What if he was able to give people a ligtning rod?
Why the hell would he do that? Its essentially the same thing as killing the people.
If the people receiving the lightning rod saps all kills, then they die. Its the same thing as killing someone. >_>
Posted: Tue Aug 24, 2010 7:25 am
by animorpherv1
Andrius wrote:
animorpherv1 wrote:@Andrius:
What if he was able to give people a ligtning rod?
Why the hell would he do that? Its essentially the same thing as killing the people.
If the people receiving the lightning rod saps all kills, then they die. Its the same thing as killing someone. >_>
It gives him a chance to win, first of all. And, since he's 3rd party, he'd wnat to kill them.
Posted: Tue Aug 24, 2010 7:41 am
by Andrius
animorpherv1 wrote:
Andrius wrote:
animorpherv1 wrote:@Andrius:
What if he was able to give people a ligtning rod?
Why the hell would he do that? Its essentially the same thing as killing the people.
If the people receiving the lightning rod saps all kills, then they die. Its the same thing as killing someone. >_>
It gives him a chance to win, first of all. And, since he's 3rd party, he'd wnat to kill them.
But the kid never specified what role he was. Is he a SK or a Survivor? He already has a SK in the setup, so.
The last thing and SK needs is another SK.
Posted: Tue Aug 24, 2010 7:52 am
by animorpherv1
Andrius wrote:
animorpherv1 wrote:
Andrius wrote:
animorpherv1 wrote:@Andrius:
What if he was able to give people a ligtning rod?
Why the hell would he do that? Its essentially the same thing as killing the people.
If the people receiving the lightning rod saps all kills, then they die. Its the same thing as killing someone. >_>
It gives him a chance to win, first of all. And, since he's 3rd party, he'd wnat to kill them.
But the kid never specified what role he was. Is he a SK or a Survivor? He already has a SK in the setup, so.
The last thing and SK needs is another SK.
But he's not gonig to use it on himself to draw all the kills (including the SK kills, which is the only kill he isn't Immune to). He's going to die the first night he uses it, I guarantee.
Posted: Tue Aug 24, 2010 8:04 am
by Andrius
No d'oh. Whoever he uses it on is guaranteed dead.
Lightning Rod is a bad role in most situations, but it does have its uses, and one of them isn't give-a-lightning-rod-to-another-player.
Posted: Tue Aug 24, 2010 8:18 am
by animorpherv1
Andrius wrote:No d'oh. Whoever he uses it on is guaranteed dead.
Lightning Rod is a bad role in most situations, but it does have its uses, and one of them isn't give-a-lightning-rod-to-another-player.
However, Lightning rod riber can ge good as mafia. If mafia has an info role like watcher.
Posted: Tue Aug 24, 2010 8:32 am
by Andrius
animorpherv1 wrote:
Andrius wrote:No d'oh. Whoever he uses it on is guaranteed dead.
Lightning Rod is a bad role in most situations, but it does have its uses, and one of them isn't give-a-lightning-rod-to-another-player.
However, Lightning rod riber can ge good as mafia. If mafia has an info role like watcher.
True. But giving out lightning rods is incredibly broken for mafia watcher.
Posted: Sat Aug 28, 2010 1:59 am
by mallowgeno
Weird Wroles Open:
-Daystart
-15 players
Wondering if I should change the RBSK to a JOAT.
Posted: Sat Aug 28, 2010 5:07 am
by mykonian
okay. First the lie detector. Not a brilliant role, as it creates mod involvement. You really don't want that.
Next, the Yakuza. Because the Yakuza is confirmed scum after his death, his death might be beneficial to town to find his buddies. The best tactic would probably be to use his power n1, pick out a townie with a good reputation. This is quite boring for the Yakuza.
Next, randomness in the SK role. MS doesn't really love randomness, so this won't make you loved (though it isn't necesarily a bad role).
For balance, we have a 3 mafia-1 SK-10 town (if yakuza uses his power quite early in the game). That is probably quite normal, though it gives town only 1 real mislynch.
Posted: Sat Aug 28, 2010 7:03 am
by mallowgeno
mykonian wrote:okay. First the lie detector. Not a brilliant role, as it creates mod involvement. You really don't want that.
Next, the Yakuza. Because the Yakuza is confirmed scum after his death, his death might be beneficial to town to find his buddies. The best tactic would probably be to use his power n1, pick out a townie with a good reputation. This is quite boring for the Yakuza.
Next, randomness in the SK role. MS doesn't really love randomness, so this won't make you loved (though it isn't necesarily a bad role).
For balance, we have a 3 mafia-1 SK-10 town (if yakuza uses his power quite early in the game). That is probably quite normal, though it gives town only 1 real mislynch.
What do I replace the lie detector with? Do I get rid of the Sociopath and leave it to just two mafia? Should I scrap a mafia altogether?
I've played many games with a yak so I know it will be fine.
As for the SK, I'm not here to be loved. I don't see any problem with using him but I understand what you're saying. If the SK picks a player they want killed and they don't get killed at least they'll have been RBed.
Posted: Sat Aug 28, 2010 7:17 am
by mykonian
I've played epicmafia too, and have played as the yak there once or twice. It isn't much trouble when the games only take 10 min. , but it is hardly a fun role in a forum game.
