[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #8150 (ISO) » Thu May 14, 2015 7:01 pm

Post by BBmolla »

Well

It's debateable at least.

meh
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Post Post #8151 (ISO) » Thu May 14, 2015 7:08 pm

Post by West9 »

West9 wrote:
Confirmation v2

9 Players

4 Vanilla Townies
2 Oracles
1 Ascetic Townie

1 Mafia Goon
1 Mafia Roleblocker


  • If an Oracle successfully targets a town player at night, that player is confirmed as town the next morning. If they target scum, the ascetic townie, or are roleblocked, no such confirmation occurs.
  • If more than one Oracle successfully targets the same player, all Oracle actions fail.
  • Mafia can perform a power role action and kill at the same time.
Question: Should confirmations just be alignment, or should role be revealed as well? This only matters in the case of Oracles targeting each other.

bump
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Post Post #8152 (ISO) » Thu May 14, 2015 7:28 pm

Post by wgeurts »

Only alignment is better.
"
i agree we should have a rule against wgeurts
" -
Davsto

"
let's have 2 rules against wgeurts
" -
DeathRowKitty

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Post Post #8153 (ISO) » Thu May 14, 2015 8:48 pm

Post by wgeurts »

Another small setups I though of.
Small World:

Pick 4 numbers between 1-100 and convert them to numbers as follows:
M: 1-40
T: 41-50
C: 51-60
W: 61-70
D: 71-80
J: 81-90
H: 91-100
If 4 of the same letter is generated (with exception to "M") then turn 1 of the four letters into an "M".

Mafia:

0 M's - Mafia Roleblocker + Mafia JOAT (1-Shot Strongman, 1-Shot Tailor & 1-Shot Ninja)
M - Mafia 2-Shot Roleblocker + Mafia 1-Shot Ascetic
MM - Mafia 2-Shot Roleblocker + Mafia Goon
MMM - Mafia 1-Shot Roleblocker + Mafia Goon
MMMM - 2 Mafia Goons

Trackers:

T - 1-Shot Tracker
TT - Tracker
TTT - Tracker + 1-Shot Tracker

Cops:

C - 1-Shot Cop
CC - Cop
CCC - Cop + 1-Shot Cop

Watchers:

W - 1-Shot Watcher
WW - Watcher
WWW - Watcher + 1-Shot Watcher

Doctors:

D - 1-Shot Doctor
DD - Doctor
DDD - Doctor + 1-Shot Doctors

Jailkeepers:

J - 1-Shot Jailkeeper
JJ - Jailkeeper
JJJ - Jailkeeper + 1-Shot Jailkeeper

Hiders:

H - 1-Shot Hider
HH - Hider
HHH - Hider + 1-Shot Hider

Then add VT's until you've got 9 roles.


Example setups:
66-60-40-90 (WWMJ)
Mafia 2-Shot Roleblocker
Mafia 1-Shot Ascetic

Watcher
1-Shot Jailkeeper
5 VT's


67-22-48-91 (WMTH)
Mafia 2-Shot Roleblocker
Mafia 1-Shot Ascetic

1-Shot Watcher
1-Shot Tracker
1-Shot Hider
4 VT's


34-75-7-76 (MDMD)
Mafia 2-Shot Roleblocker
Mafia Goon

Doctor
6 VT's


54-72-50-60 (CDTC)
Mafia Roleblocker
Mafia JOAT (Strongman/Tailor/Ninja)

Cop
1-Shot Doctor
1-Shot Tracker
4 VT's
"
i agree we should have a rule against wgeurts
" -
Davsto

"
let's have 2 rules against wgeurts
" -
DeathRowKitty

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Post Post #8154 (ISO) » Fri May 15, 2015 11:31 am

Post by LicketyQuickety »

Hi! I need a few reviewers on an overly complex and elaborate completely open setup. It needs to be simplified, streamlined and stripped of unnecessarities. Its not so much complicated mechanic wise, but has a lot of different roles and exceptions in how those roles work in combination to other roles. Any help would be awesome since I have been basically pulling teeth to get it balanced from other people. thanks.
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Post Post #8155 (ISO) » Fri May 15, 2015 12:58 pm

Post by LicketyQuickety »

LicketyQuickety wrote:Hi! I need a few reviewers on an overly complex and elaborate completely open setup. It needs to be simplified, streamlined and stripped of unnecessarities. Its not so much complicated mechanic wise, but has a lot of different roles and exceptions in how those roles work in combination to other roles. Any help would be awesome since I have been basically pulling teeth to get it balanced from other people. thanks.


I have received one interested party in taking a look my game in an attempt to balance it. I would still like to get one person well versed in the mafia game theory that is more familiar with this sites particular traditional bent or theory so it will be accepted as a valid setup for this particular site. upon PM I will share a link to a google docs document where you can post your comments at the bottom. I understand this site has a particular criteria for having games balanced and I just want to make sure that when I do inevitably use this setup that people can rest assured that it is not too far out of the normal games that are played here.

