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Posted: Tue Oct 29, 2013 11:37 pm
by drmyshotgun
In post 6463, pieguyn wrote:
In post 6406, pieguyn wrote:
Don't Follow the Cop v2

1 - Mafia Goon
1 - Mafia Rolecop
1 - Sane Cop
1 - Random Cop
1 - Bodyguard
4 - Vanilla Townies
what if I put a bodyguard instead of a doctor? it seems like it might be an OK compromise, cause it'll make it harder for town to keep all the confirmeds alive

the rolecop can also help find out power roles. if I put a rolecop, making th esane cop macho could be a better possibility

thoughts? :3
I think Suzumiya Haruhi is awesome.

Posted: Wed Oct 30, 2013 4:01 am
by Bicephalous Bob
In post 6471, JasonWazza wrote:The main problem is simple, it promotes random lynching.
I think you're overestimating the chance that the nightkill won't go through if both the gunbearer and the doctors choose randomly.

Posted: Wed Oct 30, 2013 4:57 am
by JasonWazza
But as soon as lists are involved in the game, the scum have massive advantages and are very unlikely to miss a kill (2 scummiest get doc'd, towniest gets killed)

At least going random lynching they have a chance of fucking up.

Posted: Wed Oct 30, 2013 9:45 am
by Archetype
Outsourced

2 Mafia Goons
1 Mafia Roleblocker
2 Town Amnesiac Cop
1 Town Jailkeeper
7 Vanilla Townies

Pregame, randomly decide two vanilla players (Goon or VT) to be a Reciever. Each Reciever is secretly linked to a specific Amnesiac Cop and will receive the results of their Investigation (...the target is Town/Mafia). A player will be told wether they are a Reciever or not, but they will not be told who their Amnesiac Cop is and vice versa. When a Reciever is lynched, their Amnesiac will not be specified and vice versa. If a Reciever is Roleblocked (through JK or Mafia RB), they will not receive the results of the Investigation.

Thoughts?

Posted: Wed Oct 30, 2013 11:11 am
by Siveure DtTrikyp
You'd want to direct the cops publicly to avoid weird stuff when one person has town and the other mafia.

Rather swingy pregame. Double mafia reciever is hugely different from double town reciever.

Posted: Wed Oct 30, 2013 11:34 am
by Archetype
I'd re roll if the Receivers are both rolled as scum.

Posted: Thu Oct 31, 2013 1:17 am
by N
I've been thinking about this for a while now. It could be cool, but probably townsided.

Pseudo-Innocence

9x town
2x mafia
2x werewolf

At the start of the game, three randomly chosen non-mafia and three randomly chosen non-werewolves are announced as such by the mod.

Posted: Thu Oct 31, 2013 1:19 pm
by Wake1
What do you think of Mountainous Multiball with x21 players?

x17 VTs
x2 Mafia A Goons
x2 Mafia B Goons

Posted: Thu Oct 31, 2013 2:05 pm
by saulres
In post 6481, N wrote:I've been thinking about this for a while now. It could be cool, but probably townsided.

Pseudo-Innocence

9x town
2x mafia
2x werewolf

At the start of the game, three randomly chosen non-mafia and three randomly chosen non-werewolves are announced as such by the mod.
So you could randomly announce both mafia or both werewolves? Or 3 of the 4 scum?

Posted: Thu Oct 31, 2013 2:16 pm
by Alduskkel
@Wake88: Seems town-sided. All else being equal, splitting up a scum group will favor the Town (the extra night kill is not enough to compensate for lack of coordination/active hostility and the chance for crosskills).

I don't have a good enough intuition of balance to say whether or not 15-3-3 is balanced or not. It would take 3 Day/Night cycles with 0 scum deaths for the Town to no longer be a majority, though, which doesn't seem unreasonable (9 deaths with 0 of them being scum is improbable).

For reference though, 2:2:9 is already a setup. I'm not convinced it's completely balanced (it seems suspicious that it conforms to the common 13p number), but a straight scale up to 3p scumteams would result in a 13.5 player town.

Posted: Thu Oct 31, 2013 3:20 pm
by Wake1
15-3-3 sounds exciting, actually. I'd play in that. Good idea there.

