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Posted: Tue Apr 14, 2015 10:27 am
by BBmolla
TierShift wrote:
ArcAngel9 wrote:Is that obvious... Protect themselves from being killed by SK?

I'm not stupid. I'm asking why he thinks it's necessary for scum to be able to protect themselves.

To help balance out the scum vs. town a bit. Also, to discourage the SK from continuously killing the same target.

Posted: Tue Apr 14, 2015 10:36 am
by Marquis
BBmolla wrote:Ignore this post, setup already made.

Kids With Guns - Design Challenge Winner, by
Aronis

1 Mafia Goon
1 Mafia Suicide Bomber
1 Innocent Child
1 One-shot Vig
4 Vanilla Town

^This setup is really good. Tested it face to face a bunch this week.


yeah, i love running this one in chatmafia.

for a 9p variant I recommend adding a VT and making the vig weak. not absolutely balanced, but works in f2f/chat decently well

Posted: Tue Apr 14, 2015 10:39 am
by West9
In Kids With Guns, is the IC a "confirm on request" or "confirmed on D1"

Posted: Tue Apr 14, 2015 10:54 am
by BBmolla
Confirmed on request.

Posted: Fri Apr 17, 2015 2:57 am
by saulres
Vampirate wrote:
mastin2 wrote:
Kagami wrote:Being voteless is highly demotivating in a game where motivation to play is fairly critical.
I disagree about this: being voteless robs you of half of your default arsenal. (Voice and vote.) You lose the vote, then it can actually serve as a HUGE motivator to become a large Voice.

...That being said, a role which STEALS votes I heavily frown upon, as it is frankly a broken role.


Solution: Give that role some kind of cool night or day power to offset the loss of vote power.


Game Name: Vote or Vig
Game Type: Insane
Game Size: 9

Optional Caption/Description of Game upon announcement: 2 scum, 7 town

Pre-game, and each night, every town player has to choose one and only one of the following:
1) You have voting capabilities during the next day
2) You have a vig shot the next night.

Mafia have to decide if they want
all
living Mafia to have votes the next day, or if they want their factional kill the next night. They do not get vig shots.

If at any point a day starts where Mafia controls the vote, they win.


Anyone have a breaking strategy?

Alchemist21 wrote:I think the Town could collectively decide to force their secondary lynch candidate to opt for votes instead of the kill. If they're voteless in the next phase it's a scumclaim, and if they have a vote but there's no NK the following night, they're probably scum there too. It might not be exactly breaking, but it could be a heavy hit to the scumteam.


Hm. Well they'd have to wait for D1 to make the plan, and it wouldn't take effect until D2 when it's unlcear how many people would still be alive, and town wouldn't know if there were no kills until D3 started, where scum could choose to NK D2 in order to paint a townie as having the scumclaim, so in a 9-player game I'm not sure that would really be a heavy hit? Also see below*

Some more details:

The lynch threshhold for each day will be based on the number of votes in play that day, not the number of players.

The scum win condition is: You win if at the beginning of any day, you have half or more of the votes in play, OR when all townies are dead.
The town win condition is: You win at the beginning of any phase where at least one townie is alive, and all the scum are dead.

So yes, the game could theoretically never begin if before D1 almost all the townies choose vig and the scum choose vote.

*I'm seriously thinking about announcing how many votes there are in play, but not who has them, and not doing vote counts. Players are free to place fake votes, no one will know who's lynched until I post a lynch scene. If deadline hits with no lynch, plurality lynch takes effect. If there's a tie, the first person to hit the plurality threshold for the tie will be lynched.

