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Posted: Wed Mar 30, 2011 9:56 am
by Empking
Tragedy wrote:A 'Cop Maker' is like a Weak Doctor now. Except it makes people to becoming Cops.
And it doesn't protect people. (To be honest I agree than making it a Weak Cop Maker causes the set up to be too swingy.)

Posted: Wed Mar 30, 2011 12:53 pm
by Tragedy
Green Light
,
Yellow Light
,
Red Light
Mafia!


4 Sabotaging People


1 Stopper
1 Pusher
1 Puller
6 Normal People


Lol-Notes

- Green Light = Lynching Period of the Day. Yellow Light = After-Lynch, 'Twilight', People PMs the number of footsteps from 1-6 they would like to take a step of. Red Light = Everyone stops moving after # amount of steps. Whoever walks more than the certain number, they won't be able to move until the next day phase. The dice will be rolled from 1-6.
- Sabotaging People wins if they had reached 50 Steps or the Town has been eliminated from the race. They can either increase or decrease amount of footsteps a player can make during the Night Phase by one.
- Stopper can make a person avoid making foot steps, leaving him/her unable to make footsteps during the Night Phase. Wins when s/he reaches 50 footsteps or scum has been eliminated from the race.
- Pusher can make the person's footstep go higher by one, leaving the target's footsteps increase. However, it cannot go over 6. Wins when s/he reaches 50 footsteps or scum has been eliminated from the race.
- Puller can make a person's amount of footsteps lower by once. However, it cannot go lower than 1. Wins when s/he reaches 50 footsteps or scum has been eliminated from the race.
- Normal people has no powers, anyways. Wins when s/he reaches 50 footsteps or scum has been eliminated from the race.

Posted: Wed Mar 30, 2011 1:33 pm
by Amrun
I really like it, Tragedy! That's a good idea. Very original.

Posted: Wed Mar 30, 2011 1:35 pm
by Tragedy
Thanks, Amrun! d('.'^)

I would've made it a bit bigger setup and make people be eliminated when they move on red, hehe.

Posted: Wed Mar 30, 2011 2:05 pm
by Herodotus
@Empking:
As it is, the cop-makee can confirm a claimed cop-maker based on the action.
You could make one of the goons a scum cop-maker. They might never use the ability, but since they have the option, that means cop-makers couldn't be immediately confirmed as town by the person to whom they gave the ability.
Also, goons could be told when they are targeted by a cop maker, so they aren't caught on that basis if they claim VT. You could reward them for being targeted with a rolecop.
In fact, you could combine these and let the mafia cop-maker target the mafia goon to turn them into a rolecop (after the first night... it might not be very useful.)
Will VT cop-makees flip as VT's or as cops?

@Tragedy:
Do you know about this subforum?

Posted: Wed Mar 30, 2011 3:49 pm
by animorpherv1
Herodotus wrote:@Empking:
As it is, the cop-makee can confirm a claimed cop-maker based on the action.
You could make one of the goons a scum cop-maker. They might never use the ability, but since they have the option, that means cop-makers couldn't be immediately confirmed as town by the person to whom they gave the ability.
Also, goons could be told when they are targeted by a cop maker, so they aren't caught on that basis if they claim VT. You could reward them for being targeted with a rolecop.
In fact, you could combine these and let the mafia cop-maker target the mafia goon to turn them into a rolecop (after the first night... it might not be very useful.)
Will VT cop-makees flip as VT's or as cops?

@Tragedy:
Do you know about this subforum?

She posts in it quite often >.>

Posted: Wed Mar 30, 2011 4:07 pm
by Hoopla
GreyICE wrote:At 2:5 it works much better because it's very friggin dangerous to
create 3 confirmed town in a 2:5 setup
. You'd commit suicide essentially. If you get a town lynch day 1, then choose 3 town day 2, you literally have a 2/3 chance of hitting scum on day 3 if you assume this to be true. With one dead scum, the other follows pretty fast.

However at 8:3, it's highly optimal to use it like a night kill early on. I think that it'll degenerate into mostly that, especially if the town realizes it's most likely killing a townie, and gets apathetic on even days.

