002 (ISO) » Wed Jul 03, 2013 1:35 am

Post by DoctorPepper »

So if I restrict it to vigs, will it be okay?
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Post Post #6003 (ISO) » Wed Jul 03, 2013 2:01 am

Post by Cheery Dog »

In post 6001, LlamaFluff wrote:D1 vig claims, lynch as normal but have three non-doc players chosen by town forceably target vig. That vig will live, any "vig" who didn't die is confirmed scum. Its getting to the semi-game breaking stage of things if you are calling scum a killing role.
Don't you mean that if that vig dies, one of the 3 is confirmed scum? (or one is confirmed vig?) The game breaking strategy would need a bit more work than just that.

(though them living would confirm the 3 targetting to either all be town or all scum)
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Post Post #6004 (ISO) » Wed Jul 03, 2013 2:09 am

Post by JasonWazza »

Cheery Dog wrote:
In post 6001, LlamaFluff wrote:D1 vig claims, lynch as normal but have three non-doc players chosen by town forceably target vig. That vig will live, any "vig" who didn't die is confirmed scum. Its getting to the semi-game breaking stage of things if you are calling scum a killing role.
Don't you mean that if that vig dies, one of the 3 is confirmed scum? (or one is confirmed vig?) The game breaking strategy would need a bit more work than just that.

(though them living would confirm the 3 targetting to either all be town or all scum)
No because of the odd/even night rule.
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Post Post #6005 (ISO) » Wed Jul 03, 2013 2:10 am

Post by JasonWazza »

And no way to trace the targeting.
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Post Post #6006 (ISO) » Wed Jul 03, 2013 2:00 pm

Post by LlamaFluff »

Well from what I could tell if we do something like

A->D
B->D
C->D
D (vig) takes no action...

We end with A B and C dead and D alive. This would confirm D town and any of ABC being scum (who wouldn't kill) are all going to be alive. Im not sure how much it breaks but I think there are going to be ways to start trying to game the setup.

Im going to be making another push for setups so will go through things. For those who have the time and prospective setups I encourage you to run them during marathon.
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Post Post #6007 (ISO) » Wed Jul 03, 2013 2:11 pm

Post by DoctorPepper »

Actually with that We'd only see B die.
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Post Post #6008 (ISO) » Wed Jul 03, 2013 5:04 pm

Post by Cheery Dog »

I can't see where they're treated like hiders. As far as my reading is, they're roleblockers, which if not roleblocked kill.

Why would B die there?
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Post Post #6009 (ISO) » Wed Jul 03, 2013 6:26 pm

Post by LlamaFluff »

Im not quite getting it then...

Are scum "killing roles"?

Also there is the problem that there are five anti-town roles to 9 town roles.
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Post Post #6010 (ISO) » Wed Jul 03, 2013 11:36 pm

Post by DoctorPepper »

Well I have seen games like Cheery's Vengeball with 4 scum and 5 town.

I guess you can count them as killing roles.

The sequence goes like this. C targets D, B targets C, and A targets B. C is blocked because he is targetted. B is blocked because he is targetted. Only B dies.

Yes, SK and Scum are killing roles
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Post Post #6011 (ISO) » Wed Jul 03, 2013 11:40 pm

Post by Cheery Dog »

In post 6006, LlamaFluff wrote:A->D
B->D
C->D
D (vig) takes no action...
Is 3 people targetting the one person.
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Post Post #6012 (ISO) » Wed Jul 03, 2013 11:47 pm

Post by DoctorPepper »

Ohh, I totally misread. Uhh sorry.

Hmm I guess if I restrict it to vigs, and D doesnt die, they are all conf town. Likewise, if D dies, then one of three is conf scum. I guess it could be "If 2 or more killing roles target D, then D doesnt die" so it isn limited to pro town vigs
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Post Post #6013 (ISO) » Thu Jul 04, 2013 4:28 am

Post by quadz08 »

In post 6010, DoctorPepper wrote:Well I have seen games like Cheery's Vengeball with 4 scum and 5 town.

I guess you can count them as killing roles.

The sequence goes like this. C targets D, B targets C, and A targets B. C is blocked because he is targetted. B is blocked because he is targetted. Only B dies.

