Also, town tends to overperform in nightless setups.
I’d be interested to see the math if the first town is a vengecop and the first scum is a vengekill. Might make it scumsided enough. Not gonna do the math while mobile though.
Is townplay onsite strong enough yet to just run 4:2 nightless? Lol.
I want there to be a good 6p setup with no flagbearer.
Posted: Wed Mar 31, 2021 9:18 am
by MURDERCAT
4:2 nightless with town vengecop and a godfather?
Posted: Wed Mar 31, 2021 9:50 am
by Gypyx
4:2 nightless with an ic that dies at 4 players left maybe?
Posted: Thu Apr 01, 2021 7:48 am
by Jingle
In post 1131, Isis wrote:Is townplay onsite strong enough yet to just run 4:2 nightless? Lol.
Honestly? It might be. 6v2 is perfect EV, and towns do tend to do better than site meta in nightless games. I'd probably be more willing to play in a 4:2.
Posted: Thu Apr 01, 2021 7:52 am
by MURDERCAT
Town only gets 1 miselim though, and then you are forced to guess right. I don't think the "town does well in nightless" applies as you are getting so little info in comparison to a longer nightless game.
Posted: Thu Apr 01, 2021 8:11 am
by PookyTheMagicalBear
I think 2:5 Nightless with 2 Vengeful Mafia Goons would be fun
Posted: Thu Apr 01, 2021 8:23 am
by Gypyx
2:4 nightless, scum wins at two town left, if all executions are town, the last executed player may try to guess the scumteam for the win
random idea, how would it be?
Posted: Thu Apr 01, 2021 11:53 am
by Jingle
In post 1135, MURDERCAT wrote:Town only gets 1 miselim though, and then you are forced to guess right. I don't think the "town does well in nightless" applies as you are getting so little info in comparison to a longer nightless game.
That only applies to the case when scum get a perfect win (40% of games, tbf, but not all of the scum wins). If scum is ever eliminated, town nets another miselim.
EV on a vanilla 2:4 nightless is 67% scum win, which is undoubtedly high, but the lack of ability for scum to kill off particularly dangerous town voices is a large portion of the conventional wisdom on nightless setups being townsided.
I'm not saying it's a perfectly balanced game, but I would definitely be more interested in seeing it than a 2:6.
Gypyx wrote:2:4 nightless, scum wins at two town left, if all executions are town, the last executed player may try to guess the scumteam for the win
random idea, how would it be?
Only changes the above percentages in the case of a scum sweep, mathematically a hail mary guess and an elimination are identical if there's only one scum remaining. The new EV is 56.6% swumwin. I would wager that being able to just elim the strongest scumhunter on the first game-loseable elim would further skew results towards townwins based on subjective speculation, but it's within the realm of testable for sure.
PEdit: didn't realize the guess wouldn't happen if a scum elim had happened. It's actually 70% scumwin as you suggested it.
Mathematically identical to 2:4 nightless with less of a townsiding bias introduced by the inability to kill. Probably better at 2:6, but you'd have to run the setup a few times to be sure. Doesn't seem like a bad setup to try a few times either way though.
Posted: Thu Apr 01, 2021 7:44 pm
by Isis
I swear I actually would have just run 2:4 nightless to see what would happen if I didn't get hit by closed setup inspiration X_X
tweaked according to Jingle’s and BBMolla’s suggestions
few questions:
1. is it fine from a balance perspective to have both a false negative AND a false positive here for psych in terms of alignment?
2. is it customary on mafiascum to tell PRs that their action failed when they target a macho player?
abductions on psych would fail outright, not just go through without the protection
bringing this back to ask a question: is it fine for alien and babysitter to be able to target the same person consecutively here?
also bumping because of some clarifications that weren't included originally (mafia cannot multitask, alien and babysitter can't self-target)
also also would just like to get this double checked so I know it's playable
Posted: Thu Apr 08, 2021 4:18 am
by Jingle
Yes. Only one half of the masonry can be fully protected so it's a WIFOM game.
Definitely looks playable, although it might benefit from tweaks after being run once.
Posted: Thu Apr 08, 2021 6:29 am
by lendunistus
In post 1142, Jingle wrote:Yes. Only one half of the masonry can be fully protected so it's a WIFOM game.
Definitely looks playable, although it might benefit from tweaks after being run once.
yeah, the WIFOM is one of the aspects that came into mind
it inherently comes included with the pairing and since it's in the queue, I can't edit the roles too much right now since it'd kind of be a bait and switch
(the purple-named ducky already pre-inned btw so that's cool)
Posted: Thu Apr 08, 2021 7:52 am
by Jingle
I mean... you kinda have to run it in order to do tweaks after running it. I was telling you it looks fine as is.
Notes: Both Mafia groups will have access to a nightkill on N1, but neither will know whether they are going to be town or mafia at the end of the night.
Posted: Fri May 28, 2021 2:32 pm
by callforjudgement
5:1 night start (i.e. 6:1 with a scum kill) with a Mason pair and N0 vig shot is exceedingly townsided. As a consequence, if scum is eliminated day 1, they will recruit their buddy (and thus themself) to the town in order to try to maintain some sort of hope of winning.
A consequence of this is that town would prefer to eliminate a townie on day 1 than to eliminate scum (the setup ends up the same in either case, except that eliminating a townie gives you an extra Mason and eliminating scum gives you an extra VT), which is weird (especially in a setup where you're aiming for scum the rest of the days, so don't want to get rid of anyone who's
too
townish). In particular, I'm pretty sure that the optimal D1 strategy is to policy-eliminate the person with the most anti-town playstyle, without any discussion (to make it harder for the scum to aim their kill).
This probably isn't a desirable way to start off the setup.
Posted: Sat May 29, 2021 6:31 am
by Jingle
Responded-ish in setup thread, but at least the make it harder for the scum to aim their kill bit is wrong. Both scumteams should be shooting for the other team, so discussion/scumhunting is a net positive on D1.
Posted: Thu Jun 03, 2021 3:11 am
by Hectic
I want to run an achievement hunter style game, where you can get achievements (heroics) and then spend them on powers. Everyone is given a list of heroics which they can try and get by posting in the thread, clues are in the name. Heroics can be silver or gold, the latter being harder to achieve. For example:
no u
Spoiler:
OMGUSing someone (silver)
Happy Green
Spoiler:
Posting a emoji (silver)
Did I stutter?
Spoiler:
Vote for a player you were already voting (silver)
An adaptation
Spoiler:
Quote another player's post and edit their words (gold)
Are these numbers balanced?
13 town
,
4 mafia
80 Silver Heroics
25 Gold Heroics
20 of those silvers, and 5 of those golds are only introduced on day 2.
3 Silver
= Nominate shot
5 Silver
= New Neighbourhood shot
6 Silver
= Add player to neighbourhood shot
3 Gold
= Jailkeeper shot
3 Gold
= Bulletproof vest (passive 1 shot)
5 Gold
= Day Vigilante shot
Setup specific rules:
Each day has a choose your own adventure question. There are 10 answers with 1 answer rewarding gold, 3 rewarding silver. Players are rewarded at the end of the day.
On even days, mafia must select 1/3 of the players (rounded up) to be available to be voted. Everyone else is immune from votes unless
nominated.
Mafia may hunt for heroics in their scum PT if they wish to do so.
Town get executions and mafia get nightkills as normal.
Posted: Thu Jun 03, 2021 4:29 am
by Kerset
There is a risk that someone might decide to spam the thread. The most effective counter measure to that would be a third category of hero - with negative utility. The risk of losing all of your goods is usually good argument to stop gambling.