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Posted: Sat Dec 13, 2014 12:39 pm
by LlamaFluff
Bicephalous Bob wrote:It's a nine-player setup.


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
Baby Too Little Scum 8P


1 Mafia Goon
1 Mafia Compulsive Weak Doctor

1 Serial Killer
5 VTs


  • Daystart
  • The mafia team do not possess a nightkill
  • Serial Killer kills on mafia fail.
  • Serial Killer wins 1-1-1 endgames and 1-1 endgames.
  • Mafia wins 1-2-1 endgame.

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?

If he protects anti town.

Posted: Wed Dec 24, 2014 8:15 am
by TierShift
Mafia seems extremely weak.

Posted: Wed Dec 24, 2014 9:38 am
by BBmolla
TierShift wrote:Mafia seems extremely weak.

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.

Posted: Sat Jan 03, 2015 12:14 pm
by Hostile Intent
I didn't think it was kill-the-thread bad.

:lol:

Posted: Sat Jan 03, 2015 12:29 pm
by BBmolla
What are fisherman's possibilities

Posted: Sat Jan 03, 2015 7:20 pm
by LlamaFluff
Hostile Intent wrote: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.


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.

Posted: Sat Jan 03, 2015 10:30 pm
by Espeonage
Neighbours and Neighbours and Neighbours


1x Mafia Neighbourizer
1x Mafia Goon

1x Weak Neighbourizer
1x Masonizor
1x Neighbourizer
2x Miller
2x Vanilla Townies


Mod Notes:

- Day Start
- The Power roles do not know which role they are, just that they can do a neighbourize of some type.
- Masonizor can't hit Millers.


Thoughts?

Posted: Sun Jan 04, 2015 4:20 am
by wgeurts
Espeonage wrote:
Neighbours and Neighbours and Neighbours


1x Mafia Neighbourizer
1x Mafia Goon

1x Weak Neighbourizer
1x Masonizor
1x Neighbourizer
2x Miller
2x Vanilla Townies


Mod Notes:

- Day Start
- The Power roles do not know which role they are, just that they can do a neighbourize of some type.


Thoughts?

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.)

Posted: Sun Jan 04, 2015 4:31 am
by Espeonage
Oops forgot an important mod note.