[OLD] Open Setup Ideas and Discussion
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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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Another small setups I though of.
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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LicketyQuickety Survivor
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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.- LicketyQuickety
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↑ 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- LicketyQuickety
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↑ 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.- LicketyQuickety
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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?- Hostile Intent
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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.- BBmolla
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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.- BBmolla
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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.- BBmolla
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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"?Copyright © MafiaScum. All rights reserved.
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