[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7175 (ISO) » Mon Sep 01, 2014 1:23 pm

Post by BBmolla »

ika wrote:have the second mafia gain BP

And have them start as Mafia Doc/Goon or two goons?
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Post Post #7176 (ISO) » Mon Sep 01, 2014 2:52 pm

Post by TierShift »

I like the goon/goon shared 1-shot BP idea by nikanor.
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Post Post #7177 (ISO) » Mon Sep 01, 2014 2:55 pm

Post by BBmolla »

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Post Post #7178 (ISO) » Mon Sep 01, 2014 3:04 pm

Post by Cheery Dog »

Salamence20 wrote:What if the non-doc mafia dies, the doc becomes BP

Give it self-doc powers?
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Post Post #7179 (ISO) » Tue Sep 02, 2014 3:27 am

Post by ika »

BBmolla wrote:
ika wrote:have the second mafia gain BP

And have them start as Mafia Doc/Goon or two goons?


i would do doc/goon first the have other be full BP. and the mafias can deicde who gets doc in pregame.

but i did already get ninjaed
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Post Post #7180 (ISO) » Tue Sep 02, 2014 7:43 pm

Post by Jingle »

ika wrote:
BBmolla wrote:
ika wrote:have the second mafia gain BP

And have them start as Mafia Doc/Goon or two goons?


i would do doc/goon first the have other be full BP. and the mafias can deicde who gets doc in pregame.

but i did already get ninjaed


This would work but its also complicated to explain. I think the shared one-shot works just as well. It's not like multiple mafdoc protects were going through anyway.
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Post Post #7181 (ISO) » Wed Sep 03, 2014 6:55 am

Post by Kaiveran »

I was watching this game, and I feel like the biggest non-gameplay contributor to the Mafia's loss was the lone Doc having no protection.

1-Shot shared BP sounds okay, but I was originally going to suggest both be 1-Shot BP.

How is there a confirmed town if SK is lynched Day 1?
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Post Post #7182 (ISO) » Wed Sep 03, 2014 6:57 am

Post by Not_Mafia »

Town doctor is safe to claim as mafia don't have a kill
Also, what is Not_Mafia doing? This is some of the worst play I’ve ever seen.
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Post Post #7183 (ISO) » Wed Sep 03, 2014 7:08 am

Post by Kaiveran »

Not_Mafia wrote:Town doctor is safe to claim as mafia don't have a kill


Oh right, and if Mafia counterclaims, they will just eventually confirm themselves scum.

Lemme think a bit.
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Post Post #7184 (ISO) » Wed Sep 03, 2014 7:50 am

Post by Kaiveran »

There are No EVs for Nightless setups D:
and I doubt my abysmal figure of 20% win rate for Mafia after D1 SK lynch is correct. Some help in this department would be appreciated.

In the mean time, since you're meaning to mitigate the impact of an SK dying early: why not give the Mafia a 1-Shot Kill if SK is lynched?
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Post Post #7185 (ISO) » Wed Sep 03, 2014 12:41 pm

Post by BBmolla »

Kaiveran wrote:There are No EVs for Nightless setups D:
and I doubt my abysmal figure of 20% win rate for Mafia after D1 SK lynch is correct. Some help in this department would be appreciated.

In the mean time, since you're meaning to mitigate the impact of an SK dying early: why not give the Mafia a 1-Shot Kill if SK is lynched?

Because then town can't win in a 1 Mafia, 1 SK, 2 Townie situation.
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Post Post #7186 (ISO) » Wed Sep 03, 2014 12:44 pm

Post by Not_Mafia »

Town can no lynch if the mafia aren't permanent bulletproof
Also, what is Not_Mafia doing? This is some of the worst play I’ve ever seen.
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Post Post #7187 (ISO) » Wed Sep 03, 2014 12:50 pm

Post by BBmolla »

True.

I guess what I really wanted out of the setup is the SK is the urgent need to be taken care of, and then once that happens Mafia can become the focus. BUT you want to try to lynch one mafia so they don't slip away with the victory.

But eh.

I wanted the dayplay to be the biggest part, with the SK getting a nightkill off like 50% of the time.
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Post Post #7188 (ISO) » Wed Sep 03, 2014 1:05 pm

Post by ika »

personally i would make it nightless and have them submit actions. unless maf only has night chats.

it would be intresting to experiment with maf day chats in this setup
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Post Post #7189 (ISO) » Thu Sep 04, 2014 8:03 pm

Post by Salamence20 »

Baby Enough Scum 8P



2 Mafia Goons

1 Serial Killer
1-Shot Bulletproof Townie
4 VTs


  • Daystart
  • The mafia have a shared 1-shot bulletproof ability
  • The mafia team do not possess a nightkill
  • Serial Killer may choose not to kill.
  • Serial Killer wins 1-1-1 endgames and 1-1 endgames.
  • Mafia wins 1-2-1 endgame.


In this scenario, mafia do not know if they were shot, and the SK doesn't know if he shot mafia or town, also if SK is lynched D1, town doesn't get a clear. I'm wondering if mafia should get a shot if SK is lynched D1, since it goes to nightless, or that mafia have to choose one townie to clear since nightless is scumsided. What do you think?
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Post Post #7190 (ISO) » Fri Sep 05, 2014 8:26 am

Post by BBmolla »

Town still have a clear in that setup btw, the BP claims to be clear.

But 1-shot BP for town might still be better to stop accidental confirmed towns?
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Post Post #7191 (ISO) » Fri Sep 05, 2014 10:00 am

Post by Kaiveran »

BBmolla wrote:In the mean time, since you're meaning to mitigate the impact of an SK dying early: why not give the Mafia a 1-Shot Kill if SK is lynched?

