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Posted: Wed Mar 09, 2011 10:27 am
by Tragedy
So you're giving a serial killer every single immunity? :|
A Role Cops quite powerful, though.
So could the role cop / jailer do both actions at same time?
I think I find the setup fine anyways.

Posted: Wed Mar 09, 2011 10:29 am
by drmyshottyizsik
Tragedy wrote:So you're giving a serial killer every single immunity? :|
A Role Cops quite powerful, though.
So could the role cop / jailer do both actions at same time?
I think I find the setup fine anyways.
Yes he does both at the same time.
And the SK has to be immune to everything but lynches in this set up or else he will surely die fast.

Posted: Wed Mar 09, 2011 10:40 am
by Tragedy
Why doesn't Mafia have a kill, btw?

Posted: Wed Mar 09, 2011 10:44 am
by drmyshottyizsik
They do.

Posted: Wed Mar 09, 2011 11:01 am
by theplague42
I don't particularly care for lovers, but w/o them the town is too strong.

Posted: Wed Mar 09, 2011 11:03 am
by drmyshottyizsik
EXACTLY.
I spent a long time balancing this game.

Posted: Wed Mar 09, 2011 11:04 am
by theplague42
Am I reading it correctly that the SK has a one-time only BP?

Posted: Wed Mar 09, 2011 11:06 am
by Herodotus
@lewarcher:
Is there a game thread in addition to the neighbors' QT's? I'm assuming so. It seems like the most protown way to play is for almost all discussion to take place in the main thread.

@DRM:
You seem to be using a variant of the janitor, otherwise the mafia and SK won't know what to claim.
Also, would you let a mafia RB or mafia janitor perform both the kill and their ability on the same night?

Posted: Wed Mar 09, 2011 11:10 am
by drmyshottyizsik
@Hero- Yes
@ Plague- No each night he can on;y take one bullet, so if the one shot vig and the mafia both target him then he will die.

Posted: Wed Mar 09, 2011 11:15 am
by lewarcher82
@Herodotus: yes, you are right... the game would work better if all the neighborhood were randomised... but still, you have pointed out a breaking strategy. I take it back.

@shotty: interesting idea, but:
1) the SK is really overpowered.
2) what happens if RC investigates SK and SK hasn't performed any kill? You have two docs who may prevent him from doing it...
3) does the RC JK target a single player with both actions or can he pick two?
4) is SK forced to kill at night?
5) can SK choose which role among those of his victims will be shown to RC?

Posted: Wed Mar 09, 2011 11:20 am
by drmyshottyizsik
lewarcher82 wrote:@Herodotus: yes, you are right... the game would work better if all the neighborhood were randomised... but still, you have pointed out a breaking strategy. I take it back.

@shotty: interesting idea, but:
1) the SK is really overpowered.
2) what happens if RC investigates SK and SK hasn't performed any kill? You have two docs who may prevent him from doing it...
3) does the RC JK target a single player with both actions or can he pick two?
4) is SK forced to kill at night?
5) can SK choose which role among those of his victims will be shown to RC?
1) Actually it may seem that way but he's not. At the fastest he wins after 5 days...
2) Then the RC get a no result, which he will also get when he is roleblocked.
3) He uses both actions
4) No the SK does not have to kill
5) Hmm... I was thinking the RC got the latest, but actually that would work better.

Posted: Wed Mar 09, 2011 11:27 am
by lewarcher82
2 to 4 sound good (although I am not big fan of super-pr's, and your RC-JK is a little too strong, but in this case there are so many nightkills that it may actually work)

But believe me: SK
is
overpowered. All being a SK is about is having a damn hard win condition. Here he can win in 5 days in a 17 player game: trust me, this is not normal for a SK. You give that role to a good player and he will just win, win and win again. I would eliminate the unroleblockable feature, if I were you.

Posted: Wed Mar 09, 2011 11:30 am
by drmyshottyizsik
lewarcher82 wrote:2 to 4 sound good (although I am not big fan of super-pr's, and your RC-JK is a little too strong, but in this case there are so many nightkills that it may actually work)

But believe me: SK
is
overpowered. All being a SK is about is having a damn hard win condition. Here he can win in 5 days in a 17 player game: trust me, this is not normal for a SK. You give that role to a good player and he will just win, win and win again. I would eliminate the unroleblockable feature, if I were you.
Hmmmm... ya that's the one I was thinking about getting rid of. Sounds good!

Posted: Wed Mar 09, 2011 11:30 am
by drmyshottyizsik
Ok so I have done a lot of thinking about games I have played and I came up with this! It's not finished but I would really like you guys's input on it.

Power Roles are US

Town
1 Role cop jail keeper
2 Masons
2 Doctors
1 One-shot Vig
2 Lovers
5 Townies


3rd Party
1 One Bullet Proof, Unjailkeepable, Investigation Immune, Janitorial Serial Killer


Mafia
1 Janitor
1 Back Up Janitor
1 Bullet Proof RoleBlocker


All Janitorial Roles' targets alinement's flip.
Yes there are a lot of confirmables, but with two NKs mass claiming day one is dumb, and after night one, since there are two Janitor kills that happen, a mass claim is pointless because the mafia and SK can just claim using the roles they killed the night before. If the SK is targeted by the role cop then the role cop will get back the role of one of the SK's targets.