Posted: Fri Apr 17, 2015 9:50 am
by DeltaFlame
144 Hours
This is a game created for another forum to encourage the players to take more risks instead of wasting a few days at the beginning. It has background and stuff but I just want to get straight to business in seeking help balancing this.
Mechanics
[*]The game starts on Night 0, then Day 1, then Night 1 etc.
[*]Mafia are forced to kill every night.
[*]If there is at least one mafioso alive at the end of Day 6, the game ends and Mafia wins.
[*]++ Role distribution (kinda)

There will be 12 town and 4 mafia, their roles are decided like this:
The town roles are selected randomly by generating 8 letters from a list of 15 letters. 5 of which are "I"s, 5 of which are "P"s, and 5 of which are "K"s representing Investigative, Protective, and Killing respectively. Then, depending on how many of each letter is drawn, the following roles are added to the list:

Investigative:
None: Tracker
I: Cop
II: Cop + Deputy
III: Cop + Tracker
IIII: Cop + Deputy + Tracker
IIIII: 2 Cops + Tracker

Protective:
None: Bodyguard
P: Doctor
PP: Doctor + Bodyguard
PPP: Doctor + Nurse
PPPP: Doctor + Nurse + Bodyguard
PPPPP: 2 Doctors + Bodyguard

Killing:
None: 1-shot Vigilante
K: Vigilante
KK: Vigilante + Jailor
KKK: Vigilante + Bomb
KKKK: Vigilante + Jailor + Bomb
KKKKK: 2 Vigilantes + Jailor

So, if the letters chosen are I, P, I, K, I, P, I, K, for example, then the roles will contain:
1 Cop
1 Deputy
1 Tracker
1 Doctor
1 Bodyguard
1 Vigilante
1 Jailor
and the rest of the town would be Vanilla Townies.

For Mafia, the roles are simpler. It's simply 1 Godfather + Three of the following:
• Roleblocker
• Role Cop
• Transporter
• 2-shot Strongman
• 2-shot Ninja
• 2-shot Janitor

Randomly generated with no repeats.

The first thing I want to do is find if there is a way to make the role distribution result in there being exactly 6 town roles all the time.

Posted: Sat Apr 18, 2015 11:07 am
by BBmolla
Clique 5P

5 Players

2 Mafia Goons

3 Vanilla Townies


  • Nightless
  • During the first day, players will begin by choosing two other players. Once three different players have all chosen each other, those three players reveal their cards to each other.
  • Game goes as normal after this happens.
  • The first player in the group who is lynched gets a vengekill.

Posted: Sat Apr 18, 2015 11:10 am
by BBmolla
saulres wrote:Anyone have a breaking strategy?

If everyone chooses vig, when does the day end?

I think it can be broken like Texas Justice if everyone just chooses vig.

Posted: Sat Apr 18, 2015 1:35 pm
by lufan131
Two-Faced Mafia
Town Motion Detector
Town Cop
Town CPR Doctor
4 VT

Mafia Jailkeeper
Mafia Inventor (Vengeful 25%, Acetic 25%, or Hated 50%.)

1-shot Bulletproof Serial killer

I ended up putting it in the wrong place earlier. Here you go!

Posted: Sat Apr 18, 2015 1:41 pm
by West9
Can the inventor choose which inventions to gift? or is it random?

Posted: Sat Apr 18, 2015 1:43 pm
by lufan131
West9 wrote:Can the inventor choose which inventions to gift? or is it random?

The percentages make it random, since I didn't like the idea of always being positive, or always negative.

Posted: Sat Apr 18, 2015 1:47 pm
by Not_Mafia
What's a two-faced mafia?

Posted: Sat Apr 18, 2015 1:53 pm
by lufan131
Not_Mafia wrote:What's a two-faced mafia?

I used roles I thought were two faced, while listening to the song two-faced lovers, so the name happened.

Posted: Sat Apr 18, 2015 4:21 pm
by saulres
BBmolla wrote:
saulres wrote:Anyone have a breaking strategy?

If everyone chooses vig, when does the day end?

I think it can be broken like Texas Justice if everyone just chooses vig.


If everyone chooses vig, Mafia wins by them controlling half the vote. Because half of zero is zero. So town has to be careful.

Posted: Sat Apr 18, 2015 8:10 pm
by BBmolla
saulres wrote:
BBmolla wrote:
saulres wrote:Anyone have a breaking strategy?

