i would say then that if both igniters die all primed players get auto-ignited and then the regular primer gets a regular kill or something of the sort
Posted: Sat Aug 30, 2014 1:53 am
by Bicephalous Bob
that minus the auto-ignition would be a good solution
Posted: Sat Aug 30, 2014 1:56 am
by TierShift
shouldn't scum be punished for letting their igniters die tho?
Posted: Sat Aug 30, 2014 4:48 pm
by ika
↑TierShift wrote:shouldn't scum be punished for letting their igniters die tho?
they have one person left? isnt that punishment enough?
Personal belief is that it doesn't have to be whiteflag just give the scum a chance to give up when it's one of the left (there's a chance that they are on the verge of winning if the last one alive is the igniter.)
EDIT: As a note, i think it's in town's best interest NOT to claim when they have been primed.
Posted: Sat Aug 30, 2014 9:07 pm
by TierShift
Why do you think so?
Posted: Sat Aug 30, 2014 11:04 pm
by shos
Whiteflag only if the aurvivor is not the igniter or the backup.
Posted: Sat Aug 30, 2014 11:11 pm
by Bicephalous Bob
↑TierShift wrote:shouldn't scum be punished for letting their igniters die tho?
In most cases losing all primes is a pretty big punishment, making all previous days effectively nightless
that's not such a big deal if scum get killed in the first two days, but that's counterbalancing
Because what benefit does it actually hold to claim the instantly?
Essentially you've just got an easy way to be "confirmed" town simply because the town is claiming (EDIT: for scum), and it makes it a lot harder to guess if the person is lying if everyone just claims it the second they have it done, not to mention it means that you won't end up lynching them (keeping the numbers of primed players higher.)
There is no night kill so it's not like the townie's can be killed without being able to claim their priming night.
Posted: Sun Aug 31, 2014 4:12 am
by Bicephalous Bob
That doesn't make sense. If scum is run up they can always claim to be primed the night they didn't kill, whereas they're forced to tie the no kill to one of their members in advance if they have to claim immediately. Also, a more obvious benefit is that people will listen to you since you're confirmed town.
There is no disadvantage to claiming immediately except for some weak associative tells (scum might not try to run up primed townies?).
↑TierShift wrote:shouldn't scum be punished for letting their igniters die tho?
In most cases losing all primes is a pretty big punishment, making all previous days effectively nightless
that's not such a big deal if scum get killed in the first two days, but that's counterbalancing
Yeah but
You should be able to manage one of your igniters staying alive as a scumteam. If you fail at that, I don't see why you should receive 'help' and gain a NK. In some situations with a very strong town voice, it might even be a relief to ditch your last igniter to just get the NK. It doesn't make sense.
JW, there's no reason to withhold info scum already has. Even if you don't use it, you should clam if primed or not. And as BB said, it makes it harder for scum to fakeclaim.
↑TierShift wrote:shouldn't scum be punished for letting their igniters die tho?
In most cases losing all primes is a pretty big punishment, making all previous days effectively nightless
that's not such a big deal if scum get killed in the first two days, but that's counterbalancing
Yeah but
You should be able to manage one of your igniters staying alive as a scumteam. If you fail at that, I don't see why you should receive 'help' and gain a NK. In some situations with a very strong town voice, it might even be a relief to ditch your last igniter to just get the NK. It doesn't make sense.
JW, there's no reason to withhold info scum already has. Even if you don't use it, you should clam if primed or not. And as BB said, it makes it harder for scum to fakeclaim.
then just remove the set nk, the one thing they should get atleast is the auto-ignition or that last mafia may ignite themselfs but may no longer prime.
Posted: Sun Aug 31, 2014 6:19 am
by TierShift
Or make the igniter a suicide day igniter which is functionally the same but more elegant.
And still let them ignite for free at night.
Posted: Sun Aug 31, 2014 6:30 am
by ika
↑TierShift wrote:Or make the igniter a suicide day igniter which is functionally the same but more elegant.
And still let them ignite for free at night.
that could work, i would consider to have the backup igniter be auto though ONLY if the first one never ignited. just in case town blitz hammers
edit: then the question would be if hes going to be hammered, can he self vote for hammer + ignite?
Posted: Sun Aug 31, 2014 6:43 am
by TierShift
Make the ignite day ending, problem solved.
The second one can be suicide ignite too? Just do it when you're at L-2 or something.
Posted: Mon Sep 01, 2014 9:26 am
by BBmolla
Reposting this setup for feedback. I'd like to change it to the following:
Looking at it now, this might be too non town sided?
Goal of the setup is to create an 8 player setup akin to "Baby Too Much Scum" but more balanced. Is having the Mafia be bulletproof too much power for them? Would it be better if they were both Doctors? Or 1-shot BPs? Or back to the previous setup but with the new rule added?
Posted: Mon Sep 01, 2014 9:37 am
by TierShift
Didn't you just finish running one of these games? Let me gloss over it and see how it played out.
Why exactly did you feel the need to strengthen mafia?
Posted: Mon Sep 01, 2014 10:24 am
by BBmolla
Mafia was lynched the first day, then killed night 1.
Part of it was bad luck, but once one mafia dies they're pretty screwed.
The vengekill is to cover the scenario where SK is lynched day 1.
I think I've overdone it by making them both bulletproof but I don't know where the right balance is. Maybe if one is lynched, the other becomes bulletproof?
Posted: Mon Sep 01, 2014 10:26 am
by Salamence20
What if the non-doc mafia dies, the doc becomes BP
Posted: Mon Sep 01, 2014 10:30 am
by Nikanor
If the SK is lynched day one, it becomes 2/5 nightless which I think is balanced? If not a little scum-sided already.
I think a one-shot shared BP would work well for the mafia. It's less swingy at least.
Posted: Mon Sep 01, 2014 11:11 am
by Jingle
^ I like the one-shot addition. The problem with making them fully BP is that the SK can't deal with them at all. Making it take two days to kill them gives mafia a chance when it comes to catching the SK.
Posted: Mon Sep 01, 2014 12:50 pm
by ika
have the second mafia gain BP
Posted: Mon Sep 01, 2014 1:22 pm
by BBmolla
↑Nikanor wrote:If the SK is lynched day one, it becomes 2/5 nightless which I think is balanced? If not a little scum-sided already.
2/5 nightless with a confirmed town. Bit different.