Thanks,

LQ
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Post Post #8156 (ISO) » Fri May 15, 2015 1:30 pm

Post by LicketyQuickety »

LicketyQuickety wrote:
LicketyQuickety wrote:Hi! I need a few reviewers on an overly complex and elaborate completely open setup. It needs to be simplified, streamlined and stripped of unnecessarities. Its not so much complicated mechanic wise, but has a lot of different roles and exceptions in how those roles work in combination to other roles. Any help would be awesome since I have been basically pulling teeth to get it balanced from other people. thanks.


I have received one interested party in taking a look my game in an attempt to balance it. I would still like to get one person well versed in the mafia game theory that is more familiar with this sites particular traditional bent or theory so it will be accepted as a valid setup for this particular site. upon PM I will share a link to a google docs document where you can post your comments at the bottom. I understand this site has a particular criteria for having games balanced and I just want to make sure that when I do inevitably use this setup that people can rest assured that it is not too far out of the normal games that are played here.

Thanks,

LQ


My previous interested person said they couldn't do the job.

Some clarification is in order. It is a 27 person power madness game with 4 different alignments. It is a big job so if you feel squeamish about taking on something this size that is totally fair. I just hope I can find someone who is willing to help me with this monster.
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Post Post #8157 (ISO) » Fri May 15, 2015 6:14 pm

Post by LicketyQuickety »

I have a separate idea as a way to balance a game. Its a matrix, sorta. Basically it is divided into 3 columns and 3 rows just like the newbie game structure the rows consist of death, communication and Night Actions while the columns consists of Preventive, Benefit and Harmful. Now how this works is you assign values to each team for their respected row and column and add up the Preventative and Benefit and subtract the Harmful to get a net. You do this for all rows & columns and teams. You then add up the net column for each team and whatever team has the highest number is favored to win.

So for example take the newbie game format for the first row (1 jailkeeper, 1 VT and 1 Goon +1 Goon and 5VT). For Death: Preventative we would have to factor in both lynches and NKs. So for town lynches it would be 1/9; one townie can prevent one townie lynch out of 9 players. For mafia it would be 2/9; 2 mafia preventing 2 mafia deaths out of 9 in the game. For NK it would be 2/8 for town because the jailkeeper has a 2/8 chance of either saving town or RB the kill. For mafia NK it would simply be 0 since they cannot prevent any sort of NK. For Death: Benefit it would simply be 1/8 for town and 2/7 for mafia. For Death: Harm it would be 8/1 for town and 7/2 for mafia. So what we would end up for the death column for town is (1/9 + 2/8) + 1/8 - 8/1 = -7.8420139. For Mafia it would be (2/9 + 0) + 2/7 - 7/2 = -3.34127. So we can clearly see that mafia has and advantage in the Death row.

Then you would just continue to do that for all 3 rows. Does that even make sense? Do you think there is anything this?
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Post Post #8158 (ISO) » Fri May 15, 2015 6:28 pm

Post by Hostile Intent »

I think you're in the wrong thread.

http://forum.mafiascum.net/viewtopic.php?f=5&t=5379
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Post Post #8159 (ISO) » Sun May 17, 2015 1:44 pm

Post by LicketyQuickety »

Hi,

I'm back for more punishment. I made this game in like 20 min. Let me know what you think.

Spoiler: Very simple game mechanically but should do the job just fine
Game Setup #2 - More basic this time

# of players = 15

RGN for a number between 1-3

1.

***Mafia***

Bus Driver
Can switch Two players at night

Mafia RBer

Goon

Goon


***Town***

Doctor

Vigilante

Alignment Cop

VT X8



2.

***Mafia***

Mafia RB

Mafia Cop

Goon

Goon

***Town***

Vigilante

Cop

RB

VT X8



3.

Mafia Bus Driver

Mafia Cop

Goon

Goon

***Town***

Cop

RBer

Doctor

VT X8
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Post Post #8160 (ISO) » Sun May 17, 2015 1:48 pm

Post by LicketyQuickety »

Let me know if I should get rid of a goon or something
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Post Post #8161 (ISO) » Sun May 17, 2015 1:50 pm

Post by LicketyQuickety »

Ignore the Alignment part for the 1 roll of the cop role.
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Post Post #8162 (ISO) » Sun May 17, 2015 2:21 pm

Post by LicketyQuickety »

Spoiler: Small change for added balance
Game Setup #2 - More basic this time

# of players = 15

RGN for a number between 1-3

1.

***Mafia***

Bus Driver

Mafia RB
Goon

Goon


***Town***

Cop

Vigilante

RB


VT X8



2.

***Mafia***

Mafia RB

Mafia Cop

Goon

Goon

***Town***

Cop

RB

Doctor

VT X8



3.

