And have them start as Mafia Doc/Goon or two goons?
[OLD] Open Setup Ideas and Discussion
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↑ Salamence20 wrote:What if the non-doc mafia dies, the doc becomes BP
Give it self-doc powers?Everything happens for a reason, except maybe football.
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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.- Kaiveran
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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?I'm meowingATyou, notWITHyou- Not_Mafia
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Town doctor is safe to claim as mafia don't have a killAlso, what is Not_Mafia doing? This is some of the worst play I’ve ever seen.I will SEARCH for games with you and N_M to help you policy him.I can't remember the last N_M post that wasn't bland, unimaginative and lame. Some shitposters are at least somewhat funny. You are the epitomy of the type of poster that nobody would miss if you were to suddenly disappear. You never add anything of value.- Kaiveran
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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?I'm meowingATyou, notWITHyou- BBmolla
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↑ 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.- Not_Mafia
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Town can no lynch if the mafia aren't permanent bulletproofAlso, what is Not_Mafia doing? This is some of the worst play I’ve ever seen.I will SEARCH for games with you and N_M to help you policy him.I can't remember the last N_M post that wasn't bland, unimaginative and lame. Some shitposters are at least somewhat funny. You are the epitomy of the type of poster that nobody would miss if you were to suddenly disappear. You never add anything of value.- BBmolla
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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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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?- BBmolla
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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.
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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%) - mith
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