[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #8175 (ISO) » Tue May 19, 2015 12:07 pm

Post by LicketyQuickety »

BBmolla wrote: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"?


Yes to both. I could make a mechanic that the bus drive has to pick a different two people to switch every time. they could still switch the same person with someone else though.

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


Done. 11:3 it is!
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Post Post #8176 (ISO) » Tue May 19, 2015 12:09 pm

Post by LicketyQuickety »

BBmolla wrote:Oh is the setup in 8162 that complex setup?


Yes.
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Post Post #8177 (ISO) » Tue May 19, 2015 12:12 pm

Post by LicketyQuickety »

LicketyQuickety wrote:
BBmolla wrote:Oh is the setup in 8162 that complex setup?


Yes.


Errr... no. I tried to come up with the simplest setup I possible could in post 8162. The other one makes 8162 look like the simplest game in the world. Sorry I need to learn to read.
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Post Post #8178 (ISO) » Tue May 19, 2015 12:29 pm

Post by BBmolla »

LicketyQuickety wrote:Yes to both. I could make a mechanic that the bus drive has to pick a different two people to switch every time. they could still switch the same person with someone else though.

I think the Bus Driver is fine as long as he can't self target.
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Post Post #8179 (ISO) » Tue May 19, 2015 12:33 pm

Post by LicketyQuickety »

BBmolla wrote:
LicketyQuickety wrote:Yes to both. I could make a mechanic that the bus drive has to pick a different two people to switch every time. they could still switch the same person with someone else though.

I think the Bus Driver is fine as long as he can't self target.


Done!

Does that mean its balanced then or does it still need a few more people to confirm the setup being balanced?
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Post Post #8180 (ISO) » Tue May 19, 2015 1:16 pm

Post by LicketyQuickety »

Oh sorry, your good at asking questions.

All Cops are Role cops and receive a [player A is role X]
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Post Post #8181 (ISO) » Tue May 19, 2015 1:20 pm

Post by LicketyQuickety »

I maintain that I need to learn to pay attention to what I read better.
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Post Post #8182 (ISO) » Wed May 20, 2015 2:29 pm

Post by LicketyQuickety »

3 mafia = 21.43% of total players, two power roles regardless of what specific game is rolled.
11 town = 78.57% 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.

All cops are role cops and will receive the result [player A is X role]
Bus drivers cannot self target.

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.

Ordder of NA:
RB
Bus Driver
Cop
Doc
NK

Still looking for feedback on this setup.
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Post Post #8183 (ISO) » Wed May 20, 2015 2:30 pm

Post by BBmolla »

Change cop to rolecop
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Post Post #8184 (ISO) » Wed May 20, 2015 2:30 pm

Post by BBmolla »

If Mafia Roleblocker kills and roleblocks the Town Roleblocker and the Town Roleblocker roleblocks the Mafia roleblocker, what happens?
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Post Post #8185 (ISO) » Wed May 20, 2015 2:37 pm

Post by LicketyQuickety »

BBmolla wrote:If Mafia Roleblocker kills and roleblocks the Town Roleblocker and the Town Roleblocker roleblocks the Mafia roleblocker, what happens?


Actions cancel each other out, so no NK.
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Post Post #8186 (ISO) » Wed May 20, 2015 2:54 pm

Post by Cheery Dog »

BBmolla wrote:If Mafia Roleblocker kills and roleblocks the Town Roleblocker and the Town Roleblocker roleblocks the Mafia roleblocker, what happens?

Everyone hates you for allowing the mafia roleblocker to kill and roleblock during the same night.

Having a mafia roleblocker role that is allowed to kill & block is basically an indication that town does not have blocking abilities.
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Post Post #8187 (ISO) » Thu May 21, 2015 10:49 am

Post by Not_Mafia »

3 Goons

9 Townies


Scum have no factional kill, plurality lynch.
Each night all townies will submit a list of all players ranked from least like to be scum to most likely to be scum, everyone's rank will be averaged and the bottom 3 will be killed night 1, bottom 2 night 2 and bottom 1 night 3.
Also, what is Not_Mafia doing? This is some of the worst play I’ve ever seen.
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Post Post #8188 (ISO) » Thu May 21, 2015 1:59 pm

Post by LicketyQuickety »

Not_Mafia wrote:
3 Goons

9 Townies


Scum have no factional kill, plurality lynch.
Each night all townies will submit a list of all players ranked from least like to be scum to most likely to be scum, everyone's rank will be averaged and the bottom 3 will be killed night 1, bottom 2 night 2 and bottom 1 night 3.