And you are here to be loved as mod. You are there to make your players have a fun game. If they haven't, you failed. It isn't such a problem for the sk, but in mylo/lylo the difference between a towny killed or a mafioso killed can be quite big. If that part of the game is pure luck, the scum and town's influence on the game becomes less (or the extreme situation: luck deciding who wins the game): that is the part the majority of the players doesn't like.
Posted: Sat Aug 28, 2010 7:23 am
by mykonian
I have a small mini theme I'd like someone to look at. Shouldn't be too hard balance-wise.
Posted: Sat Aug 28, 2010 8:40 am
by mallowgeno
mykonian wrote:
And you are here to be loved as mod. You are there to make your players have a fun game. If they haven't, you failed.
Fine. But I don't want to get rid of the yakuza. It adds much discussion and wi-fom.
Posted: Sat Aug 28, 2010 9:04 am
by jimfinn
Let's try this one, pretty basic but still fun. Each mafia team collectively has 1-shot NK immunity from the other mafia, but not from the Vig. All PRs are allowed to target anyone but the player they targeted on the previous night (Doc may self-protect). All actions are compulsory. A RoleBlock on any mafia member blocks the whole faction's kill. Cops are given results simply as Town or Anti-town (or no result).
Town
2 Cop (one sane or insane, one naive or paranoid)
1 Doc
1 Vig
1 RB
2 Masons
1 Neighbor creator - can PM the mod during the day who he wants his neighbor to be that night, other player is told at twilight and they are neighbors for one night only.
8-10 VT (? on the number)
Note: If the town RB blocks the Mafia RB, the faction loses both its kill and its block for the night.
Posted: Sat Aug 28, 2010 9:07 am
by Twomz
That's... extremely protown. 6 mafia in two factions in a 24 player game? Make it 4/4/16 at least...
Posted: Sat Aug 28, 2010 9:10 am
by jimfinn
with the anti-crosskill in place, doesn't that help with the balance?
Posted: Sat Aug 28, 2010 12:05 pm
by Twomz
6 scum in a single mafia in a 24 player game would be semi-balanced, two smaller mafia need to have more than 6 total scum (or about 4 each).
Posted: Sat Aug 28, 2010 1:30 pm
by yabbaguy
Can we just throw White Flag Mafia up here officially? The first game's run didn't do the potential for scum connection highlighting any justice, but I'd love to see it have another run... or ten.
3 Mafia
9 Town
Mafia loses if their faction is reduced to one. EV is ~60% scum win percentage, but that's statistical. It's a safe bet that the Town advantage after one scum is lynched is bound to level that number off.
Posted: Sat Aug 28, 2010 3:52 pm
by mallowgeno
mykonian wrote:I've played epicmafia too, and have played as the yak there once or twice. It isn't much trouble when the games only take 10 min. , but it is hardly a fun role in a forum game.
And you are here to be loved as mod. You are there to make your players have a fun game. If they haven't, you failed. It isn't such a problem for the sk, but in mylo/lylo the difference between a towny killed or a mafioso killed can be quite big. If that part of the game is pure luck, the scum and town's influence on the game becomes less (or the extreme situation: luck deciding who wins the game): that is the part the majority of the players doesn't like.
How'd you know I was talkin about EM?
Posted: Sat Aug 28, 2010 4:26 pm
by jimfinn
Let's try this one, pretty basic but still fun. Each mafia team collectively has 1-shot NK immunity from the other mafia, but not from the Vig. All PRs are allowed to target anyone but the player they targeted on the previous night (Doc may self-protect). All actions are compulsory. A RoleBlock on any mafia member blocks the whole faction's kill. Cops are given results simply as Town or Anti-town (or no result).
Town
2 Cop (one sane or insane, one naive or paranoid)
1 Doc
1 Vig
1 RB
2 Masons
1 Neighbor creator - can PM the mod during the day who he wants his neighbor to be that night, other player is told at twilight and they are neighbors for one night only.
8 VT (? on the number)
Note: If the town RB blocks the Mafia RB, the faction loses both its kill and its block for the night.
EDITED FROM BEFORE
Posted: Sat Aug 28, 2010 5:38 pm
by Herodotus
mykonian wrote:Next, randomness in the SK role. MS doesn't really love randomness, so this won't make you loved (though it isn't necesarily a bad role).
The randomness can be eliminated. Have the SK send in their "preference" for their RB effect and their kill effect, and have some townie (in theory it should be a publicly specified one of the PR's, so that being the selector doesn't exacerbate the Named Townie effect that the game already has) decide whether to "reverse" the selection or not.
That replaces randomness with a minor WIFOM game.
I kinda like the FBI role, except that I think it should work against the mafia instead of the SK, because your mafia is stronger than your SK by far.
Posted: Sun Aug 29, 2010 1:23 am
by mallowgeno
Ok let's try this:
Weird Wroles Open:
-Daystart
-15 players
How's this? Also how do I get to be able to use this when I mod an open game?
Posted: Sun Aug 29, 2010 1:26 am
by mallowgeno
Now, the PRs outnumber the VTs...
Maybe I should ditch the supersaint?
Posted: Sun Aug 29, 2010 4:03 am
by yabbaguy
The alignment-changing with Yakuza and pointless WIFOM with the Switcher should go. And the Lie Detector is a pointless investigative role.
Also, just by having more PRs than scum, massclaiming skews the game very, very much in Town's favor.