[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #4575 (ISO) » Mon Apr 02, 2012 7:09 am

Post by Phillammon »

@Ninjas: Okay, but it's a small theme in any case.
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Post Post #4576 (ISO) » Mon Apr 02, 2012 7:14 am

Post by Thomith »

it seems quite good but the day doctor might not work in practice, what if the daykill is sent in before the day doctor is?
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Post Post #4577 (ISO) » Mon Apr 02, 2012 7:15 am

Post by Thomith »

also once the vig daykills he is confirmed, but that isnt a massive issue.
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Post Post #4578 (ISO) » Mon Apr 02, 2012 9:53 am

Post by Phillammon »

That's a good point. I think that we give a death leeway of 20 posts for the day sk- maybe give him gassing flavour- meaning that if the doc successfully notices the silenced individual and protects them before 20 posts have passed, then they are saved, complete with the knowledge that they were targeted. As for the vig, if the doc was too late, he fails to save them. Meaning the day should be a very cautious time. I'll see if I could run this as a mini normal in future.
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Post Post #4579 (ISO) » Mon Apr 02, 2012 1:08 pm

Post by drmyshottyizsik »

Lovers Coral
Mafia A

2 Mafia Goons(One at random is in love and not told)

Mafia B

2 Mafia Goons(One at random is in love and not told)

Town

2 Townies in Love(Told they are in love but not with who)
Love Guru
9 Townies

Third Party

Loved SK

If the loved SK dies everyone in love with him dies.
The Love Guru get a yes or no about someone being in love, the loved SK come back as a yes too, because he loves him self.
#freeShotty
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Post Post #4580 (ISO) » Mon Apr 02, 2012 6:39 pm

Post by BBmolla »

Okay, this setup is HUGELY speculative and is only semi-open. It should be obvious what has inspired this.

Captain Drafting Mafia
10 Town Players

3 Scum Players

1 Town Drafter
1 Scum Drafter

(Drafters pick pre-game, but do not actually play during the game. They want to pick the best team for their side.)


Town Draft List

Sane Cop
Doctor*
Vigilante
Roleblocker
Jailkeeper
Tracker


Scum Draft List

Rolecop
Doctor
Godfather~
Roleblocker*
Framer
Ninja~


* = Can not be picked Round 1
~ = Can not be picked Round 3

Once everyone has signed up, the Captains and the Mod will join a QT(or communicate out of thread somehow) and conduct the draft.

ROUND 1

  • Town Captain chooses first, followed by Scum Captain.
  • The picked role this round will be a 3-Shot Role.
  • Both picked roles will be made public in the first post of the game. The players who are playing each role will not.
  • After both Captains have picked, each Captain chooses a role on the opposite list to ban from the game.


ROUND 2

  • Once again, Town Captain chooses first, followed by Scum Captain.
  • The picked role this round will be a 2-Shot Role.
  • The roles picked this round will not be made public. The drafters themselves will know what the other selected though.
  • Once again, after both Captains have picked, each Captain chooses a role on the opposite list to ban from the game.


ROUND 3

  • Pick order does not matter this round.
  • The captains submit their pick this round privately.
  • Captains have a choice of either: A. Picking another role to be 1-Shot
    OR
    B. Adding another 1-Shot onto the second pick.


After the draft is complete, each Captain recieves a list of their players.(Town Captain recieves his 10, Scum Captain recieves his 3)
The Captains then select who they want to be which role.
After Captains make their selections, the game begins.


Doctor can't be first pick in order to prevent follow the cop strategies(Pick Doc R1, pick Cop R2, pick 1-Shot for Cop R3, Cop claims, success).
Roleblocker can't be first pick just because it most likely always would be.

Godfather/Ninja can't be picked R3 because generally a GF/Ninja only uses one shot in a game, so they would be obvious R3 choices. Removing them will give more variability.

There are obviously going to be balance issues, and some roles will need to be removed/added. Conceptually is it plausible? Are there any breaking strategies for either side?
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Post Post #4581 (ISO) » Mon Apr 02, 2012 7:50 pm

Post by Thomith »

I think there are stratergies for town, but scum can easily counter that. The main one i saw was 3-shot cop 2-shot doc but scum can counter that by banning doc round 1.
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Post Post #4582 (ISO) » Mon Apr 02, 2012 9:34 pm

Post by drmyshottyizsik »

A better way to run this!

