Posted: Mon Mar 01, 2010 1:21 pm
Still the same issue IMO. The best play by the lawyer is to do nothing. I suggest removing the mafia lovers if you want to keep the lawyer, or make some radical alteration.
I desperatley want to keep the lawyer, so expect an alteration with Mafia-Town lover pairs.ElectricBadger wrote:Still the same issue IMO. The best play by the lawyer is to do nothing. I suggest removing the mafia lovers if you want to keep the lawyer, or make some radical alteration.
Question. Is the doctor and the tracker in the game or is a possiblity of being in the game like F11?Mr. Flay wrote:
I want to see this in operation once or twice before suggesting it to VRK as a replacement for F11. I don't think it is susceptible to the old "Investigative Role claims, Doctor protects while Investigator hunts" problem, because the RB can just stop an outedCopTracker while the Goon hunts the Doc.
Actually there might be a perk to that setup in the fact that the tracker could also catch the ROLEBLOCKER.Ether wrote:So...Pie E7 with two extra townies and the cop weakened? I guess it doesn't have that Day 2 massclaim issue, but F11 still seems like a much better game. Why does it need a replacement?
I don't really see mountainous as a problem, if anything it's the IDEAL teaching tool, and follow the cop is much less of a problem in newbie games in F11 than it has been in past setups.Mr. Flay wrote:25% of the time (in theory) the game is REALLY unbalanced: RGTTTTTTT. We can't reliably win 2G10T mountainous games; we still manage about 30% wins there through sheer dumb luck, but it's not really satisfying to me that it's a possibility. It's mostly a necessary evil in F11 because the 'random role selection' element gets reductionist if you just include the other three possibilities.
The other reason is that, frankly, I don't think teaching our newbies to play Follow-the-Cop is best.
Huh? I got that it can do that, but where's the perk?Zach wrote:Actually there might be a perk to that setup in the fact that the tracker could also catch the ROLEBLOCKER.
... lol, yeah long day of work and I forgot that the cop would get a guilty on the roleblocker...Ether wrote:Huh? I got that it can do that, but where's the perk?Zach wrote:Actually there might be a perk to that setup in the fact that the tracker could also catch the ROLEBLOCKER.
Doesn't the mafia auto-lose if the Mafia Cop Killer is lynched Day One and the town massclaims Day 2 for the same reason the mafia autoloses Pie E7 if the Roleblocker is lynched Day 1? Because of that, I think the Cop Killer needs to be an inherit trait for both Mafia members.Elmo wrote:Nameless Experimental #1
1 Mafia Goon
1 Mafia Cop Killer
1 Cop
1 Doc
5 Townies
The Cop Killer will kill the Cop when performing the nightkill regardless of whether the Cop is protected by the Doc or not. It will not kill a Townie if the Townie is protected by the Doc. (This is fairly close to Bird C9.)
In other words, it needs to be Bird C9.bird1111 wrote:Doesn't the mafia auto-lose if the Mafia Cop Killer is lynched Day One and the town massclaims Day 2 for the same reason the mafia autoloses Pie E7 if the Roleblocker is lynched Day 1? Because of that, I think the Cop Killer needs to be an inherit trait for both Mafia members.Elmo wrote:Nameless Experimental #1
1 Mafia Goon
1 Mafia Cop Killer
1 Cop
1 Doc
5 Townies
The Cop Killer will kill the Cop when performing the nightkill regardless of whether the Cop is protected by the Doc or not. It will not kill a Townie if the Townie is protected by the Doc. (This is fairly close to Bird C9.)
I think we need a bigger sample, but I'll concede the point that the latest numbers don't show a big difference (which perplexes me, since 'regular games' show a huge difference. Is the demoralization effect that big?Ether wrote:The thing about vanilla F11 is that scum still have to act differently, and town gets stuff to work with from that. (Also, I think it's likely thatknowingthe setup to have no power roles demoralizes players in 2:10.) It isn't "REALLY" unbalanced, and I'm pretty sure 35% wins is much better than random. Its odds aren't dramatically different from the other three F11 outcomes, aside from Cop-doctor.
LOLwut?Elmo wrote:If it were me, I would at least mix in 2:5 nightless or so. Just sayin'...
That's the only setup - no percentages like F11/C9.farside22 wrote:Question. Is the doctor and the tracker in the game or is a possiblity of being in the game like F11?
I am actually not seriously proposing this setup and do not want my name attached to it very much pleaseanimorpherv1 wrote:Elmo C10?
Yes. I disagree, because Pie E7.bird1111 wrote:Doesn't the mafia auto-lose if the Mafia Cop Killer is lynched Day One and the town massclaims Day 2 for the same reason the mafia autoloses Pie E7 if the Roleblocker is lynched Day 1? Because of that, I think the Cop Killer needs to be an inherit trait for both Mafia members.
That. Running vanilla nightless newbie games with whatever numbers would be awesomesauce.Mr. Flay wrote:LOLwut?
I think the issue here is that the majority of the players in an F11 setup are Newbies with little to no experience. Those with experience are experienced outside of the way we do things here. Balance is done assuming optimal play from all players, which is inherently missing in a Newbie game.Mr. Flay wrote:I think we need a bigger sample, but I'll concede the point that the latest numbers don't show a big difference (which perplexes me, since 'regular games' show a huge difference. Is the demoralization effect that big?Ether wrote:The thing about vanilla F11 is that scum still have to act differently, and town gets stuff to work with from that. (Also, I think it's likely thatknowingthe setup to have no power roles demoralizes players in 2:10.) It isn't "REALLY" unbalanced, and I'm pretty sure 35% wins is much better than random. Its odds aren't dramatically different from the other three F11 outcomes, aside from Cop-doctor.