Page 11 of 357

Posted: Wed Feb 18, 2009 11:22 am
by Thok
Nominate Dethy


Second hohum's choices.

Posted: Wed Feb 18, 2009 11:31 am
by ac1983fan
Clever name goes here

2 Scum
1 Recruiting mason
6 Townies

Scum & masons each get a quicktopic, recruiting mason dies if he targets scum, recruiting is not compulsory.
I was considering putting a watcher/night watchman in there, but wasn't sure if it was necessary... thoughts?

Posted: Wed Feb 18, 2009 11:33 am
by The Fonz
shaft.ed wrote:
Nominate JK9


I think Eye C9 is too harsh on scum
Eye C9 has two roles that have basically half the chance of a cop of catching scum, and can't confirm innocents, though they have the advantage over a cop of not both being able to die in one night. So I can't see how it's harder for scum, than, say, California.

Posted: Wed Feb 18, 2009 12:09 pm
by shaft.ed
The Fonz wrote:
shaft.ed wrote:
Nominate JK9


I think Eye C9 is too harsh on scum
Eye C9 has two roles that have basically half the chance of a cop of catching scum, and can't confirm innocents, though they have the advantage over a cop of not both being able to die in one night. So I can't see how it's harder for scum, than, say, California.
You have two roles than have the ability to catch the killing scum. There really isn't any out for scum if they are watched or tracked to a dead body so like you said they are like a non-innocent cop. But only having two scum means that they are at the begining of the game able to conclude people are 50% less likely to be scum and after a single scum is lynched, they can in fact confirm innocents. So if they manage to survive past the first scum lynch, I really don't see any viable way for the scum to win. I think watchers and trackers in small games are more powerful than people realize, especially when the set up confirms that there aren't any extra night actions about for scum to hide behind.

Posted: Wed Feb 18, 2009 2:51 pm
by Seraphim
Punish The Deserving


3 Mafia
8 Town
1 SK Punisher

Mod Notes: This SK can kill any player at night who was prodded during the previous day due to inactivity. This must be true lurking as opposed to announced V/LA absences. The SK wins if everyone is dead or if no one is replaced during the game due to inactivity.

This could use some tweaking, definitely, but I think the basic concept could work. Maybe some other town roles in there...

Posted: Wed Feb 18, 2009 3:09 pm
by Alduskkel
Remove the win condition of no one being replaced due to inactivity. That penalizes people for being active, which is the opposite of how I think you intended that role.

Posted: Wed Feb 18, 2009 3:11 pm
by Seraphim
So you think the SK should just have a normal SK win condition and that the game is balanced this way?

Posted: Wed Feb 18, 2009 3:16 pm
by Alduskkel
I have no clue how to balance setups. I can spot blatantly unbalanced setups, but that's it. I was merely pointing out that the Punisher role simultaneously rewards activity and inactivity, as well as punishing both. I'm fine with punishing inactivity, but punishing activity seems ridiculous.

Posted: Wed Feb 18, 2009 8:50 pm
by mykonian
The Fonz wrote:
shaft.ed wrote:
Nominate JK9


I think Eye C9 is too harsh on scum
Eye C9 has two roles that have basically half the chance of a cop of catching scum, and can't confirm innocents, though they have the advantage over a cop of not both being able to die in one night. So I can't see how it's harder for scum, than, say, California.
simply wait till tracker has found one scum: after that, he claims, that night, watcher watches tracker and the game is close to unwinnable for scum.

Posted: Thu Feb 19, 2009 2:49 am
by SensFan
But then the Scum managed to have one of their own lynched VERY early (or they can counter the tracker/watcher), AND not manage to kill either Power Role. They shouldn't bitch about losing.

Posted: Thu Feb 19, 2009 9:50 am
by Thok
ac1983fan wrote:
Clever name goes here

2 Scum
1 Recruiting mason
6 Townies

Scum & masons each get a quicktopic, recruiting mason dies if he targets scum, recruiting is not compulsory.
I was considering putting a watcher/night watchman in there, but wasn't sure if it was necessary... thoughts?
I'd suggest making the masons not have the ability to night-talk. Otherwise the recruiting mason ends up being too much of a cop. Hypocop issues might be a problem also (have everybody claim their night targets each day.)

Posted: Thu Feb 19, 2009 10:22 am
by Adel
ac1983fan wrote:
Clever name goes here

2 Scum
1 Recruiting mason
6 Townies

Scum & masons each get a quicktopic, recruiting mason dies if he targets scum, recruiting is not compulsory.
I was considering putting a watcher/night watchman in there, but wasn't sure if it was necessary... thoughts?
hmmm...
day 1:
no lynch
or
random lynch
or
near-random wagon to claim
  • if
    nolynch
    then
    • random nk:
      1/6 chance of hitting recruiting mason
      1/6 chance of hitting player targeted by recruiting mason
      random recruit:
      1/4 chance of hitting scum
      1/6 chance of hitting nk target
      7/12 chance of hitting town who survives the night
      result:
      (1/6+1/4)= 5/12 chance of 2Maf+1Mas+6Twn (2:7 vanilla favors scum)
      1/6 chance of 2Maf+1RecM+6Twn (unclear)
      (7/12-1/6)= 5/12 chance of 2Maf+1RecM+1Mas+5Twn (clear advantage town)
    if
    random lynch
    then
    • 2/9 chance of lynching Maf (clear advantage town)
      1/9 chance of lynching RecM (2:6 vanilla after nk: clear advantage scum)
      2/3 chance of lynching Twn (slight advantage scum)
    if
    near-random wagon to claim
    then
    • 1/9 chance of RecM claim (clear advantage scum)
      2/9 chance of fake RecM claim (clear advantage scum if counterclaimed, if no counterclaim then even odds?)
      2/3 chance of Twn lynch (slight advantage scum)
if
no lynch
-> 2Maf+1RecM+6Twn -> hypo cop then town should win >1/2 of the time?
if if
no lynch
-> 2Maf+1RecM+6Twn -> hypo cop then town should win >3/4 of the time

I think it looks pretty balanced, assuming the town would correctly conclude that nolynch is the correct option for day 1, which is doubtful.

