[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #7575 (ISO) » Wed Oct 22, 2014 5:29 pm

Post by BBmolla »

I think it might be more interesting to let scum choose whose gun self shoots after the first day, and to let the first person who dies decide which of the mafia's guns works or fails.

To implement this, let scum choose whose guns self shoot pregame and prevent scum from shooting until the first townie is dead.

Will make it less about luck.
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Post Post #7576 (ISO) » Thu Oct 23, 2014 7:38 am

Post by GreyICE »

GuyInFreezer wrote:All right.
So it should be balanced by a player size.
Thanks for the comments!

Balanced but poorly designed.

The optimal move for town is never to shoot, meaning that you have a game where the theme (everyone is a vig) is directly counter to the mechanics (town is punished for vigs actually shooting)
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Post Post #7577 (ISO) » Thu Oct 23, 2014 7:45 am

Post by phokdapolees »

best setup ever
1 Vanilla Townie

1 Jester

1 Lyncher


Lyncher's target is randomized
No self voting
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Post Post #7578 (ISO) » Thu Oct 23, 2014 7:49 am

Post by Not_Mafia »

How does the VT win?
Also, what is Not_Mafia doing? This is some of the worst play I’ve ever seen.
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Post Post #7579 (ISO) » Thu Oct 23, 2014 7:50 am

Post by Bicephalous Bob »

by replacing out
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Post Post #7580 (ISO) » Thu Oct 23, 2014 8:26 am

Post by wgeurts »

By killing the scum obviously.
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Post Post #7581 (ISO) » Thu Oct 23, 2014 8:27 am

Post by wgeurts »

Ow wait, that would only work if the town was always lynchee and lyncher always scum.
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Post Post #7582 (ISO) » Thu Oct 23, 2014 8:42 am

Post by wgeurts »

Anyone able to think of balance issues for this setup:
http://wiki.mafiascum.net/index.php?tit ... Revolution
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Post Post #7583 (ISO) » Thu Oct 23, 2014 8:49 am

Post by BBmolla »

It's not mafia
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Post Post #7584 (ISO) » Thu Oct 23, 2014 8:53 am

Post by wgeurts »

It is, it wouldn't pass MS Normalcy however it can be seen as a 1:1:1:10 mafia game with 4 factions.
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Post Post #7585 (ISO) » Thu Oct 23, 2014 8:54 am

Post by wgeurts »

Technically if you say there can't be 4 factions then you can't have say Mafia + Werewolves + SK + Town which is possible. You could compare this setup to that.
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Post Post #7586 (ISO) » Thu Oct 23, 2014 8:56 am

Post by quadz08 »

It's not mafia because there's no informed minority.
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Post Post #7587 (ISO) » Thu Oct 23, 2014 8:57 am

Post by wgeurts »

quadz08 wrote:It's not mafia because there's no informed minority.

Ah, I see.
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Post Post #7588 (ISO) » Thu Oct 23, 2014 8:58 am

Post by BBmolla »

A mafia game is where you have a informed minority vs. an uninformed majority and find scum based off of connections.

Keyword, connections. There is no one to connect a one man scum team to. Thus no connections and not mafia.

If it means anything, We Need A Fifth isn't mafia either due to no majority/minority.


If you made them all one scumteam each with an individual kill, then it might be interesting to balance. If we go that route I'll give it a thought.

P-edit: or what quadz said.
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Post Post #7589 (ISO) » Thu Oct 23, 2014 9:00 am

Post by wgeurts »

Then this possibly?
http://wiki.mafiascum.net/index.php?title=Anarchy
3:1:12

Also I like the idea of having a no faction kill scum team with those three roles, balance ideas for that?
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Post Post #7590 (ISO) » Thu Oct 23, 2014 10:08 am

Post by BBmolla »

I imagine the Anarchist would barely ever win, it's so balanced against him. He's basically a shittier serial killer. If you're gonna delay his bombs two days, give him two bombs per night or something.

I'll try to do some numbers to figure out theoretical crap.

It's probably fine? Just really swingy cause of all the facotrs.

I think a setup made around a bomb planting mafia faction vs. town bomb defusers + other stuff would be interesting.
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Post Post #7591 (ISO) » Thu Oct 23, 2014 10:11 am

Post by BBmolla »

Btw, Anarchist + Bombs + Bomb-Defuser = Poisoner + Poison + Poison Doctor at mafiascum

And for Arsonist I tend to see players getting "doused" instead of fused.

Not that big of a deal, but just wanted to tell you in case you didn't know.
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Post Post #7592 (ISO) » Thu Oct 23, 2014 10:18 am

Post by BBmolla »

Parallel Poison


9 Players

2 Mafia Goons

1 Town Poison Doctor
1 Town Backup Poison Doctor
5 Vanilla Townies


  • Mafia do not have factional nightkill, instead a two target factional poison which causes both players to die the next night.
  • Mafia may no poison, or choose to only poison one.
  • The Poison Doctor can remove Poison on the night the player is poisoned AND the night where the player would die.
  • Players are informed they are poisoned.