If you do run it, shorten even days to 1 week.
Again, there are no confirmed townies in either game. I don't know why you keep trying to use that as a point.

Posted: Wed Mar 30, 2011 8:57 pm
by Empking
Herodotus wrote:@Empking:
As it is, the cop-makee can confirm a claimed cop-maker based on the action.
I'm not so sure because scum could just get a lucky guess.
Also, goons could be told when they are targeted by a cop maker, so they aren't caught on that basis if they claim VT. You could reward them for being targeted with a rolecop.
Yeah I was planning on having them told. I feel that making the a Rolecop would bea not very useful added complication to the set up.
Will VT cop-makees flip as VT's or as cops?
I was thinking Cops.

Posted: Wed Mar 30, 2011 9:16 pm
by LlamaFluff
Would a quick shift in newbie work to do something like

random between

1) 1 Cop, 1 Doctor, 5 Vanilla, 2 Mafia Roleblocker
2) 1 Cop, 1 Unliscensed Doctor, 5 Vanilla, 1 Mafia RB, 1 Mafia Goon
3) 1 Macho Cop, 1 Doctor, 5 Vanilla, 1 Mafia RB, 1 Mafia Goon
4) 1 Macho Cop, 1 Unliscensed Doctor, 5 Vanilla, 2 Mafia RB

Just tweaking the game a bit to add more (hopefully) of a town advantage, especially to setup 4 where town just gets blasted in the game. UD is doc that fails if they target the cop, leaving the 2RB on setup 1 and 4 is to leave the setup only half known for scum, much like the RB signaling both or niether role in F11.

Posted: Thu Mar 31, 2011 4:01 am
by bv310
Where's the difference between 2, 3, & 4? Is it in rolename only?

Posted: Thu Mar 31, 2011 4:23 am
by Faraday
2 roleblockers seem a bit strong. Could always make it a group abillity, b ut for a newbie game that'd be weird.

Posted: Thu Mar 31, 2011 4:25 am
by animorpherv1
bv310 wrote:Where's the difference between 2, 3, & 4? Is it in rolename only?

My best guess is a Normal Doctor works different than an unlicensed. I'd rather have cop, doctor etc. variants left OUT of newbie games.

Posted: Thu Mar 31, 2011 4:43 am
by Herodotus
bv310 wrote:Where's the difference between 2, 3, & 4? Is it in rolename only?
It makes a difference whether the cop knows that they can't be protected, or if the doc knows there's no reason to ever protect a claimed cop, etc.

In fact, that's one great selling point: UD and MC is better than UD and cop, or doc and MC.
Faraday wrote:2 roleblockers seem a bit strong. Could always make it a group abillity, b ut for a newbie game that'd be weird.
Effectively it is a group ability, if one of the mafia is performing the RB and the other is performing the kill (presumably a lone mafia RB can use both abilities during the same night.)
animorpherv1 wrote:My best guess is a Normal Doctor works different than an unlicensed.
LlamaFluff wrote:UD is doc that fails if they target the cop
Nominate: LlammaFluff's unnamed setup for the open queue

Posted: Thu Mar 31, 2011 5:02 am
by ConSpiracy
LlamaFluff wrote:Would a quick shift in newbie work to do something like

random between

1) 1 Cop, 1 Doctor, 5 Vanilla, 2 Mafia Roleblocker
2) 1 Cop, 1 Unliscensed Doctor, 5 Vanilla, 1 Mafia RB, 1 Mafia Goon
3) 1 Macho Cop, 1 Doctor, 5 Vanilla, 1 Mafia RB, 1 Mafia Goon
4) 1 Macho Cop, 1 Unliscensed Doctor, 5 Vanilla, 2 Mafia RB

Just tweaking the game a bit to add more (hopefully) of a town advantage, especially to setup 4 where town just gets blasted in the game. UD is doc that fails if they target the cop, leaving the 2RB on setup 1 and 4 is to leave the setup only half known for scum, much like the RB signaling both or niether role in F11.
This

Posted: Thu Mar 31, 2011 6:24 am
by GreyICE
Hoopla wrote:
GreyICE wrote:At 2:5 it works much better because it's very friggin dangerous to
create 3 confirmed town in a 2:5 setup
. You'd commit suicide essentially. If you get a town lynch day 1, then choose 3 town day 2, you literally have a 2/3 chance of hitting scum on day 3 if you assume this to be true. With one dead scum, the other follows pretty fast.