Posted: Thu Feb 19, 2009 11:43 am
by farside22
So far I haven't seen anything really jump up here that looks right.

Posted: Thu Feb 19, 2009 11:54 am
by JDodge
Virtual Simplicity

Based on the setup "Picking Simplicity"

3 Mafia Goons
1 Mafia Roleblocker
1 Tracker
1 Jailkeeper
1 Serial Killer (NK Immune?)
13 Townies

<3 the complex role interaction the jailkeeper brings to the setup

Posted: Thu Feb 19, 2009 12:00 pm
by shaft.ed
JDodge wrote:
Virtual Simplicity

Based on the setup "Picking Simplicity"

3 Mafia Goons
1 Mafia Roleblocker
1 Tracker
1 Jailkeeper
1 Serial Killer (NK Immune?)
13 Townies

<3 the complex role interaction the jailkeeper brings to the setup
Role resolution is JK>RB>Everyone else?
I'd suggest 1 or 2 shot NK immune SK.

Posted: Thu Feb 19, 2009 1:02 pm
by JDodge
shaft.ed wrote:
JDodge wrote:
Virtual Simplicity

Based on the setup "Picking Simplicity"

3 Mafia Goons
1 Mafia Roleblocker
1 Tracker
1 Jailkeeper
1 Serial Killer (NK Immune?)
13 Townies

<3 the complex role interaction the jailkeeper brings to the setup
Role resolution is JK>RB>Everyone else?
I'd suggest 1 or 2 shot NK immune SK.
nope, RB=JK>...

Posted: Thu Feb 19, 2009 1:07 pm
by Thok
If the roleblock and jailkeeper target each other, is the roleblocker protected from nightkills?

(Everything else is straightforward.)

Posted: Thu Feb 19, 2009 1:09 pm
by shaft.ed
Thok wrote:If the roleblock and jailkeeper target each other, is the roleblocker protected from nightkills?

(Everything else is straightforward.)
This, They can't be equal.

Posted: Thu Feb 19, 2009 5:21 pm
by JDodge
Thok wrote:If the roleblock and jailkeeper target each other, is the roleblocker protected from nightkills?

(Everything else is straightforward.)
Nope, chalk it up to roleblocker's stupidity. Which I guess makes it RB>JK>others.

Posted: Thu Feb 19, 2009 6:40 pm
by CF Riot
Seraphim wrote:
Punish The Deserving
Make the SK a vig. SKs have it hard enough killing anyone they need to. If they're a gimp SK they have no chance. How balanced is 8T,1V,3M outside of the "punisher" situation?

Posted: Thu Feb 19, 2009 6:45 pm
by Mr. Flay
Second Bird C9

Meh Dethy
- it's a logic puzzle, not Mafia.

Posted: Thu Feb 19, 2009 10:19 pm
by Adel
Mr. Flay wrote:
Meh Dethy
- it's a logic puzzle, not Mafia.
I think we can agree that there should be a rule that says "games that do not start off with more than one scum player are not mafia" -- that is my objection to Dethy anyway. It needs more scumz.

Posted: Thu Feb 19, 2009 10:25 pm
by Xylthixlm
Adel wrote:
Mr. Flay wrote:
Meh Dethy
- it's a logic puzzle, not Mafia.
I think we can agree that there should be a rule that says "games that do not start off with more than one scum player are not mafia" -- that is my objection to Dethy anyway. It needs more scumz.
Nominate SS3

Posted: Thu Feb 19, 2009 11:53 pm
by Korts
There's Four Jacks in Every Deck


2 Mafia Goons
1 Mafia Jack-of-All-Trades (one shot each of kill, roleblock, alignment invert (can target self))
1 Neutral Jack-of-All-Trades (one shot each of kill, roleblock, alignment invert (can target self); unlimited NK-immunity) i.e. SK
2 Pro-Town Jacks-of-All-Trades (one shot each of protect, investigate, roleblock)
5 Vanilla Townies

Posted: Thu Feb 19, 2009 11:57 pm
by Korts
mykonian wrote:
The Fonz wrote:
shaft.ed wrote:
Nominate JK9


I think Eye C9 is too harsh on scum
Eye C9 has two roles that have basically half the chance of a cop of catching scum, and can't confirm innocents, though they have the advantage over a cop of not both being able to die in one night. So I can't see how it's harder for scum, than, say, California.
simply wait till tracker has found one scum: after that, he claims, that night, watcher watches tracker and the game is close to unwinnable for scum.
Without a doctor, how do you wait until tracker finds scum without having the scum kill half the town in the meanwhile?

I like EyeC9.


second JK9, third Two of Four B9


EDIT: I didn't see shaft.ed's 253.