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Posted: Mon Jan 17, 2011 11:18 am
by Empking
Scum 9p


2 Mafia (No Kill)
2 Werewolves

2 Seers
3 Townies

Posted: Mon Jan 17, 2011 1:35 pm
by Andrius
Why two seers?

Posted: Tue Jan 18, 2011 12:54 am
by Empking
Andrius wrote:Why two seers?
1. So that if a mafiaso claims Seer they won't be counterclaimed (unless there is a dead seer already)
2. To weaken the wolves.

Posted: Thu Jan 20, 2011 9:42 am
by Andrius
Makes alot of sense, Emp.
I mean, they could eat the wolves alive N1, but I get the point.

It feels odd without a RB, but yeah. :/

Posted: Thu Jan 20, 2011 9:44 am
by Empking
Andrius wrote:Makes alot of sense, Emp.
I mean, they could eat the wolves alive N1, but I get the point.

It feels odd without a RB, but yeah. :/
Andy, want to nominate it? :D

Posted: Thu Jan 20, 2011 9:47 am
by Andrius
It would be an honor, sir.

Nominate: Scum 9p

Posted: Thu Jan 20, 2011 9:50 am
by Herodotus
Who wins in the following:

1Maf : 1Ww

1Maf : 1T

And have you calculated win probabilities?

Posted: Thu Jan 20, 2011 9:58 am
by Empking
Herodotus wrote:Who wins in the following:

1Maf : 1Ww

1Maf : 1T
I'd give the Mafia a "win if you make up 50% of the town" and the other two a "win if only your faction remains" so the Mafia would win both of those.
And have you calculated win probabilities?
[/quote]

No because I honestly have no idea how you'd go about doing it. Like how do the Mafia affect the chance of lynching a wolf?

Edit: I'd also be inclined to give the mafia the win if day begins with 1 Mafia:1 Wolf: 1 Townie or 2 Mafia: 2 Wolves: 1 Townie

Posted: Thu Jan 20, 2011 10:22 am
by Herodotus
Mafia winning 1:1 and 2:2 is fair.

As far as EV is concerned, it looks hard for the town to win. If the werewolves only kill town, the town can only win if the lynches are:
1. All scumlynches, in any order
2. Both werewolves on the first two days, then no more than one mislynch
3. A werewolf, then a mafia, then a werewolf, then a town, then a mafia

Posted: Thu Jan 20, 2011 10:38 am
by Empking
Herodotus wrote:Mafia winning 1:1 and 2:2 is fair.

As far as EV is concerned, it looks hard for the town to win. If the werewolves only kill town, the town can only win if the lynches are:
1. All scumlynches, in any order
2. Both werewolves on the first two days, then no more than one mislynch
3. A werewolf, then a mafia, then a werewolf, then a town, then a mafia
The town is quite powerful when it comes to taking out werewolves due to the two seers and (the way I see it) the mafia can work as a mini-mason group in order to reduce the wolves numbers (since its in their best interest to also scumhunt.)

Posted: Thu Jan 20, 2011 10:48 am
by Empking
Empking's Five Player


2 Mafia (Even- Night Kill)

1 One-Shot Publishing Cop (the cop's target has their alignment revealed in the end of night post.)
2 Vanilla Townies

(I calculate the town's chance of winning as 7/18)

Posted: Thu Jan 20, 2011 11:15 am
by Herodotus
Empking wrote:
Empking's Five Player


2 Mafia (Even- Night Kill)

1 One-Shot Publishing Cop (the cop's target has their alignment revealed in the end of night post.)
2 Vanilla Townies

(I calculate the town's chance of winning as 7/18)
Are both the target's name and alignment revealed?

Posted: Thu Jan 20, 2011 11:16 am
by Empking
Herodotus wrote:
Empking wrote:
Empking's Five Player


2 Mafia (Even- Night Kill)

1 One-Shot Publishing Cop (the cop's target has their alignment revealed in the end of night post.)
2 Vanilla Townies

(I calculate the town's chance of winning as 7/18)
Are both the target's name and alignment revealed?
Oh yeah, I wrote that wrong. The answer to your question is yes.

Posted: Fri Jan 21, 2011 3:57 am
by Crazy
Empking wrote:
Herodotus wrote:
Empking wrote:
Empking's Five Player


2 Mafia (Even- Night Kill)

1 One-Shot Publishing Cop (the cop's target has their alignment revealed in the end of night post.)
2 Vanilla Townies

(I calculate the town's chance of winning as 7/18)
Are both the target's name and alignment revealed?
Oh yeah, I wrote that wrong. The answer to your question is yes.
Have the cop claim Day 1, and investigate a pre-determined target on Night 1. Scum can't counter-claim the cop, because any fake-claim would be refuted once the results show the following day.