This looks like an awesome game! PM me when its played!
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Post Post #8189 (ISO) » Thu May 21, 2015 2:24 pm

Post by West9 »

How'd you deal with ties in that scenario?
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Post Post #8190 (ISO) » Thu May 21, 2015 2:27 pm

Post by West9 »

Also, I'd hate to be scum so much in that scenario. They should have some sort of influence on the ranking system.
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Post Post #8191 (ISO) » Fri May 22, 2015 4:02 am

Post by ChaosOmega »

Had an idea for a setup, wanted some thoughts on it.

Proximity Bomb Mafia


2 Mafia Bombers
1 Mafia Primer
1 Mafia Goon

14 Townies


  • Night start; no mafia factional kill
  • Mafia Bomber: At night, may rig a player with a proximity bomb, declaring another player as the trigger; if the trigger player votes for the bombed player, they both die and the day ends. This is a factional ability (i.e., both bombers may not perform this action).
  • Mafia Primer: At night, may target a player. If that player is voting for a bombed player when they die, the primed player dies as well.
  • Priming a player only lasts for that day, whereas bombs do not go away.
Is it any wonder things seem so awry? We swim in a sea of confusion and don't have to think to survive, so nobody listens!
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Post Post #8192 (ISO) » Fri May 22, 2015 4:45 am

Post by Bicephalous Bob »

That setup punishes people for voting. You're forcing the town to keep a pseudo-vc until a consensus is reached.
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Post Post #8193 (ISO) » Fri May 22, 2015 5:01 am

Post by Ether »

Yeah...

4:8 Nightless is townsided. This is 4:14, and while scum will get a few kills in it, they don't have a whole lot of control over which of those kills actually die, and when. It's probably optimal for the town to use pseudovotes until they've made a decision, and then either randomize who votes them (50% odds of bomb working; higher if two bombs are used on the same player, but of course that wastes a bomb) or force their scummiest members to vote the lynch target in a specified order (bomb more likely to work, because scum can predict this, but less likely to hit someone the town finds valuable).

Actually doing all of that in practice will make the game a slog, but not a slog that the mafia are very likely to win.
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Post Post #8194 (ISO) » Fri May 22, 2015 10:29 am

Post by callforjudgement »

4:8 nightless townsided, seriously?

(That said, I'll buy 4:12 as townsided, given that it has 50% EV and townsided mechanics that would cause town to do better than EV on average in practice, so 4:14 is too much. The true balance is probably somewhere in between.)
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· scam · seam · team · term · tern · torn ·
town
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Post Post #8195 (ISO) » Fri May 22, 2015 10:30 am

Post by quadz08 »

no kills real strong for town
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Post Post #8196 (ISO) » Fri May 22, 2015 11:06 am

Post by Ether »

Of the six 4:8 setups run, town has won five of them. (Actually, one of those was a 4:7. Town won. The one game where scum won involved an inactivity modkill, a vanished mod, and a lot of apathy all around.)

The lack of control over who dies really gets to scum, and so does the fact that for every successful lynch, the scum needs two more townies dead to win. There's a point where it adds up to something insurmountable, where any reasonable game would have just been a scum win by that point.
As I move my vote
Towards your wagon, town is taking note
It fills my head up and gets louder and
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Post Post #8197 (ISO) » Fri May 22, 2015 12:46 pm

Post by callforjudgement »

I guess this says a lot about what the value of a scum NK is. They never really seem so great at the time, but they tend to cause the playerlist quality to deteriorate over the course of a game, which is what scum want.

The positive feedback behaviour of a normal Nightless is indeed problematic.
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Post Post #8198 (ISO) » Fri May 22, 2015 12:49 pm

Post by quadz08 »

yes it is
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Post Post #8199 (ISO) » Fri May 22, 2015 2:04 pm

Post by Bicephalous Bob »

3 Mafia Goons
14 Town Compulsive Visitors

-In the first half of the first Day, all townies send in a ranking of all players. If they don't send in an action, their visits will default to the top living player on their list.
-Instead of performing a night kill, scum can arm a townie for a night.
-Townies visiting an armed player will both arm themselves for that night and die.

Could be terribly swingy, and I'm not sure what the best strategy is, but it counters the playerlist quality problem.
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