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Posted: Mon Aug 02, 2010 7:29 am
by drmyshottyizsik
I like it thank you

Posted: Mon Aug 02, 2010 7:32 am
by Andrius
Let me just say though, that Mafia Martyr can be a problem. Having a mafioso die for another mafioso will IMMEDIATELY give away shenanigans, and in an Open Setup, where there are no Bus Drivers/ Redirectors that any misdirected kill will be insta-seen as scum.

I'd say drop the Martyr.

And if you really want to see how a Mafia Bodyguard/Martyr screws the "saved" player over, go see what happened to me in Greek Mythology after Plum took a lynch for me. (Though I was able to pass Jack as a lynch-redirector.)

Posted: Mon Aug 02, 2010 7:47 am
by bv310
Yeah, this might work better as a closed Mini Theme.

Posted: Mon Aug 02, 2010 7:48 am
by bv310
Or how about a Bodyguard on either team? Instead of the possible nurse, make it a possible Town Bodyguard.

Posted: Mon Aug 02, 2010 7:55 am
by Andrius
I personally love Bodyguards.

It would have to be a closed setup. No way this could work as an Open, let alone get approved. Bodyguard works until a Doc is outed. Then he protects the Doc.


Sooo, my turn to mod an open is almost here, and i'd really love to mod a C9++. *SUBTLEHINTHINT* ;)

Posted: Mon Aug 02, 2010 7:56 am
by bv310
C9++? Pfft. Carbon-14 is where it's at.

Posted: Mon Aug 02, 2010 8:03 am
by Andrius
PShhh. C9++ can have 3 Vigilantes, SK, and Mafia. D'oh. Best game ever! lol

Posted: Mon Aug 02, 2010 8:53 am
by Nobody Special
Andrius wrote:Sooo, my turn to mod an open is almost here, and i'd really love to mod a C9++. *SUBTLEHINTHINT* ;)
I can't speak for farside, but since there are two C9++ setups that just started, I doubt you'll get one, too. (But it could happen, I guess. If it does, I'm
so
/in.)

Posted: Mon Aug 02, 2010 9:11 am
by Andrius
Nobody Special wrote:
Andrius wrote:Sooo, my turn to mod an open is almost here, and i'd really love to mod a C9++. *SUBTLEHINTHINT* ;)
I can't speak for farside, but since there are two C9++ setups that just started, I doubt you'll get one, too. (But it could happen, I guess. If it does, I'm
so
/in.)
Yeah I know. I was just saying. lol Vengeful would be cool too. Lots of killing there as well.
But C9++ has become a favorite of mine. The posibilities are literally endless. And given that its completely balanced within itself, you can easily use it for Mini Normals/Mini Themes as a way of balance, and just model flavor around it.
C9++ is my favorite open setup ATM.

Posted: Mon Aug 02, 2010 9:15 am
by Nobody Special
Andrius wrote:C9++ is my favorite open setup ATM.
QFT.

Along the lines of the Ninja Mafia setup, could C9++ be doubled and run as a Large?

Posted: Mon Aug 02, 2010 9:16 am
by Andrius
Nobody Special wrote:
Andrius wrote:C9++ is my favorite open setup ATM.
QFT.

Along the lines of the Ninja Mafia setup, could C9++ be doubled and run as a Large?
WHEW. Welp. I don't see why not... :/

Ok. Going to go get stuff done. lol

Posted: Mon Aug 02, 2010 9:57 am
by yabbaguy
I want to start a massive C9++ discussion thread once NS' and Ythan's games conclude. I think there's certainly holes in the ruleset that can be plugged in addition to remarking on its balance, since it attempts to mathematically equate powerroles.

Posted: Mon Aug 02, 2010 2:27 pm
by Twomz
All the info for C9++ is on the wiki right? What ways does it need to be changed?

Posted: Mon Aug 02, 2010 5:06 pm
by Andrius
Twomz wrote:All the info for C9++ is on the wiki right? What ways does it need to be changed?
Yeah, its all on the wiki page. I'd also like to know its potential changes.