Unsure on balance of this I'd have to think more.

May be more interesting to give town instead an "Antidote" vote, where in addition to the lynch, they vote to give a player an antidote.
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Post Post #7593 (ISO) » Thu Oct 23, 2014 3:29 pm

Post by LlamaFluff »

GuyInFreezer wrote:So I have a setup that I want it refined.

Russian Roulette
- 5 Town 1-shot Day Vigilante
- 2 Town 1-shot Self Day Vigilante

- 1 Mafia 1-shot Day Vigilante
- 1 Mafia 1-shot Self Day Vigilante


* Self Dayvigs will not know that they are self dayvigs.
* Mafia will know if they're self or not.
* Nightless


What I want to know the most is if this setup can be broken in any way.
And then balance, etc if possible. Probably too swingy to be called balanced but meh
(And before you guys go "lol how do scum win this", both times I ran this in this site were both scum win, with one of them being marathon with 6v1 variant)

The one I modded in micro not-so-long-time-ago mafias didn't know if they were self dayvigs or not.


Comments of everyone else aside, this does bring up a possibility for an interesting game. Something like:

7:2 vanilla setup. If town is lynched day continues. If scum is lynch it goes to night.
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Post Post #7594 (ISO) » Thu Oct 23, 2014 3:48 pm

Post by FakeGod »

2v7 nightless vengeful scum isn't new
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Post Post #7595 (ISO) » Thu Oct 23, 2014 7:21 pm

Post by wgeurts »

Remove the informing of being poisoned and I think that would be better, scum would otherwise have to always counter claim. For an interesting 13 player variant you could have 2 poison doctors and a tracker with of cause an extra goon.
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Post Post #7596 (ISO) » Thu Oct 23, 2014 7:29 pm

Post by wgeurts »

Anarchy
16 player

Mafia Vigilante
Mafia Arsonist
Mafia Poisoner

Bulletproof Doctor
Poisonproof Poison-Doctor
Fireproof Fire Fighter
Tracker
Fruit Vendor
8 VT's


  • Doctor only stops vigilante kills.
  • Poison-Doctor and fire fighter can also stop the kill on the night of the death.
  • Poison kills the night after it is given.
  • Arsonist can set alight all players as many time per game as he wants but can't douse on the same night.
  • Players aren't informed that they are doused/poisoned.
  • Mafia have no faction kill.

Debating wether to make the immunities x-shot.
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Post Post #7597 (ISO) » Thu Oct 23, 2014 8:22 pm

Post by BBmolla »

wgeurts wrote:Remove the informing of being poisoned and I think that would be better, scum would otherwise have to always counter claim. For an interesting 13 player variant you could have 2 poison doctors and a tracker with of cause an extra goon.

Well, no, cause it could be two townies poisoned, it could be a townie poisoned and a mafia fake claiming poisoned, and if they wanted to go really ballsy the mafia could poison themselves and do a crazy gambit.

It basically becomes "Which of the two poisoned do we want to save?"

Which is why it should probably be an antidote vote instead of a poison doctor.
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Post Post #7598 (ISO) » Thu Oct 23, 2014 9:15 pm

Post by wgeurts »

BBmolla wrote:
wgeurts wrote:Remove the informing of being poisoned and I think that would be better, scum would otherwise have to always counter claim. For an interesting 13 player variant you could have 2 poison doctors and a tracker with of cause an extra goon.

Well, no, cause it could be two townies poisoned, it could be a townie poisoned and a mafia fake claiming poisoned, and if they wanted to go really ballsy the mafia could poison themselves and do a crazy gambit.

It basically becomes "Which of the two poisoned do we want to save?"

Which is why it should probably be an antidote vote instead of a poison doctor.

So basically you could call this setup WIFOM Pro :)
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Post Post #7599 (ISO) » Thu Oct 23, 2014 9:31 pm

Post by BBmolla »

wgeurts wrote:
BBmolla wrote:
wgeurts wrote:Remove the informing of being poisoned and I think that would be better, scum would otherwise have to always counter claim. For an interesting 13 player variant you could have 2 poison doctors and a tracker with of cause an extra goon.

Well, no, cause it could be two townies poisoned, it could be a townie poisoned and a mafia fake claiming poisoned, and if they wanted to go really ballsy the mafia could poison themselves and do a crazy gambit.

It basically becomes "Which of the two poisoned do we want to save?"

Which is why it should probably be an antidote vote instead of a poison doctor.

So basically you could call this setup WIFOM Pro :)

Yeah lol
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