[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #6850 (ISO) » Sun Mar 16, 2014 1:36 am

Post by Elscouta »

I don't see how town is supposed to win, and how the lover pairs have any relevance, given you are forced to lynch both.
I'm town. Please lynch someone else.
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Post Post #6851 (ISO) » Sun Mar 16, 2014 2:18 am

Post by Siveure DtTrikyp »

Both? You've misread, it's 4 pairs with 8 players, not 2 pairs with 4 players

The third wheel seems kinda pointless though.
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Post Post #6852 (ISO) » Sun Mar 16, 2014 2:53 pm

Post by Belisarius »

Scum can still get to lylo with two mislynches (If they shoot a lover N1), which is more appropriate to a micro than a mini.

Edit: although in that scenario the third wheel can guarantee a scum kill D3 and 4 by outing the lover pairs so maybe it's not so bad

Edit2: No, I didn't think that through. Maximum carnage situation is a lover pair w/o scum being lynched D1 and the other being shot N1, which would create a 9p 3-scum D2, but then the third wheel would claim and out the pairs, which means D3 would be 6p 2 scum, and D4 would be regular 3p lylo. The third wheel is what makes it work. Scum would need to kill the third wheel without hitting a lover to have any control over lylo. I think I'd like to be scum in that setup. If you run it here, count me /in.
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Post Post #6853 (ISO) » Sun Mar 16, 2014 5:39 pm

Post by LeMidget »

I'm basing the role of Universal Third Wheel off of my experiences D: I have no real influence but I know everything that's going on, mostly.
But yeah, thanks Belisarius.

Any other thouhgts?
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Post Post #6854 (ISO) » Sun Mar 16, 2014 5:52 pm

Post by Belisarius »

I actually think it works pretty well, since scum have to try to avoid killing from the lovers not including scum until after the Third Wheel dies.

I'd be OK with playing town in that scenario but super happy to play scum
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Post Post #6855 (ISO) » Sun Mar 16, 2014 5:57 pm

Post by N »

In post 6852, Belisarius wrote:Scum can still get to lylo with two mislynches (If they shoot a lover N1), which is more appropriate to a micro than a mini.

Edit: although in that scenario the third wheel can guarantee a scum kill D3 and 4 by outing the lover pairs so maybe it's not so bad

Edit2: No, I didn't think that through. Maximum carnage situation is a lover pair w/o scum being lynched D1 and the other being shot N1, which would create a 9p 3-scum D2, but then the third wheel would claim and out the pairs, which means D3 would be 6p 2 scum, and D4 would be regular 3p lylo. The third wheel is what makes it work. Scum would need to kill the third wheel without hitting a lover to have any control over lylo. I think I'd like to be scum in that setup. If you run it here, count me /in.
I don't see why the Third Wheel has to be there. Why can't the town part of the Lover pair claim?
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Post Post #6856 (ISO) » Sun Mar 16, 2014 6:01 pm

Post by Belisarius »

Because only the third wheel can out both pairs of town lovers.

It's kind of like Wazza's Everybody's Being Watched setup in that regard.

I've been the watcher in Wazza's setup and I think LeMidget's game is similar in terms of balance
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Post Post #6857 (ISO) » Mon Mar 17, 2014 4:59 am

Post by Elscouta »

Misunderstood the lover part indeed. But given that lover pairs function mechanically like a single player, it means the balance is equivalent to a 3 scum 6 townies 1 innocent child. Extremely scum sided.
I'm town. Please lynch someone else.
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Post Post #6858 (ISO) » Mon Mar 17, 2014 9:30 am

Post by JasonWazza »

Except it's not 3 scum to 6 townies in that case, it would be 2 scum to 7 townies, which is normal (2 of the scum are a lover pair).
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Post Post #6859 (ISO) » Fri Mar 21, 2014 12:07 pm

Post by TierShift »

Shamelessly stealing format from BBmolla
Baby mafia


9 Players

2 Mafia Goons

1 Babysitter
1 Night 2 cop
1 Odd-night tracker
4 VTs

I like the babysitter role and it'd be lovely in a micro.