Mafia Bus Driver

Mafia Cop

Goon

Goon

***Town***

Cop

Vigilante

Doctor

VT X8


I can just add to this to make it more complicated ie more rolls and roles. *shrug*
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Post Post #8163 (ISO) » Mon May 18, 2015 1:08 pm

Post by BBmolla »

Do Cut the Red Wire!


5 Players

2 Mafia Assassins

1 Town 1-shot Bulletproof
2 Town 1-shot Bulletproof PGO Supersaints


  • Assassin: Does not know the identity of the other Mafia. Must each target a player to nightkill at night individually. Kills on partner will fail. They must kill each night.
  • Mafia wins if the day begins and they equal the number of town left.
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Post Post #8164 (ISO) » Mon May 18, 2015 1:21 pm

Post by GreyICE »

Okay, so we ask the bulletproof to claim. Either one person claims or two do.

If one person claims, they are the first vote on the wagon. We lynch at random, vote at random. 75% chance to kill one scum. LyLo we have the bulletproof vote first, the other player hammer whoever the bulletproof votes. Overall, 75% chance of town victory.

If two claim, we lynch one. 50% chance of hitting scum. If we hit scum, we lynch bulletproof townie day 2. 100% chance of town win. Otherwise, scum have an 89% chance of hitting at least one scum. 67% chance of town victory after that.

Scenario 1: 75% chance of town win
Scenario 2: 80% chance of town win

Setup is shit.
That which is done out of love always takes place beyond good and evil


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Post Post #8165 (ISO) » Mon May 18, 2015 1:23 pm

Post by BBmolla »

Yeah and if mafia just claim after hammer they can autowin

setup is shit

nvm
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Post Post #8166 (ISO) » Mon May 18, 2015 1:23 pm

Post by BBmolla »

Oh I'm dumb

I forgot they were Supersaints midway through the setup process
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Post Post #8167 (ISO) » Mon May 18, 2015 1:25 pm

Post by BBmolla »

Setup still shit, scrapping the idea.
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Post Post #8168 (ISO) » Mon May 18, 2015 2:46 pm

Post by Soft-spoken »

that setup indirectly gave me an idea though.

Supersaint Nightless


2 Mafia Super-saints


3 Town Super-saints


Mafia wins when a TvT hammer occurs. if this is too townsided (havn't theory crafted), expand to 4v3
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Post Post #8169 (ISO) » Tue May 19, 2015 8:38 am

Post by LicketyQuickety »

So the over all feel I am getting from some of these setups is that simple games with interesting mechanics is what I should strive for at first?
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Post Post #8170 (ISO) » Tue May 19, 2015 9:36 am

Post by BBmolla »

I strive for that personally, more complex means more swing generally. It's easier to balance when you keep it as simple as possible. Doesn't mean you HAVE to keep it simple, but don't try to make things needlessly complex.

But things like C9++ exist, and I think a lot of the setups in the setup making contest were fairly complex.
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Post Post #8171 (ISO) » Tue May 19, 2015 9:37 am

Post by BBmolla »

I only didn't comment on your setup because I got a bit lost and I'm a bit dumb.
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Post Post #8172 (ISO) » Tue May 19, 2015 11:39 am

Post by LicketyQuickety »

BBmolla wrote:I only didn't comment on your setup because I got a bit lost and I'm a bit dumb.


I'll explain it. Some back ground might be in order though. I originally had a very intricate, ornate and complex game for my first game I made. I have tried to get people to look at it and see if it is balanced, but no one has been able to tell if it is balanced because if how some of the roles interrelate to other roles upon certain circumstances. So I decided to make a much, much simpler game that people could be able to look at and tell me if it is balance right away almost.

4 mafia = 26.67% of total players, two power roles regardless of what specific game is rolled.
11 town = 73.33% or total players, 3 PT roles regardless of what specific game is rolled.

There is a 33.333333333333% chance of rolling and given setup.

There is always a town cop in the game.
If there is a mafia bus driver in the game, then there is a town Vig.
If there is a mafia RBer in the game, then there is a town RBer in the game.
If there is a Mafia role cop in the game, then there is a town doc.

There are 3 setups possible in this game. There is every possibility of there being 2 mafia power roles in the game out of the 3 mafia power roles in the game and the town roles reflect the corresponding role accordingly.

That is the game.

It would be nice to get a comment or two on my game if people can be bothered.
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Post Post #8173 (ISO) » Tue May 19, 2015 11:46 am

Post by BBmolla »

Oh is the setup in 8162 that complex setup?

I understand that one, I think it's fine, yeah. Reminds me of epicmafia.

I'm not a fan of Bus Drivers personally though. Can he himself be one of the targets he bus drives?

If the cop is redirected to Player A when he targeted player B, will he recieve "Player A is innocent" or just "innocent"?
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Post Post #8174 (ISO) » Tue May 19, 2015 11:47 am

Post by BBmolla »

11:4 is enormously scumsided though. Remove a goon.
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