Could also enforce a posting limit, or a general no excessive spam rule (like a user filling up an entire page)
Posted: Thu Jun 03, 2021 7:11 am
by Isis
Those numbers look scumsided even for 2021 and even for Isis
Posted: Thu Jun 03, 2021 8:53 am
by Hectic
How about:
100 Silver Heroics
30 Gold Heroics
25 of those silvers, and 8 of those golds are only introduced on day 2.
3 Silver
= Nominate shot
4 Silver
= New Neighbourhood shot
5 Silver
= Add player to neighbourhood shot
2 Gold
= Jailkeeper shot
3 Gold
= Bulletproof vest (passive 1 shot)
4 Gold
= Day Vigilante shot
I expect a small subset of the players to take heroic hunting a lot more seriously than others, so I expect some dayvigs to be bought even though 30/17 means an average of 1.76 gold per player
Posted: Thu Jun 03, 2021 9:24 am
by Isis
A dayvig has marginal effect on balance. There's so much kill prevention in the night play missing kills can't be interpreted..
I think the setup is not townsided at 100/50
Posted: Thu Jun 03, 2021 9:35 am
by Hectic
Alright, what about:
Once 50% of all silvers have been attained, town gains another execution for the day
Once 50% of all golds have been attained, town gains another execution for the day
That's 2 more executions for town at some point in the game
Posted: Thu Jun 03, 2021 9:45 am
by Jingle
There’s also the problem that a scum day vig is disproportionately more powerful than a town day vig and town power is very likely to be obvious when they buy.
Also cross targeting JKs is kinda icky.
I think your game is going to be a lot more vanilla than intended.
You could throw in a fairly inexpensive achievement cop and an expensive investigative role (watcher?) but as is I think you’re just heading towards a mostly mountainous game.
Posted: Fri Jun 04, 2021 3:27 am
by Hectic
Gotcha, Jungle (your achievement unlocked game is what inspired this if it wasn't obvious btw)
80 Silver Heroics
24 Gold Heroics
10 new silvers and 3 new golds introduced per day
3 Silver
= Nominate shot
4 Silver
= New Neighbourhood with someone (day)
5 Silver
= Add player to neighbourhood (day)
5 Silver
= Heroics cop (see amount of silvers and golds a player has)
2 Gold
= Jailkeeper shot
3 Gold
= Bulletproof vest (passive 1 shot)
4 Gold
= Watcher shot
4 Gold
= Day Vigilante shot (public and must be used immediately)
+
Once 50% of all silvers have been attained, town gains another execution for the day
Once 50% of all golds have been attained, town gains another execution for the day
Posted: Fri Jun 04, 2021 6:01 am
by Isis
The dayvig is sus, as Jingle points out. It could mitigate their strength if they were forced to be used immediately and publicly
I'd probably be willing to play this as a 13:4 with the right list but I'm honestly not convinced it's balanced. There's a certain value to knowing what you're getting yourself into that makes me more willing to try weird departures from the norm like this though.
Posted: Fri Jun 04, 2021 1:28 pm
by Isis
I'm convinced the scum have an advantage going into the game but it will probably be a fun time right
Posted: Sat Jun 05, 2021 2:02 pm
by Jingle
In post 1156, Hectic wrote:(your achievement unlocked game is what inspired this if it wasn't obvious btw)
I looked it up, this was a ducky and S_S game. I'm flattered that you'd assume it was me, but I'm not solely responsible for all of the weird mutations on site.
Posted: Sun Jun 06, 2021 7:46 am
by Hectic
lol oops
I thought you were in the Professor Moriarty mod account for some reason
Posted: Sun Jun 06, 2021 8:01 am
by Hectic
I'll make the watcher cost 3 gold instead and roll with that I think
Posted: Sun Jun 06, 2021 8:07 am
by Isis
Keep it at 4. Watcher is so strong.
Posted: Sun Jun 06, 2021 8:30 am
by Hectic
Alright
The playerlist that joins will probably be townsided by nature so I'm sure it'll be fine
Posted: Sun Jun 06, 2021 9:56 am
by Isis
Tryna shit on my scumgame to my face do you wanna fuckn go right now Hectic I got a parking lot right here
Posted: Sun Jun 06, 2021 10:39 am
by Jingle
Isis's scumgame so good she doesn't even have to ban the players who scumread her to win. Agreed that watcher below 4 would be too cheap. You could maybe play around with a mechanic to allow the sharing of Achievement Points depending on how likely it is all the achievements actually happen. The less points in play the more reasonable that option becomes.
In post 1165, Isis wrote:Tryna shit on my scumgame to my face do you wanna fuckn go right now Hectic I got a parking lot right here
...
I'm not afraid to say I think your scumgame needs work, if Haunted Village was any indication
Posted: Mon Jun 07, 2021 3:06 pm
by Isis
I really doubt that was my median scumgame
Posted: Wed Jun 16, 2021 10:21 am
by Ruby Red
the first crossfire was such a hit, it's time for the sequel
gonna toss this one in the old queue right now, this is mainly here to link to it although you guys can talk about the balance or whatever if you want
Posted: Wed Jun 16, 2021 11:04 am
by Something_Smart
vengeful town + vengeful scum has this weird issue that it's better to execute scummy townies than to execute scum, which creates some really strange incentives. Just my $0.02.
Also, a town vengekill is in theory (and probably also in practice) no better than an execution (except that it can't trigger another vengekill), but a mafia vengekill is obviously much better for mafia than an execution. If the original Crossfire was balanced I'd expect this to be pretty scumsided.
Posted: Wed Jun 16, 2021 11:10 am
by Ruby Red
original was probs pretty townsided
the wiki says 4:9 EV is 52% so meh. town gets a venge in lylo so unlike most setups there's never gonna be a scum quickhammer to end it
Posted: Fri Jun 18, 2021 9:00 am
by Jingle
How do you deal with sequencing?
Like, if I set up a situation where a vote hammered someone which then hammered someone else which then hammered someone else, would the hammers all resolve and then the venges or would the venges resolve between each vote count check?
Posted: Fri Jun 18, 2021 9:05 am
by Gypyx
original crossfire had only the first hammer resolve, no simultaneous stuff