Perhaps only the alignment of the cop's target should be revealed? Then scum could still counter-claim if necessary. I still think it would be best for the cop to claim Day 1 and then No Lynch, though, since that would mean that the cop at least gets his investigation in before he dies. A mislynch is going to mean a scum win whenever it happens, so it's not like a No Lynch on Day 1 "wastes" a lynch or anything.

Posted: Fri Jan 21, 2011 4:05 am
by Empking
Crazy wrote:
Empking wrote:
Herodotus wrote:
Empking wrote:
Empking's Five Player


2 Mafia (Even- Night Kill)

1 One-Shot Publishing Cop (the cop's target has their alignment revealed in the end of night post.)
2 Vanilla Townies

(I calculate the town's chance of winning as 7/18)
Are both the target's name and alignment revealed?
Oh yeah, I wrote that wrong. The answer to your question is yes.
Have the cop claim Day 1, and investigate a pre-determined target on Night 1. Scum can't counter-claim the cop, because any fake-claim would be refuted once the results show the following day.
I'm pretty sure its in the cop's best interest to stay hidden in order to avoid being night killed in order to turn 3p LyoL into a 50% shot.
Perhaps only the alignment of the cop's target should be revealed? Then scum could still counter-claim if necessary. I still think it would be best for the cop to claim Day 1 and then No Lynch, though, since that would mean that the cop at least gets his investigation in before he dies. A mislynch is going to mean a scum win whenever it happens, so it's not like a No Lynch on Day 1 "wastes" a lynch or anything.
Yeah, I presumed that the town would No Lynch Day One after a bit of discussion (its five players so you could probably get a feel of all the players pretty quickly even eithout the threat of an lynch.)

Posted: Fri Jan 21, 2011 5:40 am
by Herodotus
With the cop claiming on day 1, EV is 1/3. So if it's 7/18 for the case when the cop stays hidden, that's the better strategy.

Posted: Fri Jan 21, 2011 7:59 am
by Empking
Does anybody have any problems with the set up? I feel that it's guaranteed two days of good talking and is 2.? days long so that's good. Its also not too dependent on luck or good play by the cop (though its better to have good play by the cop so it doesn't go too far the other way.) I know I'm biased but I'm really attached to this set up and think it works very well.

I really want to see this nominated so if there's anything anybody would reccomend me doing then I'm all ears.

Posted: Fri Jan 21, 2011 11:40 am
by Empking
Empking's Superior Vengeful


Nightless

1 Godfather (Town wins if he's lynched day 1)
1 Goon

3 Townies

If a townie is lynched Day 1 then they survive until the end of Day 2.

Town Win Rate: 2/5

Empking's Innocent


Nightless

1 Vengeful Mafia
1 Goon

1 Innocent Child
3 Townies

Win Rate: 2/5

Empking's Pseudo-Open


Nightless

1 Vengeful Mafia
1 Goon

1 Townie
1 Citizen
1 Villager
1 Villager/Townie/Citizen

Win Rate: 197/540

Empking's Smith


2 Mafia

1 Doc OR Gunsmith
1 Gunsmith OR Bladesmith
3 Townies

Empking's Protection


1 Mafia Hitman
1 Mafia Ninja

1 Watcher
1 Doc
3 Townies

Empking's Suicide


2 Mafia Lovers

4 Suicide Bombers

Posted: Fri Jan 21, 2011 1:45 pm
by gandalf5166
What's a bladesmith do?

Posted: Fri Jan 21, 2011 1:51 pm
by Terrion
A bladesmith is a type of flavor cop: in the same way that gunsmiths get false positives on cops, bladsmiths get them on doctors. Now I can't say whether or not Empking's little setup with the bladesmith assumes that Mafia kill with knives or not; that changes everything.

I was completely unsurprised to see it after looking through his very recent mention of bladesmiths in a gunsmith-based topic.

Posted: Fri Jan 21, 2011 2:13 pm
by gandalf5166
I've seen them used as the equivalent of gunsmiths for SKs and docs instead of mafia and cops. I guess that in Emp's setup, mafia have both? Or one has each?

Posted: Fri Jan 21, 2011 2:17 pm
by Empking
gandalf5166 wrote:I've seen them used as the equivalent of gunsmiths for SKs and docs instead of mafia and cops. I guess that in Emp's setup, mafia have both? Or one has each?
Mafia do not have Knives in Empking's Smith. Essentially its a doc detector.

Posted: Fri Jan 21, 2011 2:20 pm
by gandalf5166
So gunsmiths would have guns I assume?

Posted: Fri Jan 21, 2011 2:21 pm
by Empking
gandalf5166 wrote:So gunsmiths would have guns I assume?
Yes.

Posted: Mon Jan 24, 2011 5:32 am
by Empking
Empking's Impotent


2 Mafia Goons

1 Compulsive Vig
1 Compulsive Blank Vig
1 Compulsive Roleblocker
2 Vanilla Townies

Empking's Death Miller[/b]

2 Mafia Goons

1 Death Miller One-Shot Cop
1 Cop
3 Townies