In post 1024, Gamma Emerald wrote:I like the statistical mindset, but I think that specific solution goes against the original setup idea
The setup seems based around the static locations of the players. Taking that away creates a chaotic not-really-system that just seems less interesting.
I hear this. Maybe make it quasi-static like Deathlist? Things get mutated based on the actions of the previous day but something about the order of the initial rand affects the game every phase.
Posted: Wed Aug 26, 2020 10:01 pm
by Gamma Emerald
In post 1025, Isis wrote:At any time, a Blue Mafia may submit a kill by PM. If the named player is a Mason, they will die. If the named player is a Mason, nothing will happen. If the named player is VT, the submitter will die.
:thonk:
Posted: Wed Aug 26, 2020 10:08 pm
by Isis
Typos
Posted: Wed Aug 26, 2020 10:09 pm
by Isis
It's fixed now.
It's a shitpost setup anyway
Posted: Thu Aug 27, 2020 2:22 am
by Awoo
You forgot the town win condition.
Posted: Thu Aug 27, 2020 4:49 am
by Gamma Emerald
btw I think we should do a few runs of that trapdoor setup using the different ideas proposed during the upcoming marathon weekend
Posted: Thu Aug 27, 2020 11:20 am
by Hoopla
In post 1019, Isis wrote:You might be interested in skimming Deathlist since it was a somewhat similar setup.
i just checked that out. really interesting concept!
Posted: Thu Aug 27, 2020 11:23 am
by Hoopla
In post 1024, Gamma Emerald wrote:I like the statistical mindset, but I think that specific solution goes against the original setup idea
The setup seems based around the static locations of the players. Taking that away creates a chaotic not-really-system that just seems less interesting.
this is pretty much my thoughts.
i'm sure there could be more specific tweaks made to ensure a greater likelihood of a balanced scum distribution. but additional complexity to shave off potential outliers seems like an unnecessary trade off at the expense of elegance/simplicity.
Posted: Thu Aug 27, 2020 11:26 am
by Hoopla
In post 1031, Gamma Emerald wrote:btw I think we should do a few runs of that trapdoor setup using the different ideas proposed during the upcoming marathon weekend
mmm true.
i'll make sure i'm around in some capacity to mod and/or play
Posted: Fri Aug 28, 2020 11:50 am
by TemporalLich
A shitpost-quality semi-open setup that can either be multiball or not be multiball.
Posted: Sat Aug 29, 2020 3:55 am
by Kerset
Wouldn't informed townie just spoil this at d1?
Posted: Sat Aug 29, 2020 4:16 am
by TemporalLich
In post 1036, Kerset wrote:Wouldn't informed townie just spoil this at d1?
They wouldn't know until the start of Day 3
Posted: Sat Aug 29, 2020 6:24 am
by Isis
I think you want the investigative to check mafia, not wolves, so that it doesn't incidentally determine which setup you're in, right?
Posted: Sat Aug 29, 2020 6:41 am
by TemporalLich
In post 1038, Isis wrote:I think you want the investigative to check mafia, not wolves, so that it doesn't incidentally determine which setup you're in, right?
That was intended as a counterbalance as the multiball setup looked a little scumsided. And Masonizer is already a mafia-investigative in spirit.
Posted: Sat Aug 29, 2020 6:43 am
by Gamma Emerald
probably save the seer shot for a mason recruit, that seems like a pretty good way to boost town winrate?
Posted: Sat Aug 29, 2020 7:02 am
by TemporalLich
In post 1040, Gamma Emerald wrote:probably save the seer shot for a mason recruit, that seems like a pretty good way to boost town winrate?
As in a "not-mafia" 1-shot Masonizer or a "confirmed town" 1-shot True Masonizer?
Posted: Sat Aug 29, 2020 7:18 am
by Gamma Emerald
confirmed town 1 shot true masonizer
doesn't mean masonizer should act only once fyi
Posted: Sat Aug 29, 2020 7:22 am
by TemporalLich
v1.1 with Gamma Emerald's change
Posted: Sat Aug 29, 2020 7:27 am
by Gamma Emerald
no, don't change the role, I was thinking about how it should be played
Posted: Sat Oct 10, 2020 3:14 pm
by Hectic
I want to /in this to the large theme queue, is it balanced? In theory, mafia can get up to 4 "nightkills" as long as they aren't the 3rd scroll bearer.
Posted: Sat Oct 10, 2020 5:03 pm
by callforjudgement
It's slightly more townsided than a 15:5 vengescum setup would be. mith puts the balance of the vengescum version at 45.98%. As a Nightless, it would be 50%. So the EV is clearly between those two values.
I think that, given the mechanics, the EV should be a bit lower than that to produce a balanced setup. Maybe 13:5 is about right. (That said, I'm less good at balancing Larges than Minis.) Perhaps 14:5 would be better in order to avoid the potential for screwy endgames (you probably don't want a player count divisible by 3).
Posted: Sun Oct 11, 2020 3:26 am
by Hectic
The weird thing about making it a 14/5, is that it makes the endgame quite different. If 1 scum remains in the final 5 for 15/5, town has a 3/5 in getting them. If 1 scum remains in the final 4 for 14/5, town has a 3/4 of getting them. It's weirdly more favourable for town in that instance.
Of course, scum can achieve parity earlier with 14/5, given they can have 2 members alive in the final 4 and outright win.
How about givung scum the best of both worlds? Keep it as a 15/5 and give scum a factional 1-shot dayvig? One which they can use at any time on anyone not holding a scroll, and which reset the votes and extends the deadline by 48 hours. This means they can use it when at 11 if they have 5 alive to achieve parity, or at 5 if they have 2 alive to achieve parity. Or they could just shut down someone early on who's gonna be a lot of trouble for them.
Posted: Sun Oct 11, 2020 3:41 am
by callforjudgement
Giving scum a dayvig has a larger balance impact than might be expected. On the other hand, in this setup, that might be a good thing, making it easier to get the right balance from a 15:5. I think it might be worth a try.
Posted: Mon Nov 09, 2020 11:42 pm
by yessiree
Proposing to make one change to Lovers and Losers. Instead of a mafia lovers trio, they are split between a lovers pair and a loner.
The original setup had an EV of 2/3 favouring town, by mass claiming during start and eliminating from VT claims. This change aims to combat that.
Edit: I thought this change would make the setup slightly scum-sided but I just did some calculations and the EV is exactly 50% which should still make this somewhat town sided in practice.