Posted: Wed Mar 09, 2011 12:10 pm
by Silver1337
Randomly came up with this. (Haters gonna hate this setup).
It's a fairly large game.
Once I get better at Mafia and learn more roles I'll likely come up with better setups.

Insanity is the Key


Pro-Town:
1 Cop
1 Insane Cop
1 Doctor
1 Insane Doctor
1 Paranoid Doctor
1 Doublevoter
9 Townies

Third Party:
1 Serial Killer
1 Survivor

Mafia:
2 Mafia Goons
1 Mafia Roleblocker.

Posted: Wed Mar 09, 2011 12:11 pm
by drmyshottyizsik
Silver1337 wrote:Randomly came up with this. (Haters gonna hate this setup).
It's a fairly large game.
Once I get better at Mafia and learn more roles I'll likely come up with better setups.

Insanity is the Key


Pro-Town:
1 Cop
1 Insane Cop
1 Doctor
1 Insane Doctor
1 Paranoid Doctor
1 Doublevoter
9 Townies

Third Party:
1 Serial Killer
1 Survivor

Mafia:
2 Mafia Goons
1 Mafia Roleblocker.
No sorry, but no this idea is just bad, also you are stealing the spot light from my idea!

Posted: Wed Mar 09, 2011 12:14 pm
by Silver1337
Just wanted to know what I could improve on it. I'm not all that experienced with Mafia yet so I want to see what I can improve on.
Also @drmyshottyizsik:
Nice setup, though some power roles are confusing xD

Posted: Wed Mar 09, 2011 12:29 pm
by Tragedy
Magic and Science


1 Hypnotist
1 Back-Up Hypnotist
1 Vanisher


1 Inventor
2 Scientists


2 Doctors
1 Watcher
1 Tracker
1 Macho Investigative Detective
7 Townspeople


Notes

-Hypnotist can hypnotize somebody into doing their bidding, causing the target to target the hypnotist's main target. Can be replaced by Back-Up Hypnotist when dead. Ally of the Vanisher. Can talk during night phase.
-Vanisher can make him/herself and another person disappear at the same time, causing the target to be unable to use their abilities during the night as they both cannot be targeted. Ally of the Hypnotist. Can talk during night phase.
-Inventor can create an invention, which is received during the next night phase. Allies with the Scientists. They can talk during Day phase.
-Scientists are basically confirmed scums with each other and the Inventor. They can decide to inject a disease onto one person, causing the target to commit suicide two days after. They can talk during Day phase.
-Doctors can possibly be Normal, Quack or Insane.
-Watcher can spy who their target targeted whom.
-Tracker can spy on who their target is visited by.
-Detective can investigate a dead body during the night phase, returning a result the night after of whom targeted the dead player or investigate the alignment of their target. The detective can be Sane or Insane. S/he cannot be protected by the doctor(s) or any invention.
-
Magic Faction can only win when the
Science Faction
has been all slain while the
Town Faction
are dominated.

-
Science Faction can only win when the
Magic Faction
has been all slain while the
Town Faction
are dominated.

-
Town Faction can only win when both
Science Faction
and
Magic Faction
has been all slain.

Posted: Wed Mar 09, 2011 12:31 pm
by Herodotus
I wouldn't call it a breaking strategy, it's just that there's little reason to use the QT's when you're almost certain that scum will read what you say anyways, and there aren't enough PR's to make QT claims or result gambits a big deal.

Posted: Wed Mar 09, 2011 12:35 pm
by drmyshottyizsik
drmyshottyizsik wrote:Ok so I have done a lot of thinking about games I have played and I came up with this! It's not finished but I would really like you guys's input on it.

Power Roles are US

Town
1 Role cop jail keeper
2 Masons
2 Doctors
1 One-shot Vig
2 Lovers
5 Townies


3rd Party
1 One Bullet Proof, Unjailkeepable, Investigation Immune, Janitorial Serial Killer


Mafia
1 Janitor
1 Back Up Janitor
1 Bullet Proof RoleBlocker


All Janitorial Roles' targets alinement's flip.
Yes there are a lot of confirmables, but with two NKs mass claiming day one is dumb, and after night one, since there are two Janitor kills that happen, a mass claim is pointless because the mafia and SK can just claim using the roles they killed the night before. If the SK is targeted by the role cop then the role cop will get back the role of one of the SK's targets.
This thread need to focus on one game at a time.

Posted: Wed Mar 09, 2011 4:03 pm
by Andrius
Shotty, you have 2 pairs of masons.

And what's with this massive push for Janitors? :?

Posted: Wed Mar 09, 2011 4:05 pm
by andrew94
he loves janitors for some reason = =

Posted: Wed Mar 09, 2011 4:06 pm
by drmyshottyizsik
Andrius wrote:Shotty, you have 2 pairs of masons.

And what's with this massive push for Janitors? :?
Janitors kill MC breaks.
Also no there are 2 masons. 1 pair.

Posted: Wed Mar 09, 2011 5:28 pm
by Ythan
Good design kills mc breaks.

Posted: Wed Mar 09, 2011 5:51 pm
by drmyshottyizsik
Ythan wrote:Good design kills mc breaks.
Thank you :)