If everyone chooses vig, when does the day end?

I think it can be broken like Texas Justice if everyone just chooses vig.


If everyone chooses vig, Mafia wins by them controlling half the vote. Because half of zero is zero. So town has to be careful.

What? It's only one lynch, why would that lose town the game??

Posted: Sat Apr 18, 2015 9:14 pm
by wgeurts
Paranoia

2 Mafia Goons

1 Town Cop
1 Town Tracker
1 1-Shot Day Desperado
4 Vanilla Townies


  • Pre-Game mafia can either make one of them turn-up innocent on insepction or make one of the town show up guilty on inspection. (Basically a 1-Shot permanent tailor)
  • The mafia have a venge-kill on first mafia lynch.

Posted: Sat Apr 18, 2015 9:17 pm
by BBmolla
Seems extremely townsided.

Posted: Sat Apr 18, 2015 9:19 pm
by wgeurts
I get that feeling as well however both investigatives have a nerf.
Maybe without the desperado?

Posted: Sat Apr 18, 2015 10:19 pm
by BBmolla
How does tracker have a nerf?

Posted: Sat Apr 18, 2015 10:19 pm
by BBmolla
Getting rid of Desperado is definitely a step in the right direction yeah.

Posted: Sat Apr 18, 2015 10:30 pm
by wgeurts
Tracker could end up revealing the cop, however here's a better change.
Paranoia:

2 Mafia Goons

1 Town Tracker
1 Town Cop
1 Town Death Stalker
4 Vanilla Townies


  • Mafia have a pre-game permanent tailor. (Swap what someone shows up on investigation by cop)
  • Mafia have venge-kill on first mafia lynch.
  • Death Stalker appears to self as Vanilla Townie, they are however always tracked to whoever is NK'ed by the mafia.
  • Death Stalker flips as "Death Stalker".

Posted: Sat Apr 18, 2015 11:37 pm
by JasonWazza
BBmolla wrote:
saulres wrote:
BBmolla wrote:
saulres wrote:Anyone have a breaking strategy?

If everyone chooses vig, when does the day end?

I think it can be broken like Texas Justice if everyone just chooses vig.


If everyone chooses vig, Mafia wins by them controlling half the vote. Because half of zero is zero. So town has to be careful.

What? It's only one lynch, why would that lose town the game??


To keep it from being broken that way? :P

wgeurts wrote:Tracker could end up revealing the cop, however here's a better change.
Paranoia:

2 Mafia Goons

1 Town Tracker
1 Town Cop
1 Town Death Stalker
4 Vanilla Townies


  • Mafia have a pre-game permanent tailor. (Swap what someone shows up on investigation by cop)
  • Mafia have venge-kill on first mafia lynch.
  • Death Stalker appears to self as Vanilla Townie, they are however always tracked to whoever is NK'ed by the mafia.
  • Death Stalker flips as "Death Stalker".


There's no reason not to just make one of them investigation immune cause it's a small likelihood of getting the other town PR (tracker) meaning you have a pretty useless cop, and a tracker that can only really confirm the cop (until the deathstalker is down).

Posted: Sun Apr 19, 2015 12:25 am
by wgeurts
Exactly, the PR's aren't sure of themselves until the millers flip. Once a miller flips their results become accurate (besides the godfather situation).

Posted: Sun Apr 19, 2015 2:54 am
by Cogito Ergo Sum
wgeurts wrote:they are however always tracked to whoever is NK'ed by the mafia.

This is called a gravedigger. But hidden millers are not a fun mechanic.

I'll share a set-up we came up with at the last UK meet.

Chestnut Standoff:

1 Mafia Goon
1 Werewolf
3 Townies

The two scum know who each other are. If a townie is lynched D1, everyone loses.

EV is 1/3 for each faction (ignoring "everybody loses").

Posted: Sun Apr 19, 2015 3:02 am
by TierShift
How do you deal with people preferring 'everyone loses' over getting lynched?