Captain Drafting Mafia
10 Town Players

3 Scum Players

1 Town Drafter
1 Scum Drafter

(Drafters pick pre-game, but do not actually play during the game. They want to pick the best team for their side.)


*Once the sign ups are complete each player will randomly be assigned a role from the list. They won't be assigned the number of shots they have but each player will be assigned a PR of some sort. Both town and Mafia can choose from both the Offensive and Defensive lists. Once the first six picks have been made the remaining people will be made into town aligned 0 shot or 0% <insert role here>*

Odd Turn Draft List

Roll Activator(Changes a 0 shot or 0% role into a 1 shot or 100% role)
Role/Alignment Cop
Bullet Proof
Roleblocker
Jailkeeper
Chronophenix(If killed, comes bad to life)
Tracker
Vigilante


Even Turn Draft List

Role/Alignment Cop
Doctor
Jailkeeper
Roleblocker
Ninja



Once everyone has signed up, the Captains and the Mod will join a QT(or communicate out of thread somehow) and conduct the draft.

ROUND 1

  • Scum Captain chooses first, followed by Town Captain.(This is in order to give the mafia a chance to choose the activator, but loose a role of there own.)

  • The picked role this round will be a 3-Shot Role.
  • Both picked roles will be made public in the first post of the game. The players who are playing each role will not.
  • After both Captains have picked,
    each Captain has the option to choose
    a role on the opposite list to ban from the game.


ROUND 2

  • This time Town chooses first, followed by Scum.

  • The picked role this round will be a 2-Shot Role.
  • The roles picked this round will not be made public. The drafters themselves will know what the other selected though.
  • Once again, after both Captains have picked,
    each Captain has the option
    to ban a role on the opposite list to ban from the game.


ROUND 3

  • Scum picks first again

The players that were banned will be reverted to VTs and cannot be activated by the activator.

After the draft is complete, each Captain recieves a list of their players.(Town Captain recieves his 10, Scum Captain recieves his 3)
After Captains make their selections, the game begins.

[/quote]
This seems more balanced to me, the roles being rationed by turn number fix the need to have the * or the ~.
The availability of all rolls to both factions makes the draft more competitive, and requires more thought to go into each pick.
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Post Post #4583 (ISO) » Wed Apr 04, 2012 11:45 am

Post by mcqueen »

I'm not sure if this is balanced or not, but here it is.
We Hate Them SuperSaints
Roles:

  • 2
    Mafia Goons

  • 1
    Mafia RoleCop

  • 2
    Hated SuperSaints

  • 3
    Vanilla Townies

  • 2 of the following (no duplicates) -
    Vanilla Townie
    ,
    Sane Cop
    ,
    Doctor
    ,
    Jailkeeper


Game Mechanics:

  • Day start.
  • Hated SuperSaints take one less vote to lynch.
  • The person who casts the lynching vote on a Hated SuperSaint is killed.
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Post Post #4584 (ISO) » Wed Apr 04, 2012 12:03 pm

Post by izakthegoomba »

Hated Supersaints are terrible.

And it's horribly scum-sided.
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Post Post #4585 (ISO) » Wed Apr 04, 2012 12:04 pm

Post by izakthegoomba »

A bit swingy, too.
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Post Post #4586 (ISO) » Wed Apr 04, 2012 12:05 pm

Post by Phillammon »

Yup. Very, VERY scumsided. Town are usually happy to L-1 if nothing else.
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Post Post #4587 (ISO) » Wed Apr 04, 2012 12:35 pm

Post by IceGuy »

mcqueen, you really don't get subtle hints, do you?
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Post Post #4588 (ISO) » Wed Apr 04, 2012 12:40 pm

Post by izakthegoomba »

IceGuy wrote:mcqueen, before you suggest a new setup, please let it rest for a day and think about it again.

IceGuy wrote:A good setup requires a lot of thought.

IceGuy wrote:mcqueen, please stop spamming this thread.