Because then town can't win in a 1 Mafia, 1 SK, 2 Townie situation.[/quote]

Fair enough

Also @salamence, 2:7 Nightless is not scumsided with a confirmed town. Nightless is inherently a bit townsided (compared to the mathematical result) because there's no possibility of countering strong townies. Throw what is basically an IC into the mix and odds look rather slim for the Mafia.

@molla: I think Salamence's idea plus your "1st Mafia lynched vengekills" bring this up to par.

A bit contrived for sure, but then so was Hope Plus One.
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Post Post #7192 (ISO) » Fri Sep 05, 2014 12:02 pm

Post by Jingle »

^ I think this rewards mafia for lynching town D1, and then SK hunting too. Not sure if that's intentional, but mafia actually doesn't want to hit the real SK on D1.
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Post Post #7193 (ISO) » Fri Sep 05, 2014 12:02 pm

Post by Jingle »

In fact, mafia doesn't want to hit the SK until a kill has been missed.
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Post Post #7194 (ISO) » Fri Sep 05, 2014 12:52 pm

Post by BBmolla »

Doctor or Bulletproof, which is better

I think Bulletproof might be better to stop more people being confirmed town
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Post Post #7195 (ISO) » Fri Sep 05, 2014 12:54 pm

Post by BBmolla »

Baby Enough Scum 8P


2 Mafia Goons

1 Serial Killer
1-Shot Bulletproof Townie
4 VTs


  • Daystart
  • The mafia team do not possess a nightkill
  • The mafia have a shared 1-shot bulletproof ability
  • The first mafia lynched recieves a vengekill.
  • Serial Killer may choose not to kill.
  • Serial Killer wins 1-1-1 endgames and 1-1 endgames.
  • Mafia wins 1-2-1 endgame.


A lot of "details" but might work okay in practice?
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Post Post #7196 (ISO) » Fri Sep 05, 2014 1:57 pm

Post by Kaiveran »

I think points 3 and 4 could be condensed into "Mafia have the factional abilities of a 1-Shot BP and 1-Shot Vengeful Kill" or suchlike. But yeah, looks good to me.
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Post Post #7197 (ISO) » Fri Sep 05, 2014 4:54 pm

Post by mith »

A couple of vanilla variants I came up with playing around with my probability spreadsheet...

Blind Rage

If an unrevealed Mafia is lynched, the Mafia group chooses another of their members to be revealed by the Mod the following Day.


Setups with good EV:

11p: 3:8 (33%), 4:7 (32%)
13p: 3:10 (39%), 4:9 (43%)
15p: 3:12 (44%), 4:11 (51%)
17p: 3:14 (48%), 6:11 (27%)
19p: 5:14 (30%), 6:13 (34%)
21p: 5:16 (34%), 6:15 (41%)
23p: 5:18 (38%), 6:17 (46%)
25p: 5:20 (41%), 6:19 (51%), 8:17 (28%)

Odd scum counts are worse for town, of course. Somewhat similar to the Paired Lovers setup in terms of EV, but in practice gives the scum more flexibility in when to bus and who to sacrifice, and the days with a revealed scum to lynch speed things up (though not as much as with Lovers), while also giving the town the option to slow down and discuss a bit before the lynch happens.

The Bus Stop

If the day 1 lynch is Mafia, the Town wins immediately.


Setups with good EV:

7p: 2:5 (38%)
9p: 2:7 (40%), 3:6 (37%)
11p: 2:9 (43%), 3:8 (36%)
13p: 2:11 (45%), 3:10 (36%)
15p: 2:13 (48%), 3:12 (37%), 4:11 (33%)
17p: 2:15 (50%), 3:14 (38%), 4:13 (33%)
19p: 3:16 (39%), 4:15 (33%)
21p: 3:18 (41%), 4:17 (33%), 5:16 (31%)
23p: 3:20 (42%), 4:19 (34%), 5:18 (31%)
25p: 3:22 (43%), 4:21 (35%), 5:20 (31%)

The goal here is to force the generation of more information day 1, as the Mafia can't bus. The theoretical percentages stay relatively flat for long ranges here, as two factors balance: when the Town only outnumbers the Mafia by a small count, the likelihood of winning day 1 increases (approaching 50% for large X:X+1), but the after day 1 the town is better off with more mislynches.

The Bus Stop 2

If the day 1 or day 2 lynch is Mafia, the Town wins immediately.


Setups with good EV:

13p: 2:11 (55%)
15p: 2:13 (55%)
17p: 2:15 (56%)
19p: 2:17 (56%), 3:16 (50%), 4:15 (51%)
21p: 3:18 (50%), 4:17 (49%), 5:16 (52%)
23p: 3:20 (50%), 4:19 (47%), 5:18 (49%)
25p: 3:22 (50%), 4:21 (47%), 5:20 (47%), 6:19 (50%)
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Post Post #7198 (ISO) » Fri Sep 05, 2014 4:57 pm

Post by mith »

(And actually the Bus Stop 2 would be just fine at even player counts; EV would be a bit less than with one fewer townie, as the probability of winning days 1 and 2 are lower but afterward the town has to no lynch to restore parity.)
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Post Post #7199 (ISO) » Fri Sep 05, 2014 7:19 pm

Post by Jingle »

I think that at anything at a large level on the bus stops setups, optimal play for scum is to spam walls and try to clog up the thread as much as possible. A Day 1 no lynch to lack of consensus would be pretty crippling to town.
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