Yes, SK and Scum are killing roles
That only works because of the special vengeful rules (no NK, instaloss upon GF lynch)
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Post Post #6014 (ISO) » Thu Jul 04, 2013 5:42 am

Post by LlamaFluff »

I still think the scum:town ratio is a bit much.

Even if we get generous and assume both scum goons die N1 and N2 (they would have to if they are getting vigged?) and only two town get NKed in that time, we are probably looking at about probably around a 5:1:1 on most cases. Worse than that quite a bit. It probably needs to get one of the factions removed. Even then im not sure its going to balance well because of the number of vigs.
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Post Post #6015 (ISO) » Thu Jul 04, 2013 6:08 am

Post by DoctorPepper »

I needed to find a way to balance the scum to vig thing.

Well If I cant figure out how this would be fixed, I cant run it
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Post Post #6016 (ISO) » Thu Jul 04, 2013 10:10 am

Post by LlamaFluff »

The problem is anything with a large number of killing roles (Texas Justice, Fight or Flight are two off the top of my head) have been broken mid-game.
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Post Post #6017 (ISO) » Thu Jul 04, 2013 10:22 am

Post by LlamaFluff »

Bumping this one because I think it has potential after thinking about it for awhile.
In post 5921, BBmolla wrote:
Cold Stone
1 Vanilla Cop
1 Cop
3 VTs

1 Goon
1 Godfather

?

Similar to Carbon 14, but both cops are useful. Just differently useful. Vanilla Cop is more powerful obviously. Maybe make Godfather variate with a Goon?

Edit:
Cold Stone V2
1 Vanilla Cop
1 Cop
3 VTs

1 Goon
1 Godfather OR Goon
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9x Vanilla
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1x Mafia Amnesic Seer (Targets X and result goes to Y - both chosen)
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1x Wolf Amnesic Cop (Targets X and result goes to Y - both chosen)

Basically playing the scum against eachother. Wolf can find mafia. Mafia can find wolf. Can either pass the results to their partner, give results on their partner, lots of room for different plans of attack.
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Post Post #6018 (ISO) » Thu Jul 04, 2013 10:38 am

Post by Grimgroove »

Sorry, but what is a vanilla cop? Can't find it in wiki.
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Post Post #6019 (ISO) » Thu Jul 04, 2013 10:42 am

Post by LlamaFluff »

In post 6018, Grimgroove wrote:Sorry, but what is a vanilla cop? Can't find it in wiki.
Vanilla Cop gets if a role is vanilla or not (positive on VT and Goon). In that setup it would get a negative on the Cop and Godfather.
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Post Post #6020 (ISO) » Thu Jul 04, 2013 10:49 am

Post by JacobSavage »

So basically it forces the

I quite like:


Friends, Enemies and a Telephone Mast


3 Masons
1 Encyrptor (Gives both Mafia and Masons day talk)
6 Vanilla Townis

3 Goons

(Yes I know its just F and E with an Encyptor but sshs...)

EDIT: But I also really like LF's F and E. I'd play that.
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Post Post #6021 (ISO) » Thu Jul 04, 2013 10:53 am

Post by LlamaFluff »

In post 6020, JacobSavage wrote:
Friends, Enemies and a Telephone Mast


3 Masons
1 Encyrptor (Gives both Mafia and Masons day talk)
6 Vanilla Townis

3 Goons

(Yes I know its just F and E with an Encyptor but sshs...)
This probably about works because as it stands F&E is a slight town lean. It would be interesting to see if this is a good way to solve that. My only fear is you are creating a named townie as well so I would be on the fence of keeping it at 6VT or dropping it to 5.
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Post Post #6022 (ISO) » Thu Jul 04, 2013 11:20 am

Post by JacobSavage »

Although its a named townie it can actually hamper the town somewhat:

For example if all the masons par one of the masons are dead do you lynch the Encryptor to deprive the mafia of an advantage for the exchange of a mislynch.
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Post Post #6023 (ISO) » Thu Jul 04, 2013 11:37 am

Post by LlamaFluff »

Well you never lynch the uncounterclaimed encryptor because they would be confirmed town.
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Post Post #6024 (ISO) » Thu Jul 04, 2013 12:41 pm

Post by JacobSavage »

But they'd also give a HUGE advantage to the scums...

E: Although by the time that happens the town is pretty screwed anway...
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