am i being dumb or does a townie lynch d1 mean an autoloss for town? i feel like i'm missing the point of the setup.In post 6899, hayatoBL wrote:A lot of rules. But I would like to see a game where players have to convince others that they are scum for a change. Is there perhaps one already?
This one is probably imbalance, though. Advantage to scum, I think.
[OLD] Open Setup Ideas and Discussion
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^No, it doesn't.
Town-lynch day 1 results in: 1 Goon, 1 Traitor and 1 Townie left in D2. (Since obviously Goon is not going to kill Traitor N1)
But this rule prevents mafia from winning after a D1 town-lynch:
(NOT when they only control 50% of the votes)
What will happen is this:
On Day 1, everyone(including mafiaso) will try to convince each other, that they are town like usual.
But if town was lynched D1, on D2 everyone(including townies) will try to convince each other that they are mafia. Hence the theme:I'mTownMafia!!- BBmolla
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oh, i see what's going on.
why not kill the traitor N1 though? Goon/townie/townie endgame is a 66/33 chance of winning for the goon, but a goon/traitor/townie endgame is a 50/50 chance for the goon, as he now has to convince the traitor he is scum and not the townie.In post 6901, hayatoBL wrote:Town-lynch day 1 results in: 1 Goon, 1 Traitor and 1 Townie left in D2. (Since obviously Goon is not going to kill Traitor N1)- Cabd
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the traitor should just self-vote in lyloIn post 6903, Hoopla wrote:oh, i see what's going on.
why not kill the traitor N1 though? Goon/townie/townie endgame is a 66/33 chance of winning for the goon, but a goon/traitor/townie endgame is a 50/50 chance for the goon, as he now has to convince the traitor he is scum and not the townie.In post 6901, hayatoBL wrote:Town-lynch day 1 results in: 1 Goon, 1 Traitor and 1 Townie left in D2. (Since obviously Goon is not going to kill Traitor N1)- Bicephalous Bob
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my understanding of the rules is that a 1-1 endgame with a goon/townie would result in a tie, as neither team has achieved their win condition and can't improve upon the situation. so, the traitor doesn't really gain anything by self-voting in lylo. the point still stands that the goon is better placed to not take the traitor into lylo anyway.In post 6905, Bicephalous Bob wrote:the traitor should just self-vote in lylo- chamber
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chamber Cases are scummy
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Eeeeeh. You kind of have to assume people can lynch better than random to think mafia is a game at all, and that reduces the 66% number but increases the 50% number, I wouldn't be surprised if the actual numbers worked out pretty even.In post 6907, Hoopla wrote:the point still stands that the goon is better placed to not take the traitor into lylo anyway.Taking a break from the site.- Hoopla
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that's not a bad point, but i don't think people are going to be much higher than random in a two day game. like, i agree the difference between the two endgames probably isn't as jarring as 66% and 50%, but i think you'd be silly not to take the goon/town/town endgame as scum.
although, i guess it could create some interesting wifom in lylo about what sort of player would kill/not kill the traitor.- chamber
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chamber Cases are scummy
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Wait, if 1-1 is a tie, doesn't the mafia have to take the traitor with him or the best he can do is tie?In post 6907, Hoopla wrote:
my understanding of the rules is that a 1-1 endgame with a goon/townie would result in a tie, as neither team has achieved their win condition and can't improve upon the situation. so, the traitor doesn't really gain anything by self-voting in lylo. the point still stands that the goon is better placed to not take the traitor into lylo anyway.In post 6905, Bicephalous Bob wrote:the traitor should just self-vote in lyloTaking a break from the site.- Hoopla
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Looking at it percentage-wise, Goon should kill the traitor. But by doing so he lost two advantages.In post 6909, Hoopla wrote:that's not a bad point, but i don't think people are going to be much higher than random in a two day game. like, i agree the difference between the two endgames probably isn't as jarring as 66% and 50%, but i think you'd be silly not to take the goon/town/town endgame as scum.
although, i guess it could create some interesting wifom in lylo about what sort of player would kill/not kill the traitor.