Posted: Tue Aug 03, 2010 5:01 am
by yabbaguy
I wrote it, yeah. I flagged places where the mod's interpretation of a rule can be subjective, for one.

I believe at least one person who called it Town-skewed, but iunno. I'm not entirely sure where I was going with that remark in retrospect, but I guess I was interested if anyone had any balance concerns or anything of the sort.

Posted: Wed Aug 04, 2010 5:04 am
by The Fonz
Mr. Flay wrote:Sorry, I meant swingy in that if you play it several times, the way the roles interact/survive is going to vastly change the balance each time. Which is the case for C9/F11/any number of other setups too, just it's not necessarily obvious in this one. I would think that it's actually swingier from the Mafia's side - if they hit the Cop N1, they're in extremely good position.
Isn't that true of ANY 12p setup with a cop?

Posted: Thu Aug 05, 2010 1:48 pm
by iamausername
The Fonz wrote:
Mr. Flay wrote:Sorry, I meant swingy in that if you play it several times, the way the roles interact/survive is going to vastly change the balance each time. Which is the case for C9/F11/any number of other setups too, just it's not necessarily obvious in this one. I would think that it's actually swingier from the Mafia's side - if they hit the Cop N1, they're in extremely good position.
Isn't that true of ANY 12p setup with a cop?
2 Mafia Goons
10 Sane Cops

Scum can hit a cop N1 pretty easily in that setup, but they still won't be in a good position. :P

Posted: Thu Aug 05, 2010 3:01 pm
by Trojan Horse
2 Mafia Godfathers
10 Sane Cops

Scum can hit a cop N1 pretty easily in that setup, but it won't improve their position. :P :P

Posted: Thu Aug 05, 2010 3:23 pm
by yabbaguy
That's one fewer Inadv. Mountainous setups anyone can use come Marathon Day. :lol:

Posted: Sat Aug 07, 2010 4:07 am
by The Fonz
Nobody Special wrote: Along the lines of the Ninja Mafia setup, could C9++ be doubled and run as a Large?
No. Doubling the number of town and scum gives town longer to work out connections etc, and also doubling the already pretty large number of power roles... it would massively skew the game in favour of town.

Posted: Sat Aug 07, 2010 4:24 am
by Max
It would need to be reworked majorly to allow larger players. 4 mafia against 16 Town is not balanced for example. 2:2:16 would be almost bastard moddery.

Posted: Sat Aug 07, 2010 5:46 am
by Max
Four-Fold Reverse Vengeful Nightless:

2:2:2:2:12.

20 Players

Works on Zorblag Reverse Vengeful system. When a mafia loses its first member they can make a kill. This can trigger another kill. Minimum of 8 Stages (counting venges as a stage)

I haven't run numbers on it. 8 Correct lynches required, with 4 kills in total. (3 Minimum). This game is guaranteed to have 16 Stages. Therefore I propose that only a third of players are required to lynch until 11 players remain.

Posted: Sat Aug 07, 2010 5:55 am
by Ythan
A thought. Aren't games like that conceptually similar to that new perpetual lylo idea? The mafia gets to kill town if there's a dead scum, but otherwise cannot and must rely on lynches.

Posted: Sat Aug 07, 2010 6:28 am
by Max
Ythan wrote:A thought. Aren't games like that conceptually similar to that new perpetual lylo idea? The mafia gets to kill town if there's a dead scum, but otherwise cannot and must rely on lynches.
I can see where you are coming from. However this is based on Zorblag's reverse vengeful. Which as highlighted by Mith is basically tree-stump. I'm adding in the fact the mafia get vengeful kills in a way which adds a layer to the game. And considering how far away the town is from lylo it isn't really true.

Posted: Sat Aug 07, 2010 9:23 am
by Nobody Special
The Fonz wrote:
Nobody Special wrote: Along the lines of the Ninja Mafia setup, could C9++ be doubled and run as a Large?
No. Doubling the number of town and scum gives town longer to work out connections etc, and also doubling the already pretty large number of power roles... it would massively skew the game in favour of town.
Damn.

Back to the drawing board.