That makes more sense then... I saw 9:12 and thought that was a play on 9 VTs in 12 players and saw 12 players as natural for a clock
Will look it at again with that in mind
Posted: Tue Dec 16, 2014 12:22 pm
by FakedBlogger
Excuse me, I'd like to inquire about the balance of a Tit-for-Tat game setup with doctors instead of rolecops involved. I.e.:
1 Mafia Doctor
1 Mafia Backup Jailkeeper
1 Mafia Goon
1 Vigilante
1 Backup Doctor
1 Jailkeeper
6 Townies
Posted: Tue Dec 16, 2014 12:31 pm
by FakedBlogger
And unrelated to that in a 12-14p game with Doctor and Vigilante as town PR and a serial killer present, what would be a fitting scum role constellation?
Posted: Tue Dec 16, 2014 12:45 pm
by TierShift
Scumteam 2 goons
SK 1-shot BP
Posted: Tue Dec 23, 2014 3:40 pm
by BBmolla
Posted: Tue Dec 23, 2014 4:10 pm
by JasonWazza
Question, does the weak doctor die if he protects the goon, or just if he protects the VT?
Posted: Tue Dec 23, 2014 4:36 pm
by BBmolla
↑JasonWazza wrote:Question, does the weak doctor die if he protects the goon, or just if he protects the VT?
The Goon can only die via lynching, if the Weak Doctor finds one correct target he can keep protecting them.
Mind explaining your rationale?
Edit: I could give Mafia kills that only succeed on anti-town (AKA, just the SK) and make the SK 1-shot Bulletproof. Would that help?
Posted: Wed Dec 24, 2014 11:10 am
by TierShift
Well, 2v6 nightless is townsided. Then you add in a SK and that's not good for mafia. And one of the members can suicide.
It just seems very unlikely for both mafia to get far.
Posted: Wed Dec 24, 2014 11:36 am
by Siveure DtTrikyp
Does the SK really make things worse for mafia?
How do you think it would work if the weak doctor was compulsive while both mafia are alive?
Posted: Wed Dec 24, 2014 12:29 pm
by BBmolla
You're not factoring in SK only killing town Tier.
I'll be honest, the point of the weak doc is to give town some more power, because I thought without it they'd be too weak.
Mafia should definitely aim to not lynch the SK day 1.
Weak doc does cause problem of "I'm last goon and being lynched, my buddy died cause he targeted the SK, X is the SK, now you can win town" which is shitty. So meh.
Posted: Wed Dec 24, 2014 1:02 pm
by TierShift
Why does SK only kill town? A random player gets removed, just like a lynch. Almost like nightless, non?
There's always those awful people who spoil the game like that, those people should be banned from playing imo.
Posted: Wed Dec 24, 2014 1:12 pm
by BBmolla
↑TierShift wrote:Why does SK only kill town? A random player gets removed, just like a lynch. Almost like nightless, non?
There's always those awful people who spoil the game like that, those people should be banned from playing imo.
SK only kills town to give mafia some advantage and force the SK to actually play tactful during the day.
Posted: Wed Dec 24, 2014 1:47 pm
by TierShift
I missed the SK doesn't kill maf thing
Carry on, I suck >.<
Posted: Tue Dec 30, 2014 5:31 am
by Hostile Intent
The Great Fishing Expedition
Mafia Roleblocker
Mafia Goon
Town Day-Fisherman x 4
Townie x 3
Fisherman fish for their pr during the day and may use their successful "catches" at night.
Fisherman fish for their pr during the day and may use their successful "catches" at night.
Even and known split for VT/FM is going to ask for an early massclaim that is going to get scum in a hole very fast, it may be nearly an auto-loss if scum gets lynched day one. At most you are going to need something like a
Fish (2-4)
VT (3-5)
Posted: Sat Jan 03, 2015 7:27 pm
by TierShift
I still don't understand what a fisherman does.
Posted: Sat Jan 03, 2015 7:36 pm
by LlamaFluff
↑TierShift wrote:I still don't understand what a fisherman does.
I think independently of what it does the setup is threatened by a massclaim early putting scum in situations where (assuming town eats lynch and NK) you are going to have a D2 massclaim where its something like "1 of these 3 are confirmed scum, 1 of these 4 are confirmed scum" where a scum lynch clears off a couple of players instantly.
I have seen it in the past be something like a JOAT that randomly can gain a one shot PR so assume its something similar. Like after the day action it RNGs one of (No Power/Cop/Doctor/Vig) for the next phase
Posted: Sat Jan 03, 2015 7:46 pm
by TierShift
I'm actually not.sure massclaim breaks the game. Having groups in which to find scum reminds me of triplicate mafia; IIRC that has never been won.by town.
Thanks for the explanation, though. Gaining PR's could tip the game strongly in town's favour depending on the strength of those.
If the PR's are strong, then the massclaim needs fixing and a semi-open setup would probably be the best idea, yeah.
Would be interesting but really the only usefull ones are the masonsizers. (Also make sure to avoid the neighbour haters as they will mug you with this setup.)