However at 8:3, it's highly optimal to use it like a night kill early on. I think that it'll degenerate into mostly that, especially if the town realizes it's most likely killing a townie, and gets apathetic on even days.

If you do run it, shorten even days to 1 week.
Again, there are no confirmed townies in either game. I don't know why you keep trying to use that as a point.
Always attempt to see if a mechanic breaks by bringing it down to its simplest level. If the simplest use of it is broken, the mechanic is broken.

For instance, any sort of theme game with a mechanic like "you can ask the moderator a setup question/ask one thing about the game/etc." is always used to cop people's alignments.

Posted: Thu Mar 31, 2011 8:12 am
by Crazy
Jester Nightless


1 Mafia (knows the Jester's identity)
1 Jester
4 Townies

Nightless

The Jester suicides and lose if they're not lynched by the end of Day 2.

Posted: Thu Mar 31, 2011 8:22 am
by Herodotus
If the jester is lynched, does everyone else lose, or does the game continue?

Posted: Thu Mar 31, 2011 8:24 am
by Empking
Hoopla wrote:
GreyICE wrote:At 2:5 it works much better because it's very friggin dangerous to
create 3 confirmed town in a 2:5 setup
. You'd commit suicide essentially. If you get a town lynch day 1, then choose 3 town day 2, you literally have a 2/3 chance of hitting scum on day 3 if you assume this to be true. With one dead scum, the other follows pretty fast.

However at 8:3, it's highly optimal to use it like a night kill early on. I think that it'll degenerate into mostly that, especially if the town realizes it's most likely killing a townie, and gets apathetic on even days.

If you do run it, shorten even days to 1 week.
Again, there are no confirmed townies in either game. I don't know why you keep trying to use that as a point.
If the game is scum favoured if scum aren't allowed to choose there own (and thus their picks are confirmed town) then its even more scum favoured if they can.

Posted: Thu Mar 31, 2011 8:24 am
by Crazy
Herodotus wrote:If the jester is lynched, does everyone else lose, or does the game continue?
Everyone else loses.

Posted: Thu Mar 31, 2011 8:31 am
by GreyICE
Crazy wrote:
Jester Nightless


1 Mafia (knows the Jester's identity)
1 Jester
4 Townies

Nightless

The Jester suicides and lose if they're not lynched by the end of Day 2.
Nightless, optimal play:

No Lynch Day 1
No Lynch Day 2

Problem solved.

Posted: Thu Mar 31, 2011 8:35 am
by gandalf5166
NL's are generally not allowed in nightless games.

Posted: Thu Mar 31, 2011 8:36 am
by Xalxe
Crazy wrote:
Herodotus wrote:If the jester is lynched, does everyone else lose, or does the game continue?
Everyone else loses.
:badposting:

Posted: Thu Mar 31, 2011 8:39 am
by Crazy
Xalxe wrote:
Crazy wrote:
Herodotus wrote:If the jester is lynched, does everyone else lose, or does the game continue?
Everyone else loses.
:badposting:
There's nothing wrong with a Jester lynch ending the game when it's an open setup. It's in a closed setup where that would be a problem.

And lol @ GreyICE.

Posted: Thu Mar 31, 2011 8:57 am
by Tragedy
Crazy wrote:
Jester Nightless


1 Mafia (knows the Jester's identity)
1 Jester
4 Townies

Nightless

The Jester suicides and lose if they're not lynched by the end of Day 2.
If Mafia kills Jester Night 1, then it's pretty obvious he already loses, right?

Posted: Thu Mar 31, 2011 8:58 am
by gandalf5166
It's nightless. There is no nightkill.