Subtle? WHERE?
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Post Post #4589 (ISO) » Thu Apr 05, 2012 9:49 am

Post by callforjudgement »

drmyshottyizsik wrote:
Lovers Coral
Mafia A

2 Mafia Goons(One at random is in love and not told)

Mafia B

2 Mafia Goons(One at random is in love and not told)

Town

2 Townies in Love(Told they are in love but not with who)
Love Guru
9 Townies

Third Party

Loved SK

If the loved SK dies everyone in love with him dies.
The Love Guru get a yes or no about someone being in love, the loved SK come back as a yes too, because he loves him self.

Isn't optimal town strategy there for the loved townies to volunteer to be lynched? Perhaps on day 2 or 3, so as to allow relational tells to build up first. Then the Love Guru effectively becomes an FBI Agent, which sucks for the SK.
scum
· scam · seam · team · term · tern · torn ·
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Post Post #4590 (ISO) » Fri Apr 06, 2012 8:50 am

Post by drmyshottyizsik »

callforjudgement wrote:
drmyshottyizsik wrote:
Lovers Coral
Mafia A

2 Mafia Goons(One at random is in love and not told)

Mafia B

2 Mafia Goons(One at random is in love and not told)

Town

2 Townies in Love(Told they are in love but not with who)
Love Guru
9 Townies

Third Party

Loved SK

If the loved SK dies everyone in love with him dies.
The Love Guru get a yes or no about someone being in love, the loved SK come back as a yes too, because he loves him self.

Isn't optimal town strategy there for the loved townies to volunteer to be lynched? Perhaps on day 2 or 3, so as to allow relational tells to build up first. Then the Love Guru effectively becomes an FBI Agent, which sucks for the SK.

That could result in 6 NKs though.... not a good strategy.
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Post Post #4591 (ISO) » Fri Apr 06, 2012 9:32 am

Post by Kcdaspot »

So drmyshotty is drmyshotgun? Or what's going on here?


My bad, disregard.
Last edited by Kcdaspot on Fri Apr 06, 2012 3:18 pm, edited 1 time in total.
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Post Post #4592 (ISO) » Fri Apr 06, 2012 1:44 pm

Post by Quilford »

That is so not relevant, take it somewhere else.
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Post Post #4593 (ISO) » Tue Apr 10, 2012 4:15 am

Post by Thomith »

i have an idea for a setup but im not sure if death millers would be allowed, so im asking here before i actually spend time trying to balance it.
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Post Post #4594 (ISO) » Tue Apr 10, 2012 4:17 am

Post by Staeg »

In an open setup, I'd say yes.
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Post Post #4595 (ISO) » Tue Apr 10, 2012 4:17 am

Post by izakthegoomba »

Eh. Death Millers are pretty bad, but I suppose in the right setup they
could
work. Though an Open game would distort their nature a bit.
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Post Post #4596 (ISO) » Tue Apr 10, 2012 4:36 am

Post by Thomith »

well my original idea is in the quote below, but it probably isn't completely balanced so adding power roles could help balance it.

game idea - Keep Guessing wrote:
9 player set-up

2 Mafia Goons


7 Lynch Millers (appears goon if lynched)


the mafias nightkill appears as miller, daystart


i was thinking about adding a power role or two, but i dont know what would work, or even if the setup is a good idea.
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Post Post #4597 (ISO) » Tue Apr 10, 2012 4:40 am

Post by Thomith »

maybe it could be a semi open setup with a varying number of lynch millers.

eg

game idea cont - Keep Guessing 2.0 wrote:
9 Player setup

7 Town


2 Mafia


1 Town Cop

1-6 Lynch Millers (appears goon if lynched)

1-6 VT's


2 Mafia Goons


if a lynch miller is killed at night they flip "lynch miller". Day start
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Post Post #4598 (ISO) » Tue Apr 10, 2012 4:41 am

Post by Phillammon »

I ran a meatworld game as sorta the reverse of that- cop, doc, vig, 6 VTs, 3 scum, all scum flip VT, all town flip scum
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Post Post #4599 (ISO) » Tue Apr 10, 2012 6:23 am

Post by Quilford »

the problem is it's just not very fun. there's nothing new apart from the death millers, and they make it very hard to draw relational tells through obfuscated flips. it's why they're not used.

overall the setup is swingy (due to the varying amounts of death millers) and unbalanced to scum's benefit
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