I'm not exactly sure what goes with it well, so I just decided on investigative roles. What else could fit?
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Post Post #6860 (ISO) » Fri Mar 21, 2014 1:06 pm

Post by BBmolla »

Kidnapper - Targets a player each night. If the kidnapper dies, that player dies as well.
(Babysitter minus protection)

Hostage Negotiation

6 Players

2 Mafia Goons

2 Town Kidnappers
2 Vanilla Townies

  • Mafia win in a 1:1 situation, even if going into night.


Lindbergh 8p

8 Players

1 Mafia Kidnapper
1 Mafia Roleblocker

1 Town Cop
1 Town Vigilante
4 Vanilla Townies

  • Mafia win in a 1:1 situation, even if going into night.
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Post Post #6861 (ISO) » Fri Mar 21, 2014 1:30 pm

Post by Siveure DtTrikyp »

It seems like hostage negotiation could potentially be won by scum night 1 even if they get lynched day 1. That's kinda swingy.
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Post Post #6862 (ISO) » Sat Mar 29, 2014 8:22 am

Post by Archetype »

Poison Control:


Setup (12p)

3 Mafia Goons

5 Vanilla Townies
1 Town Tracker
1 Town Poison Doctor
1 Town Doctor
1 Town Nurse


Mechanics

- Unlimited lynches every day
- A player who is "lynched" becomes Poisoned and will have their alignment flip the same time tomorrow
- Mafia have a factional kill and daychat
- Poison Doctor can target a player at night and remove Poison
- Doctor can target a player at night and prevent a Mafia kill
- Nurse becomes a Doctor or Poison Doctor upon their death

Thoughts?
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Post Post #6863 (ISO) » Sat Mar 29, 2014 8:28 am

Post by TierShift »

I think Poison Doctor is a little negative utility, letting a single player control which lynch goes through. If he stops a lynch, the player will just be lynched the next day.
that gives a doc with a tracker in a 9v3 (even number) setup. Just too scumsided. I have no idea how unlimited lynches will affect the scumsidedness of the setup.
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Post Post #6864 (ISO) » Sat Mar 29, 2014 8:37 am

Post by Toomai »

In post 6862, Archetype wrote:
Poison Control:

[snip]
- Unlimited lynches every day
D1, lynch/poison everyone. Poison Doctor picks someone at random to heal. No lynches D2; everyone dies except the healed person. ~72.(72)% town winrate, zero effort.

It's a bit more complex than that, but when that's your starting point it doesn't look good.
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Post Post #6865 (ISO) » Sat Mar 29, 2014 9:55 am

Post by Archetype »

Hmm. Good point.

My original version was that each Townie was a 1-shot Poison Doctor. Would that be better?
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Post Post #6866 (ISO) » Sat Mar 29, 2014 9:59 am

Post by TierShift »

That's a 100% townwin
Day 1 lynch everyone
Have everyone heal the person above them on the playerlist
The 3 people below the dead guys are scum
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Post Post #6867 (ISO) » Sat Mar 29, 2014 1:04 pm

Post by Burning_Earth »

I ran this on marathon forums, but it obviously needs to be open. For some reason that is unclear to me, I called it Democrats vs Republicans vs Australians. Makes sense!

The Roles

1x Democrat vig
1x Republican vig
3x Australians (sort of the town)

Role PMs

Hi, you are a Democrat Vigilante.

You win when you vig the republican

Hi, you are a Republican vigilante

You win when you vig the democrat

Hi you are an Australian

You when when you lynch a non-Australian player.


So it should be pretty hard for the Aussies to win if they mislynch Day 1, but a correct lynch is an instawin.
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Post Post #6868 (ISO) » Sun Mar 30, 2014 5:44 pm

Post by Toomai »

This one occured to me.
Reflex Test
v1.0


Vanilla Townie x6

Town 1-Kill 2-Shot Vigilante

Town 1-Shot Watchback Bulletproof x2

Mafia A Goon

Mafia A 1-Shot Watchback Bulletproof

Mafia B Goon

Mafia B 1-Shot Watchback Bulletproof

  • "Watchback" is short for "Reflexive Self-Watcher". Basically, if they get shot, they become informed of whoever targetted them that night.
  • The vig has two shots, but if he gets a kill with his first shot, he can't use the second.
The base concept I started with is "Bulletproofs that know who shot them". I felt that having both town and scum with the role, plus both town and scum killing roles (and being multiball so even scum could have been targetted by either), would be the necessary symmetry for things to work.

