↑quadz08 wrote:Thanks, wgeurts. It's much appreciated.
No problems, also as you're a list mod do you have a list of approved open setups?
Posted: Fri Oct 17, 2014 7:28 am
by quadz08
You'd want to talk to Llamafluff for that. He'd have the most updated list.
Posted: Fri Oct 17, 2014 7:36 am
by wgeurts
↑quadz08 wrote:You'd want to talk to Llamafluff for that. He'd have the most updated list.
Great, I'll do just that.
Posted: Fri Oct 17, 2014 9:05 am
by PokerFace
Open theme setup I am working on
Would you like to be my neighbor Mafia (To be modded by my Mr. Rogers Alt Account)
3 mafia
Rest town
Game also known as culdasac. At start of game everyone is assigned a random house number. Player in house 1 is neighbors with player in house 2 and 12. Player in house 2 is neighbors wth player in house 1 and 3. And so on so every player has two people they can talk to at night. Yes it is possible for one mafioso to be neighbors with another mafioso should the dice allow it
You guys think 3 mafia vs 9 town is balanced or do i need more/less houses, townies, or scum?
I don't think them being neighbors is enough to balance 9:3. Add something in with the mechanics. Or make it 9:2 instead. Or 10:2 if you want to keep playersize.
I am aware of another player by the name Mister Rogers. I am not aware of why he chose that name for his alt or even what his main account is. Him and I are not the same guy. One day I would like to hydra, co-mod with, or be with this player in the same game as it would confuse people a lot!
Posted: Sat Oct 18, 2014 5:16 am
by Mr. Rogers
↑BBmolla wrote:I don't think them being neighbors is enough to balance 9:3. Add something in with the mechanics. Or make it 9:2 instead. Or 10:2 if you want to keep playersize.
10:2 and 9:2 is something I was considering as it would follow Mr. Stoofers simple setup rules. But I don't know if the night talk could will give each side an equal chance of winning
what do you think of 10:3
or
10 townies
2 mafia
1 mafia traitor (is mafia but can't talk to other mafia at night unless he gets dice lucky)
10:3 is much worse. 76.9% scum win. Neighbors really have the possibility to do nothing, so you can't count on them to be a balancing factor. (IE, a player could just not even talk in their neighborhoods while others use it to catch scum.)
A concept you may want to consider is once a player dies, the neighborhood shifts. Example: Player 2 dies, Player 1 and 3 are now neighbors.
Also may want to consider a role that switches neighborhoods.
Maybe add some seeking masons who masonize when they are paired with their neighbor. Or add three masons who know each other, but do not have daytalk (and thus need to find a way to be neighbors)
You could give each neighbor the possibility to move left or right, causing everyone to be a new neighborhood each day, but that might be too much of a hassle for the mod.
Just throwing out things. I think the masons without daytalk fits best with your setup, maybe add in that players can choose to move into the houses of the dead. Oh, at the start of each day, give mafia a list of players who want to move into the new house and let them choose who gets to move in. That'd be cool.
Posted: Sat Oct 18, 2014 6:50 am
by BBmolla
1 mason can be replaced with a 2-shot Friendly Neighbor if you prefer that.
Posted: Sat Oct 18, 2014 6:53 am
by BBmolla
Posted: Sat Oct 18, 2014 11:16 pm
by Mr. Rogers
Nah, I think we are over complicating it now
I'm gonna go 9:2 (going 10:2 results in a no lynch at some point in mylo, lets just skip that waste of time day by making it 9:2)
it will be night talk only in the neighborhood, as allowing daytalk may lessen in game thread talk
Should a player die, should that result in people able to talk to the next house (house 4 dies. 3 and 5 can now talk to each other at night)?
Like how much do you believe that will tip the odds if at all for the town?
Currently leaning towards allowing that
Posted: Sun Oct 19, 2014 7:08 am
by BBmolla
↑Mr. Rogers wrote:Like how much do you believe that will tip the odds if at all for the town?
Anywhere from 0% - 10% depending on how much they are used imo.
Posted: Sun Oct 19, 2014 7:10 am
by BBmolla
Like, in my opinion, neighbors affect balance less than fruit vendors. Neighbors might be the least balance affecting role ever. Especially in an open (because at least in closed there is mod guessing implications).
Posted: Sun Oct 19, 2014 7:14 am
by BBmolla
I guess it comes down to: What are you attempting to accomplish with this setup?
Posted: Sun Oct 19, 2014 7:17 am
by BBmolla
Cause if it comes down to "I want Mountainous with neighborhoods" then you're set, just be aware of the scum skew in Mountainous and don't expect neighbors to have an immense impact upon it unless you get players who truly utilize it to their max potential.