It's a problem in the current existing setup that I sought to fix in my setup.
Posted: Tue Nov 12, 2013 10:28 pm
by Grimgroove
Yes, but also in your set-up: what good is it for scum to know who the SK is, if they can't kill him (no NKs), and can't exposr him (because that way he exposes himself)?
Posted: Tue Nov 12, 2013 10:29 pm
by Cabd
It forces scum to play like a cop that tries to get his guilty lynched without having to claim it?
Posted: Tue Nov 12, 2013 10:31 pm
by BBmolla
To push his lynch?
If you're scum A wouldn't it help to know who scum B is?
It's there to give mafia a little bit of an upper hand, but to prevent immediate outing of the SK when he's found. Unless mafia are nuts and want to suicide which is totally possible.
Edit: Yeah what Cabd said.
Posted: Wed Nov 13, 2013 10:15 am
by callforjudgement
Scum could also out the SK in twilight if they were lynched.
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?
1) "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," so the cops get a negative result on a Spy who is called back that same night.
2) The original answer was: "A spy can't call himself back, but if I were scum in this game, I'd discuss breadcrumbs in pre-game chat," but then I realized the cops can claim when all Goons are dead. A nightless game is probably too harsh a punishment for the Mafia. Is this a good solution?
Gun Control
3 Mafia Goons/Spies
2 Gunsmiths
8 Vanilla Townies
Mechanics:
-Mafia Goons have daytalk.
-The Gunsmith's result is the number of guns the target has. Gunsmiths have three guns. A member of the Mafia has one gun by default.
-In pre-game chat, the Mafia decide which members give their guns to other members. Members with no guns flip as Mafia Spy, 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, Goons with multiple guns may give one or multiple Spies a gun. This turns them back into Mafia Goons at the start of the next day. Goons can't give all of their guns away after pre-game. Goons can give guns to each other.
-The first time all Goons are dead, each remaining Spy gets one shot at stealing a gun from someone. They can use this shot at any time, but the Mafia has no factional kill as long as it isn't armed. If a Gunsmith is targeted, the Spy turns into a Goon at the start of the next day. Nothing happens if the target is a Vanilla Townie. No-one is ever informed of the (attempted) theft.
The problem i see arising is this, Doctor is always going to protect the goon (why protect anyone else?)
Then we get down to the JK, if there is a no kill, the logical thing to do is for the JK to keep hitting the target they have hit (Either they hit the SK, meaning the SK can no longer kill and JK should claim or, the JK has hit the SK's Target in which case he should still keep hitting the same target, unless the JK was missed for the Doc.)
And we come to a point where it is likely that the JK will claim the target and have them lynched (actually this may be the one reason the mafia would benefit from using the Doctor elsewhere)
The problem i see arising is this, Doctor is always going to protect the goon (why protect anyone else?)
Then we get down to the JK, if there is a no kill, the logical thing to do is for the JK to keep hitting the target they have hit (Either they hit the SK, meaning the SK can no longer kill and JK should claim or, the JK has hit the SK's Target in which case he should still keep hitting the same target, unless the JK was missed for the Doc.)
And we come to a point where it is likely that the JK will claim the target and have them lynched (actually this may be the one reason the mafia would benefit from using the Doctor elsewhere)
The charm is that a no kill doesn't mean exactly what you think it means, it has various options. Except when the Mafia Doctor dies, then it narrows it down a bit.
Posted: Mon Nov 18, 2013 10:18 am
by BBmolla
Does this exist already?
Posted: Tue Nov 19, 2013 6:44 am
by callforjudgement
It's pretty similar (identical?) to No Lynching Town. If it's different, the only difference is in the numbers.
Posted: Sun Nov 24, 2013 7:48 am
by Toomai
I probably have no idea what I'm doing, but this idea popped into my head, and I thought why not let other people tear it apart. No idea if anything similar has been tried before or not.Looks like a bit of a headache for the mod at times, but could still be interesting to play?
Posted: Sun Nov 24, 2013 7:53 am
by BBmolla
Not really. Mafia and Town QT owners will just compensate by not talking. Plus, good luck getting the players to log in to these alternate QT accounts whenever they post for this game.
My 2 cents.
Posted: Sun Nov 24, 2013 12:30 pm
by LlamaFluff
Problem with eavesdropper role is that you should be able to piece together who the scum is by wording and time of posts. Scum in this setup should just not talk until the eavesdropper is dead as they would have the advantage in the setup with roles stripped out.
Posted: Sun Nov 24, 2013 12:33 pm
by Cabd
More easily worked scenario is to RNG and give the eavesdropper one post made in the qt that night randomly (with names stripped) to allow for masons and mafia to counter-measure each other with fakeouts.
Posted: Sun Nov 24, 2013 3:24 pm
by callforjudgement
Or just spam 100 contentless posts between every real one (and annoy the QuickTopic admins while they're at it).
Posted: Fri Nov 29, 2013 7:57 pm
by BBmolla
Not nightless.
Similar to scumhunters 8p, but different because you don't choose who dies, it's preselected.
Posted: Fri Nov 29, 2013 8:24 pm
by F-16_Fighting_Falcon
So, 6 players. If the goon is lynched, then a townie is nk'd and there are 4 players. Since it is not nightless, they will probably no lynch, and then it'll be LYLO. If the other scum is lynched, game over. If a townie is lynched, then the goon and another townie die, so it will be LYLO right away. It is basically like a vengeful but with 6 players and a few differences. I don't get the point of almost requiring a no lynch though because that's what will happen regardless if the goon is lynched day1.
Gonna go ahead and say, that sucks for whoever draws this role. In fact... why include it at all? Day 1 is least likely to result in an informed lynch, and the player dies anyway. Optimal play for this role is to just not talk-- ever. No association, no tells, no reads.
A better, more fun setup would be
Of course, Hotline Mafia might be OK, since it's such a small setup that why would anybody even play a six player game...
[EDIT]
And looking at Scumhunter's_Speed_8p, I've basically made that, except without the stupid white flag mechanic which I hate, and making the game a little longer. So... an improvement, IMO, but not enough of one to make a whole new setup for it. So nevermind.
Still, I wouldn't want to play Hotline Mafia. Being kicked out of the game for setup factors (instead of being chosen for lynch or nightkill, due to my play or meta) would really suck. It would take all of the fun out of it for me. Like, "Nothing you do can affect whether or not you die."
Idk. Maybe some people would like this, but I just plain wouldn't sign up for it.
Posted: Sat Nov 30, 2013 12:20 am
by Whiskers
How does this look?
Posted: Sat Nov 30, 2013 9:07 am
by BBmolla
In post 6547, Whiskers wrote:Gonna go ahead and say, that sucks for whoever draws this role. In fact... why include it at all? Day 1 is least likely to result in an informed lynch, and the player dies anyway. Optimal play for this role is to just not talk-- ever. No association, no tells, no reads.
If you do that, you get lynched and you fuck over your buddy because town has two chances instead of one to catch him. Why is that optimal?
Your setup removes the entire point of mine, the mafia have to try to set themselves up for a successful LYLO. So they both want to survive, and they don't want to look bad once the suicidal one dies.
There is also a lack of 6P setups, hence mine. Making it 10p goes against my original goal.