If it's too harsh on mafia, other option is that in the case of no mafia being lynched day 1, the two lynched players must correctly select the two scum players.
No idea what the EV is or whatever, anyone who can run numbers to check how balanced it is would be coolio.
Edit: If Mafia desperately need more in their favor, case of lynching neither scum can also automatically be a scum win. But that's pretty lame.
Posted: Wed Sep 24, 2014 12:24 pm
by TierShift
Uh, it's probably fine as it is. It's a smaller version of Triplicate Mafia and IIRC all Triplicate's ran have been a perfect scum win.
In practice, not getting lynched day 1 as scum is easy, speaking from experience both as town and as scum im the setup.
There is a difference with triplicate though: all groups contain scum. So the WIFOM factor is elimnated.
But looks good.
Posted: Wed Sep 24, 2014 1:16 pm
by BBmolla
I noticed Button tried to run my version of Triplicate in the micro and it failed to fill, which depresses me
Posted: Wed Sep 24, 2014 1:26 pm
by Not_Mafia
Only because it entered sign-ups in the same post the other Triplicate variant filled
Posted: Wed Sep 24, 2014 1:29 pm
by BBmolla
Ah. Lame.
Should have renamed it. Like "Triplicate Redux" or some shit. People love things with different names.
Posted: Wed Sep 24, 2014 1:38 pm
by House
↑Not_Mafia wrote:Only because it entered sign-ups in the same post the other Triplicate variant filled
Charlie Sheen?
Posted: Wed Sep 24, 2014 1:47 pm
by Not_Mafia
I don't get it
Posted: Wed Sep 24, 2014 3:41 pm
by Honey bee
I'm not really experienced in setup creation or anything and I'm not familiar with open setups so I have no idea if this type of game exists or not or if it's broken/heavily unbalanced. But I've been thinking about something like this for a bit.
7 vanilla town
1 town tracker
1 town jailkeeper
1 town subduer (?) - Targets someone during the night and roleblocks them if they perform a night kill.
3 mafia goons.
Game specific rules-
Day - every time a mafia goon is lynched the day is extended and the town can lynch another player.
Night - every time a town power role (tracker, jailkeeper, subduer) is shot and successfully killed, the night deadline is extended and another set of night actions can be submitted (by both mafia and town power roles)
My first instinct is that it's too scumsided and needs more vts but idk I'd appreciate some input or at least an opinion if it actually sounds fun.
Posted: Wed Sep 24, 2014 3:43 pm
by OkaPoka
too swingy
Posted: Wed Sep 24, 2014 5:59 pm
by ika
tracker claims day 1, you now have an ic-like player due to jailkeeper just jailkeeping him over and over to protect.
i would make the mafias vengeful to accomidate for the next lynch to take out the proposed plan stated above
argubly, this game could be won by scums in one night if they lynch VT first and then consecutively kill all the prs
i think it has a good potnetiona i will give more later
Posted: Thu Sep 25, 2014 11:33 am
by Honey bee
Yeah, it is very swingy lol.
Consecutive kills on prs would result in 13 players - (4 deaths + 1 mislynch) = 8 players left or mylo. I also figured a tracker claim day 1 would come with a caveat that the mafia get a free kill when the jailer is shot/mislynched, but your probably right that it's better for a tracker claim.
Tbh I probably should make the game a bit smaller.
Posted: Thu Sep 25, 2014 12:14 pm
by Jingle
I would limit the number of consecutive nights to two. Otherwise, you run the risk of having a huge chunk of RL time with some players not even involved in the game. I know it's annoying to wait 2 days for a thread to unlock only to have died overnight. Imagine the frustration of waiting 6 days for the same information. For symmetry's sake you might want to limit consecutive dayphases as well.
The subduer could be a regular roleblocker without much of a change.
A smaller game has a higher chance of consecutive PR kills as well.
I think that's fine? Cause town has the chance to win immediately?
ty
Posted: Thu Sep 25, 2014 6:15 pm
by Jingle
It's slightly scumsided, but not enough to matter. I think Tier might be right about the setup in general, but I don't know a way to add balance to it for town's favor.
Possibly a player who is confirmed town D1? Make it 5 VTs 2 scum with two three person groups to lynch from. If it ends up being too scumsided.
Posted: Fri Sep 26, 2014 9:44 pm
by Jingle
Challenge: Balanced 5v2v2 setup.
I'm thinking something along the lines of
1x Bloodhound (Town/Not Town Results)
1x JK
3x VT
1x Suicidal Goon
1x 1 Shot BP Goon
1x Suicidal WW
1x 1 Shot BP WW
Both suicidal players die N1.
No possible D2 is unwinnable for town or a game over.
Thoughts? Other options?
Posted: Sat Sep 27, 2014 2:24 am
by shos
I'd just have a 2 goon v 2 goon v 5 1-shot BPs
Posted: Sat Sep 27, 2014 6:26 am
by Siveure DtTrikyp
What about lynch bp goon investigate bp ww?
Posted: Sat Sep 27, 2014 7:42 am
by TierShift
What's the fun in being a suicidal goon/ww?
Posted: Sat Sep 27, 2014 8:36 pm
by Jingle
@ Tier- The ability to play hyper aggressively with no remorse? It would be a hyper fast setup anyway. I just want to see if a micro with two two person scumteams could be made into a viable setup.
@ siv- I suppose. Perhaps no bloodhound, or a bloodhound only on night 2.
@ shos- That still doesn't seem balanced. Town lynch leads to 4v2v2 or 3v2v2. Without crosskills even a scum lynch there is a virtually unwinnable position for town. (They should be 2v2v1 or 3v2v1 with only BP left.) There is no motivation for scum to attempt to hide themselves after the first mislynch.
Posted: Sat Sep 27, 2014 10:59 pm
by shos
Jingle - scum want to scumhunt too, remember? They need to take out the other team asap. Crosskills are very viable (odds are 24/49, almosy precisely half, on N1 if nolynch, and after a mislynch - 5/9 for at least one crosskill) and scum would actually try to hit the other team, so.
Town needs lynches or lots of shots to die..this seema ok to me, I think. Best case for town is 3 scum dead by d2, lol.
I could run this as an experimental micro/open somewhen
Roles:
Lawyer: Visits one person each night, that player turns up innocent on inspection.
Framer: Visits one person each night, that player turns up guilty on inspection.
Bodyguard: Visits one person each night, if that player is night-killed he has a 50% chance of dying.
Governor: Once per game may reset a vote count, the person with the highest votes before the reset may no longer be voted on that day.
Judge: The judges vote counts as 2:
Cop: Visits one person each night, receives the result "Innocent" or "guilty".
Insane Cop: Visits one person each night, receives the opposite result he should get. Looks like cop to self and others on death and in role PM.
Politician: Changes sides every day. Starts as town and doesn't join Scum chat if scum.
Posted: Thu Oct 02, 2014 3:06 pm
by BBmolla
Mega swingy. Get rid of Politician, that's just a purely awful role. Make him Traitor or some shit.
And I know it's from epicmafia, it's still a terrible terrible role. Worse than Judas/Saulus imo.
Posted: Thu Oct 02, 2014 3:22 pm
by BBmolla
The setup itself is insanely townsided. Let's see.
This might be more interesting. Lawyer is terrible in such a small scum team, means that guilties are rare and should be always lynched. I think it's better to increase the chance of getting a guilty.
I don't know if the concept of playing with a Framer while trying to figure out sanity would even be fun though.