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Posted: Fri Nov 01, 2013 3:07 pm
by eaglgenes101
In post 6497, Faraday wrote: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.
Switch mafia bodyguard for mafia doctor?

Posted: Fri Nov 01, 2013 4:10 pm
by N
In post 6499, Siveure DtTrikyp wrote: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.
This doesn't really address the swingyness, though.

Posted: Mon Nov 04, 2013 11:35 am
by phokdapolees
I tried making a setup, yay... It's probably unbalanced as fuck, but whatever.

Multiple Mafia Mayhem

7 VT
1 Town Mafia A Cop (Gets results in form of "Mafia A" or "Not Mafia A")
1 Town Mafia B Cop (Gets results in form of "Mafia B" or "Not Mafia B")
1 Town One-Shot Cop (Gets results in form of "Town" or "Not Town")
1 Town Doctor
1 Mafia A Roleblocker
1 Mafia A Goon
1 Mafia B Roleblocker
1 Mafia B Goon

Posted: Mon Nov 04, 2013 11:51 am
by JasonWazza
9v3v3 is a bit Mafia sided.

Posted: Mon Nov 04, 2013 11:53 am
by saulres
It's 11v2v2. "Mafia x Cop" is a town role.

Posted: Mon Nov 04, 2013 11:57 am
by JasonWazza
oh.... my bad.

Posted: Mon Nov 04, 2013 12:59 pm
by phokdapolees
Yeah, sorry, should have made that more clear, edited the post.

Posted: Sun Nov 10, 2013 6:47 am
by Bicephalous Bob
okay new one

Fucking Police State


3 Mafia Goons/Spies
2 Cops
7 Vanilla Townies

Mechanics:

-Mafia Goons have daytalk.
-During pre-game, the Mafia decide which members go undercover. Undercover members are immune for investigations and flip as Mafia Spy, but they have no access to the factional quicktopic (the mod creates a new one for in-game chat) and can't perform the factional kill.
-Every night, the Goon(s) may call back one or more Spies. This turns them back into Mafia Goons at the start of the next day.
-The game becomes Nightless + No No Lynch when all Goons are dead.

Posted: Mon Nov 11, 2013 7:04 pm
by TheButtonmen
Super quick and dirty setup idea, thoughts?

Sacrificial Flag

Nightless
Town win when no scum remain alive.
Scum win when there are only two townies left alive.
At the start of each day if there are two or more scum alive they must select one member of the scum team to sacrificed if a town player is lynched that day.

5 VT's / 3 Goons

Thoughts:


There is an extremely odd form of feedback for the town, if the town is doing poorly it takes fewer scum lynches to win or if scum is doing poorly it takes more scum lynches to win. The game mechanics force it towards a more "balanced" state, it can anywhere from a single scum lynch to three scum lynches for the town to win.

Scum has a large voting bloc and has the ability to have their sacrificial goon quick-hammer / behave blatantly scummy because they're going to be dead by nightfall anyway. However their voting blocs power is moderated by the fact that the game will always reach a X/1 game state so the need one of their members to remain unsuspected throughout the game to win.

Posted: Mon Nov 11, 2013 7:05 pm
by Cabd
that sounds like scumhunters speed 8p

Posted: Mon Nov 11, 2013 7:05 pm
by Cabd

Posted: Mon Nov 11, 2013 7:49 pm
by JasonWazza
In post 6508, TheButtonmen wrote:Super quick and dirty setup idea, thoughts?

Sacrificial Flag

Nightless
Town win when no scum remain alive.
Scum win when there are only two townies left alive.
At the start of each day if there are two or more scum alive they must select one member of the scum team to sacrificed if a town player is lynched that day.

5 VT's / 3 Goons

Thoughts:


There is an extremely odd form of feedback for the town, if the town is doing poorly it takes fewer scum lynches to win or if scum is doing poorly it takes more scum lynches to win. The game mechanics force it towards a more "balanced" state, it can anywhere from a single scum lynch to three scum lynches for the town to win.

Scum has a large voting bloc and has the ability to have their sacrificial goon quick-hammer / behave blatantly scummy because they're going to be dead by the end at nightfall anyway. However their voting blocs power is moderated by the fact that the game will always reach a X/1 game state so the need one of their members to remain unsuspected throughout the game to win.
I feel like a perfect scum game is very hard to hit.

Yes a goon can act delibritely scummy once they are going to die, but they shouldn't before they are going to finalaize a lynch elsewhere (3/1 is a perfect, so any goons getting lynched just makes the last goons job so much harder)

Posted: Tue Nov 12, 2013 7:15 am
by Antihero
In post 6509, Cabd wrote:that sounds like scumhunters speed 8p
yeah, except scumhunters speed 8p is awful and horribly scum sided

Posted: Tue Nov 12, 2013 12:02 pm
by BBmolla
The Jig Is Up 6p


4 Town Vigilante Roleblockers

2 Mafia Goons (Have a factional Track Kill, they choose someone to kill and find out who that player targeted.)


Daystart


I have zero clue what the EV on this is.

