[OLD] Open Setup Ideas and Discussion
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TierShift Jack of All Trades
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Hostile Intent Mafia Scum
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They're all 25% or less.
↑ LlamaFluff wrote:↑ Hostile Intent wrote:The Great Fishing Expedition
Mafia Roleblocker
Mafia Goon
Town Day-Fisherman x 4
Townie x 3
Fisherman fish for their pr during the day and may use their successful "catches" at night.
Even and known split for VT/FM is going to ask for an early massclaim that is going to get scum in a hole very fast, it may be nearly an auto-loss if scum gets lynched day one. At most you are going to need something like a
Fish (2-4)
VT (3-5)
That sounds much better. I was afraid something as simple as mass claim might break it.
They fish for pr's with low chances of getting them.- TierShift
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TierShift Jack of All Trades
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TierShift Jack of All Trades
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Are millers told they are mllers?
Even if not, the game is breakable by massclaim.
If scum doesn't claim PR, enjoy your three conftown who can also start to confirm town if the weak neighbouriser dies.
If scum does claim PR, you have the four claims target each other in this fashion: A-->B-->C-->D-->A. If either of the weak neighbouriser or masoniser hit scum (66%), scum loses their neighbouriser. If the neighbouriser connects with the scum neighbouriser, still no harm done. You have scum divided in two groups and with the next night you figure out the scum PR regardless.- Espeonage
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- TierShift
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TierShift Jack of All Trades
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- TierShift
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TierShift Jack of All Trades
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You should draw out the possibilities for A, B, C and D's roles and highlight an optimal nightkill and then look at the percentages.
I think in very few/no cases there's not a confirmed scum day 3, but if the weak neighbouriser dies by targeting scum/miller it might be a scum victory by day 3.
I've contemplated A<->B C<->D targeting strategies but that still leaves you with the problem of neighbourisers targeting each other.
What is definitely suboptimal play is for unidentified PR's to target non-PR's as guilties and inno's don't mean shit and that can lead to deaths.
Another thing to keep in mind is: 2 kills-->one of them weak neighbouriser targeting scum. 1 kill, even weak neighbouriser-->target doesn't have to be scum.
I think fully calculating this will take you about 15-30 minutes, at least. Go try it.- BBmolla
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Shinobi Jack of All Trades
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Cell Mini Mafia
- 15 players
- All Vanilla.
- Cells. There are 5 cells in game, each comprised of 3 players. Each cell has a mafioso in it. Town lynches in one cell per day.
- Day 1 is a shortened period wherein the players pick a mayor. The mayor picks the order in which players lynch into each cell.
- Mafia has daytalk.
Retired.
I'm in your face.- TierShift
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- Shinobi
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Shinobi Jack of All Trades
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No nightkills. There's no night sequence in the original setup.
I might retroactively add a short one to give people a recharging period, though.Retired.
I'm in your face.- Bicephalous Bob
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- Shinobi
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Shinobi Jack of All Trades
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Game ends when one faction wins 3 cells.
When town lynches into a cell, the entire cell is removed from play. Only the lynchee flips.Retired.
I'm in your face.- Bicephalous Bob
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That's very scumsided considering the 1/5 odds and the low information after a day 1 lynch. Two options:
1. Turn it into a micro. Everyone flips when a cell is removed.
2. Don't remove cells after town is lynched, just after scum is lynched.
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Spoiler: Competitive MafiaLast edited by Bicephalous Bob on Wed Aug 19, 2015 1:38 am, edited 1 time in total.- Shinobi
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- TierShift
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shinobi, the town EV of your setup is 0.21 with incredibly low info lynches. You should think of something to increase the EV.
Bob, why do you want to play the most annoying part of a game, day 1, 4 times?
Other than that, the score for lynched townie should be as low as a failing PI; if you got lynched, you suck at least as hard as they do. Instead, you can give them the opportunity to guess the scum, with a penalty for getting lynched. In that way, you can still test their ability of scumhunting, even if their town play doesn't look that town.- BBmolla
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BBmolla Open Book
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↑ Shinobi wrote:Cell Mini Mafia
15 players
All Vanilla.
Cells. There are 5 cells in game, each comprised of 3 players. Each cell has a mafioso in it. Town lynches in one cell per day.
Day 1 is a shortened period wherein the players pick a mayor. The mayor picks the order in which players lynch into each cell.
Mafia has daytalk.
Triplicate Mafia does this better imo.- Bicephalous Bob
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↑ TierShift wrote:Other than that, the score for lynched townie should be as low as a failing PI; if you got lynched, you suck at least as hard as they do. Instead, you can give them the opportunity to guess the scum, with a penalty for getting lynched. In that way, you can still test their ability of scumhunting, even if their town play doesn't look that town.
I think the burden of correct reads is mostly on the reader. Town play never looks like scum play, assuming townies don't deliberately try to be scummy.
But I do like the idea of giving the lynchees a chance to redeem themselves. I'll count it as a bribed accusation, or scum won't have any incentive to try and push lynches on people who are scumreading them.- Shinobi
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Shinobi Jack of All Trades
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I might just scrap it tbh. Someone offsite came up with the idea and ran it there, but I wanted to see how it would work with more strict rules for dealing with inactivity, which seemed to be the recurring issue there because scum would just go inactive around lynch deadline and become unlynchable.
I'll come up with something else, prbs.Retired.
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Shinobi Jack of All Trades
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Okay, so new ideas:
There's a two-player cell and it goes first. No matter what happens, town has a sense of direction and the flip mechanics don't need to be changed.
Daytalk and any kind of communication within the scumteam is removed.
Yay/nay?Retired.
I'm in your face.- Bicephalous Bob
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TierShift Jack of All Trades
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- Shinobi
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This.
The scumhunting between the two won't be high level, but it counteracts the need to mess with the flip mechanics and gives town information on day 1/2.Retired.
I'm in your face. - Shinobi
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