I don't know whether this particular setup is any good, but I do think the base concept could be successful in some way.
This should be required reading for...everyone for anything, really.
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Post Post #6869 (ISO) » Sun Mar 30, 2014 7:47 pm

Post by shos »

In post 6868, Toomai wrote:This one occured to me.
Reflex Test
v1.0


Vanilla Townie x6

Town 1-Kill 2-Shot Vigilante

Town 1-Shot Watchback Bulletproof x2

Mafia A Goon

Mafia A 1-Shot Watchback Bulletproof

Mafia B Goon

Mafia B 1-Shot Watchback Bulletproof

  • "Watchback" is short for "Reflexive Self-Watcher". Basically, if they get shot, they become informed of whoever targetted them that night
    .
  • The vig has two shots, but if he gets a kill with his first shot, he can't use the second.
The base concept I started with is "Bulletproofs that know who shot them". I felt that having both town and scum with the role, plus both town and scum killing roles (and being multiball so even scum could have been targetted by either), would be the necessary symmetry for things to work.

I don't know whether this particular setup is any good, but I do think the base concept could be successful in some way.
This looks cool but theres like 1/3 chance that three townies are shot n1 after a mislynch...that might put town in a veeeeeeery nad position. If BP claims he can be CCed by goons. Vig hits scum=50% dies next turn ...town ia underpowered.
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Post Post #6870 (ISO) » Mon Mar 31, 2014 2:49 am

Post by Toomai »

In post 6869, shos wrote:This looks cool but theres like 1/3 chance that three townies are shot n1 after a mislynch...that might put town in a veeeeeeery nad position. If BP claims he can be CCed by goons. Vig hits scum=50% dies next turn ...town ia underpowered.
I was thinking about including some sort of external protective role to migitate the worst-case (probably some sort of Doctor) and get the Bulletproofs to sometimes have two people listed in their report (the killer and the protector). That would require the Watchback Bulletproof to activate even if the owner is protected by someone else.
This should be required reading for...everyone for anything, really.
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Post Post #6871 (ISO) » Mon Mar 31, 2014 4:31 am

Post by Kaiveran »

Given that this seems to be "not sure if srs" season in this thread, I will have to point out that that this is, in fact, srs

DON'T CUT THE RED WIRE 2: ELECTRIC BLUE-WIRE-GALOO


Bigger, badder, and having absolutely nothing to do with the original.
12p.

2 Mafia A Goons

2 Mafia B Goons


1
Red
Bomber

1
Blue
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1
Red
Wire Cutter

1
Blue
Wire Cutter

4 Chocolate Townies (50/50 Bombproof OR Bulletproof)


Town cannot no-lynch, Scumteams cannot no-kill.

Pregame, and every night phase in-game, the Red and Blue Bombers can choose to attach their colored bomb to a player. Anybody who has a bomb on them is publically announced at the start of the Day. During the Day, the Red Wire Cutter can choose to detonate the Red bomb, and the Blue Wire Cutter the Blue Bomb, to kill those players.
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Post Post #6872 (ISO) » Mon Mar 31, 2014 5:07 am

Post by JasonWazza »

Are you telling publicly who has WHICH bomb?
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Post Post #6873 (ISO) » Mon Mar 31, 2014 6:37 am

Post by Kaiveran »

Only the Wire Cutters will know which bomb is THEIR color.
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Post Post #6874 (ISO) » Mon Mar 31, 2014 8:12 am

Post by Mr. Flay »

I feel like I should know the answer, but Bombers have unlimited bombs, right? They can do one each cycle, not once per game?
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