Posted: Tue Nov 12, 2013 12:15 pm
by saulres
What's a Vigilante Roleblocker? They roleblock someone by killing them?

Posted: Tue Nov 12, 2013 12:45 pm
by BBmolla
They kill someone and roleblock them at the same time

Think Jailkeeper but instead of Doc/Roleblock, Kill/Roleblock.

Edit: I couldnt think of a good name for that combo.

Posted: Tue Nov 12, 2013 12:52 pm
by saulres
How do you intend to resolve blocks that target other blocks? For example, A targets B, and C targets A? Or A targets B targets C targets D targets A?

Posted: Tue Nov 12, 2013 1:10 pm
by BBmolla
Assuming all letters are roleblocking vigs

RBV1 targets RBV2
RBV3 targets RBV1

This ones easy, RBV1 is the only one who dies.

In a round, I don't know. Maybe in a round make it so roleblock resolves before kill? Or possibly make it so always all roleblocks resolve before kills?

Posted: Tue Nov 12, 2013 5:37 pm
by Alduskkel
What happens if two players target each other? If the answer is nothing, then I think you break the setup by pairing off players. Two town players do nothing to each other; two scum players also do nothing to each other; and town-scum pair will result in instant town victory.

If the scum are paired up together then reorganize the pairs and fire again.

If two RBVs targeting one another results in both dying, then it's probably still breakable, but I'd have to think about it more.

Posted: Tue Nov 12, 2013 5:53 pm
by saulres
That's why I was asking how they resolve, to try to come up with breaking strategies.

Posted: Tue Nov 12, 2013 6:58 pm
by LlamaFluff
In post 6513, BBmolla wrote:
The Jig Is Up 6p


4 Town Vigilante Roleblockers

2 Mafia Goons (Have a factional Track Kill, they choose someone to kill and find out who that player targeted.)


Daystart


I have zero clue what the EV on this is.
Circle targeting I think breaks this depending on how things resolve.

No lynch

A->B->C->D->E->F->A

Posted: Tue Nov 12, 2013 7:04 pm
by LlamaFluff
In post 6507, Bicephalous Bob wrote:okay new one

Fucking Police State


3 Mafia Goons/Spies
2 Cops
7 Vanilla Townies

Mechanics:

-Mafia Goons have daytalk.
-During pre-game, the Mafia decide which members go undercover. Undercover members are immune for investigations and flip as Mafia Spy, but they have no access to the factional quicktopic (the mod creates a new one for in-game chat) and can't perform the factional kill.
-Every night, the Goon(s) may call back one or more Spies. This turns them back into Mafia Goons at the start of the next day.
-The game becomes Nightless + No No Lynch when all Goons are dead.
This might actually be a somewhat interesting setup.

Big question for balance would be

1) When do spies get "called back" and how does that resolve with the investigate action
2) Can a spy re-goon themselves at night?

Posted: Tue Nov 12, 2013 8:37 pm
by BBmolla
In post 6520, LlamaFluff wrote:
In post 6513, BBmolla wrote:
The Jig Is Up 6p


4 Town Vigilante Roleblockers

2 Mafia Goons (Have a factional Track Kill, they choose someone to kill and find out who that player targeted.)


Daystart


I have zero clue what the EV on this is.
Circle targeting I think breaks this depending on how things resolve.

No lynch

A->B->C->D->E->F->A
Yeah my shower thoughts were incorrect.

Posted: Tue Nov 12, 2013 8:51 pm
by BBmolla
Baby Too Much Scum is pretty messed up towards the SK. If FBI agent finds him night one, he's completely screwed.

Baby Enough Scum 8P


1 Mafia FBI Agent
1 Mafia Goon

1 Serial Killer
1 Jailkeeper
4 VTs

  • Daystart
  • The mafia team do not possess a nightkill
  • FBI Agent only finds the Serial Killer
  • Serial Killer wins 1-1-1 endgames and 1-1 endgames.


Pretty minor change, but I think it makes the setup more balanced for all sides. Mafia might be too weak I'm still deciding. Thoughts? May possibly give Mafia a Doctor to mix things up even more if they're too weak atm.

Posted: Tue Nov 12, 2013 10:26 pm
by Grimgroove
In post 6523, BBmolla wrote:Baby Too Much Scum is pretty messed up towards the SK. If FBI agent finds him night one, he's completely screwed.
But that would mean the mafia FBI Investigator would need to expose himself as such. Why would he do that?