Advantages of not killing the traitor:
1. Mafia has no reason to lie/pretend anymore. Now it's Town's job to deceive.
2. Mafia's job is to find the townest (the superlative) and lynch him. If Goon kills the traitor, he has to try to get people to lynch the 2nd-scummiest Town, since the scummiest town is already lynched D1. IMO doing the first is much easier than the second.
So, it's not necessarily more advantageous to kill the traitor. But we'll have to see. And also, what chamber said.- hayatoBL
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I think it's fair that way. No? Dead goon = Mafia lose. Dead traitor = at most a tie.In post 6910, chamber wrote:
Wait, if 1-1 is a tie, doesn't the mafia have to take the traitor with him or the best he can do is tie?In post 6907, Hoopla wrote:
my understanding of the rules is that a 1-1 endgame with a goon/townie would result in a tie, as neither team has achieved their win condition and can't improve upon the situation. so, the traitor doesn't really gain anything by self-voting in lylo. the point still stands that the goon is better placed to not take the traitor into lylo anyway.In post 6905, Bicephalous Bob wrote:the traitor should just self-vote in lylo-
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Isn't The Serial Killer supposed to have a disadvantage though ?
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I think the problems identified in this thread could be solved by
1. Making it so that the mafia can't kill the traitor
2. Making it so that the traitor cannot self-vote after they're revealed
The main issue remaining is that the traitor would probably want to jester day one, but that kindof seems like a natural part of the setup anyway.
This would also put the EV over 50% so there'd need to be a slight numbers shift or something, maybe make it 6 players instead of 5.
e: At 6 players the EV is 44%, which is pretty good. Although again bear in mind that the traitor basically wants to get lynched day one, which potentially screws up the purpose of this setup a bit.
e2: Also I forgot that 4p is different to 3p, you'd have to mess with the voting mechanics on day two as well if the traitor is aliveLast edited by Leafsnail on Thu Apr 17, 2014 1:02 pm, edited 2 times in total.- BBmolla
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That's not the issue, the issue is it is basically unwinnable for town.
Take a look at some setups on our wiki to compare numbers.
http://wiki.mafiascum.net/index.php?tit ... pen_Setups- Marquis
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lol how to balance
basically i just wanted to play around with the idea of 3 town pairs (or 2.5 town pairs) where there's a slight obscurity to the role PMs. idk how it would work out in practice but hey gotta find something besides sleeping to kill time at 4 in the morning. also not sure about encryptor, or town-scum ratio??
gosh this is such a weird idea i d e k if open setup stuff yeah.link in bio- callforjudgement
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hayatoBL's setup has the same issues as SS3 does: none of the scum have any more information than the town does (they know they're scum, but that doesn't aid their gameplay in any way). This means that scum playing to their win condition looks indistinguishable from town playing to their win condition; the goal is just "get anyone else lynched", pretty much.scum· scam · seam · team · term · tern · torn ·town- JasonWazza
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@Marquis's Setup.
First up it looks fun, but mafia can get fucked so damn easily.
Depending on the amount of peasants, the game may be broken by the pairs claiming, if 3 pairs claim, lynch from the non pairs, if 4 pairs claim, lynch between the pairs.
Other then this, if the Mafia end up being the Prince/Princess Lover's, they are relying on that townie actually being competent and not being lynched, as Town can lynch that person and still manage to kill Mafia.
Not to mention that even though it's a 3 man scum team, they basically act as a 2 man scum team due to the pairing, meaning that scum have a major disadvantage.
Though all this depends on the amount of peasants realistically.
EDIT: Also in the case that the Mafia goon is rolled, and lynched Day 1 the game is broken by having pairs claim and either be confirmed town (the mafia pair don't claim) or become confirmable town (have their partner lynched.)Saved by my own stupidity \o/
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Something like this? (Yes, 9-3 is considered unbalanced here.)
9 town neighbours
3 mafia neighbours
Thee are three neighbourhoods of four. There is one to two scum per neighbourhood (three is impossible). Each neighbourhood controls an ability: cop, vig, bodyguard (one person in the neighbourhood protects one other person). The mafia NK as normal.Neighbourhoods have daytalk, scum does not.
The game is built around the scum trying to manipulate the town abilities, for if they do, they will surely win. However, if the town controls the abilities, they should smash the scum. - Burning_Earth
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