↑Level 1-1 wrote:Jean, seeing as we already tried Classic and it was heavily imbalanced I would suggest adding 2 villagers/blues/VTs.
this was me
Yeah, I found that bigger setups are more likely to be balanced in this setting. I am used to the mini, tight setups that sorta runs through the day and nights until the last MYLO/LYLO situations.
7p setups are definitely tricky I think.
Posted: Tue Aug 18, 2015 12:03 pm
by Tatsuya Kaname
I think I saw this setup somewhere...
Posted: Tue Aug 18, 2015 1:39 pm
by BBmolla
No idea about the balance here tbh.
Posted: Tue Aug 18, 2015 8:24 pm
by TierShift
Can mafia kill the person who they give desperado to?
Are the desperados 1-shot and when do they take their shot?
It's probably very townsided if desperados communicate their targets well because they will shoot all the scummy townies and that means they can't be mislynched by scum anymore.
Posted: Tue Aug 18, 2015 9:13 pm
by BBmolla
↑TierShift wrote:Can mafia kill the person who they give desperado to?
Are the desperados 1-shot and when do they take their shot?
It's probably very townsided if desperados communicate their targets well because they will shoot all the scummy townies and that means they can't be mislynched by scum anymore.
Yes, but that's an oversight. I'll fix.
1-shot, whenever.
Keep in mind how fast people are dying. 10 alive going into day 2.
Care to elaborate? I already mentioned in my post 8354 that it was inspired by an existing setup.
If there is a similar one, I would be very interested to look into it and analyze (and probably would have before posting my setup if I knew of it beforehand)
↑TierShift wrote:Can mafia kill the person who they give desperado to?
Are the desperados 1-shot and when do they take their shot?
It's probably very townsided if desperados communicate their targets well because they will shoot all the scummy townies and that means they can't be mislynched by scum anymore.
Yes, but that's an oversight. I'll fix.
1-shot, whenever.
Keep in mind how fast people are dying. 10 alive going into day 2.
Maybe I should make vig compulsive though.
Make the desperado compulsive too
But well usually scum have the same amount of kills as town and now that ratio will be about 4:1
Posted: Wed Aug 19, 2015 12:01 pm
by Edosurist
Comments? Questions? Concerns?
Posted: Wed Aug 19, 2015 1:05 pm
by BBmolla
Seems just like Chosen Mafia.
Posted: Wed Aug 19, 2015 1:14 pm
by Edosurist
I'll take a look at that, then. :/
Edit: It's pretty similar, mainly with flavor added and a larger player list.
Thanks. Scrapped.
Posted: Thu Aug 20, 2015 8:33 am
by JeanDarc
↑Edosurist wrote:I'll take a look at that, then. :/
Edit: It's pretty similar, mainly with flavor added and a larger player list.
Thanks. Scrapped.
Interesting mechanic for sure - the Chosen deal with veto/randomly chosen.
Also it's cool to note from the wiki that a lone Chosen townie was considered overpowered - more or less a demi-god role that is hidden to self, but Mafia will be hell-bent on trying to lynch this role.
However I think in the effort to make it balanced, the 2-chosen townie setup is now tilting towards scums because of the severe lack of info and disability for town to claim PR as needed (And drawing out cc)
Posted: Thu Aug 20, 2015 10:35 am
by Edosurist
Maybe if there was something like a 1-shot Chosen thief who could steal someone's chosen tag without the mafia knowing.
Or perhaps a 1-shot governor
Posted: Sun Aug 23, 2015 7:51 am
by Ether
Eight games of modern Chosen have been run, or 10 if you count marathon games. Town won 3/8 of them (or 4/10). A single game going differently would have meant perfect 50/50 balance. The sample size isn't really enough to say that it's scumsided based off of that. The town does have information--it just comes in the form of forcing scum to behave even more differently than they normally do, instead of in the form of power roles.
Switching the chosen without the mafia knowing is completely terrible. The governor doesn't really
do
much, outside of being a named townie, and I'm not really convinced yet that the game needs one of those.
(And yeah, expecting three different keyholders to all be lynchable is way too much to ask of the scum in Keys of Destiny, even if the game ends when they're finally lynched. I doubt scum would ever win.)
Posted: Sat Aug 29, 2015 5:31 am
by Runner
Has/have there been game(s) where the players decided how much time they wanted for each day? So for instance, as soon as everyone's confirmed, everyone's first post has to pick between options: 2 days, 5 days, 9 days, 14 days, 20 days. Votes for each are counted up and the most popular one gets implemented, with Day starting immediately with the deadline. Repeat after each Night phase (fixed at 2 days). I don't know about the setup but maybe some delayed actions in real time ("1-shot 72-hour Delayed Vigilante") could make things interesting.
Or is this kinda silly?
(I got the idea looking at some recent discussions here about Blitz games and shortened days and whatnot.)
Posted: Tue Sep 01, 2015 10:38 am
by callforjudgement
Longer deadlines are normally considered townsided, and shorter deadlines scumsided. Regardless of whether this is actually true or not, picking anything other than the maximum would thus be seen as a scumtell.
Meanwhile, choosing before alignments (and thus before confirmation) means that some players will be stuck in a game with deadlines they don't want.
(The best tactic is thus to advertise day periods during signups, and have a range of different day periods in the queues. Which is pretty much what happens at the moment!)
Posted: Wed Sep 02, 2015 6:26 am
by TierShift
Longer deadlines aren't really seen as townsided anymore
Posted: Wed Sep 02, 2015 8:12 am
by wgeurts
They can cause apathy which is definitely helpful for scum.
Posted: Thu Sep 03, 2015 5:35 am
by Runner
↑Runner wrote:Has/have there been game(s) where the players decided how much time they wanted for each day? So for instance, as soon as everyone's confirmed, everyone's first post has to pick between options: 2 days, 5 days, 9 days, 14 days, 20 days. Votes for each are counted up and the most popular one gets implemented, with Day starting immediately with the deadline. Repeat after each Night phase (fixed at 2 days). I don't know about the setup but maybe some delayed actions in real time ("1-shot 72-hour Delayed Vigilante") could make things interesting.
Or is this kinda silly?
(I got the idea looking at some recent discussions here about Blitz games and shortened days and whatnot.)
Okay, so what if we took a setup like MLOSR where there's a lot of night actions. Everyone's actions are delayed. However, there's no way for players to determine by how much everyone else's actions are delayed, apart from how they vote for day length. It could be 72 RL hours, or it could be 2 Day Phases. The mod randomizes how delayed everyone's actions are beforehand, maybe using a predetermined list which mixes RL time periods with day/night phases. Everyone receives their role and alignment, including the delay for their ability. Each day starts with a public vote on the length of the day, the night still being fixed.