Posted: Thu Oct 31, 2013 3:22 pm
by Cabd
In post 6485, Wake1 wrote:15-3-3 sounds exciting, actually. I'd play in that. Good idea there.
Go look at xenoblade mafia, in completed large themes. It was 16/3/3 and went down to 3-man LYLO, with power roles on both sides, so you may want to shift from there.

Posted: Thu Oct 31, 2013 3:25 pm
by Wake1
It's tempting.

Is there a restriction on how complex/detailed a game cane be?

Posted: Thu Oct 31, 2013 3:37 pm
by JasonWazza
Not if you do a theme game, Normal games have the normal requirements but that is all.

Posted: Thu Oct 31, 2013 3:41 pm
by Wake1
Thanks guys. I enjoy hosting more than playing.

I'm thinking of a Supernatural-themed game with demons, angels, Leviathans, Winchesters, the works. That, and well-flavored items and scenarios.

Posted: Thu Oct 31, 2013 4:26 pm
by N
In post 6483, saulres wrote:
In post 6481, N wrote:I've been thinking about this for a while now. It could be cool, but probably townsided.

Pseudo-Innocence

9x town
2x mafia
2x werewolf

At the start of the game, three randomly chosen non-mafia and three randomly chosen non-werewolves are announced as such by the mod.
So you could randomly announce both mafia or both werewolves? Or 3 of the 4 scum?
Three non-mafia would be announced as Not Mafia and three non-werewolves would be announced as Not Werewolves. I don't see a problem with there being a possibility of scum being chosen as not-other-scum.

The biggest problem I can see is that if mafia is lynched d1 and the remaining mafia and a werewolf crosskill n1, it would be 1:9 with two innocent children (three if the werewolves were idiots and shot outside the confirmed non-werewolves).

Posted: Thu Oct 31, 2013 4:34 pm
by Mr. Flay
Yeah, it's an interesting idea but I'm really concerned about swinginess.

Posted: Thu Oct 31, 2013 4:38 pm
by eaglgenes101
Another of my odd ideas:
1 minelayer (Whoever else visits whoever he targeted that night is killed) (Any action done by the visitors still goes through)
1 1-shot bulletproof townie
1 doctor
1 weak cop
6 VT
1 mafia watcher
1 mafia sniper (immune to minelayer's power)
1 mafia bodyguard

Thoughts?

Posted: Thu Oct 31, 2013 4:39 pm
by Faraday
It seems a lot will depend on how many scum are in the clears. I mean, presumably scum will be shooting the clears (for the most part) so a lot of the kills are pseudo pre-determined which is kind of weird.

I guess you could also end up with just 3 IC's? (Can a person be chosen for both, I mean?)

Posted: Thu Oct 31, 2013 4:41 pm
by Cabd
Mafia bodyguard is a bad idea because in this setup it serves no use? Like you'd be better off making it a fruit vendor or something?

As mafia bodyguard i'd no action every night.

Posted: Thu Oct 31, 2013 4:45 pm
by eaglgenes101
In post 6494, Cabd wrote:Mafia bodyguard is a bad idea because in this setup it serves no use? Like you'd be better off making it a fruit vendor or something?

As mafia bodyguard i'd no action every night.
*Points to minelayer*

Posted: Thu Oct 31, 2013 4:46 pm
by Faraday
Hmm. Might be worth it for the cop to claim Day 1. I mean, they have the doctor to protect him and there's no reason he can't telegraph his target.

Posted: Thu Oct 31, 2013 4:48 pm
by Faraday
I mean actually, all the pr's could claim?

Claim Cop, Claim Minelayer OR doctor, and claim Bp. (By claiming minelayer OR doctor instead of the individual one scum have a 50/50 of shooting the wrong one -- doc on cop, minelayer on doctor should probably be the plan?)

I presume doctor doesn't stop the weak cop dying on scum, but etc.

Posted: Thu Oct 31, 2013 4:51 pm
by Faraday
(I mean the watcher could watch the cop to find the doc for night 2, and shoot the mine layer but still)

Posted: Fri Nov 01, 2013 12:08 pm
by Siveure DtTrikyp
For N's setup, have mafia choose 5 people of whom a random 3 non-werewolves are cleared, and werewolves also pick 5 people of whom a random 3 non-werewolves are cleared.

If either side picks one of their own then that person is guaranteed to be chosen.