farside22 wrote:I need some game ideas people. Hit this page today with what you want to see. Carbon 14 is a possiblilty
Please give Delayed Reaction a go. People will love it due to its unconventional setup. I also see a mafia or town win as equally likely. I will mod if necessary (I'm aware that's not really a possibility). Most of the issues I've seen with it were extremely nitpicky (and I'd suggest the proposed improvements were inferior to the original) and frankly all setups on this site are balanced towards one side or another. I think this is at least as good as most other open setups.
Posted: Fri Sep 11, 2009 5:15 am
by yabbaguy
Feels a lot like a Theme game, ortolan. That's just me.
Posted: Fri Sep 11, 2009 11:06 am
by Pyromaniac
[quote="KaleiÐoscøpe"]Vengeful - Jester+Lyncher:
1 Jester
1 Lyncher with Jester target
3 Townies with vengeful kill upon lynch
Selfvoting not allowed.[/quote]
Who is the jester supposed to vote in townie jester lynch? It ends up in a stalemate with no one hammering anyone else.
Posted: Sat Sep 12, 2009 5:15 pm
by nhammen
Nobody ever commented on the setup I proposed: F11+SK
So I will specify it some more. Even though I never got a chance to write that program I was going to.
F11+SK
Take the standard F11 setup, and add 2 townies and an SK. This makes 12 players. The SK is always NK immune and if there is a roleblocker, he is RB immune.
What do people think?
Posted: Sat Sep 12, 2009 5:39 pm
by ortolan
yabbaguy wrote:Feels a lot like a Theme game, ortolan. That's just me.
Personally I don't feel it is any more "themed" than any of the open setups which e.g. feature jesters prominently. It is quite standard, it just has a modified night-kill/investigation dynamic
Posted: Sat Sep 12, 2009 7:36 pm
by Kelly Chen
Do we have yet stats on how often sides are winning in F11?
My thought about F11+SK is that I wouldn't want to be the mafia.
Posted: Sun Sep 13, 2009 1:18 pm
by le Chat
le Chat wrote:
Cats and Dogs
13 player open game with three factions, the Town full of humans, the Cat meowfia, and the Dog werewoofs. Cats and Dogs each have a night-kill, though Cats will fail to kill Dogs as they are too scary, and Dogs will fail to kill human Townies (their 'best friends') until there are no more Cats alive to distract them. The Dog-Catcher can investigate someone each night to determine whether they are Dog or Not-Dog, and since the Dog-Catcher is not in any way a Dog's 'best friend,' the Dog-Catcher can be night-killed by either faction.
I would really appreciate help in furthering the design of this setup. I wanted to design a two-family game that had a mechanic almost like from the old television cartoon the Snorks (with Snorks, Snork eaters, and Snork-eater eaters) but still each faction was independent of the other two. I like how a failed Cat kill will tell them their target is a Dog, and how a failed Dog kill will tell them their target is a Townie (and neither the Dog-Catcher nor a Cat), until all Cats are eliminated. This is the reason why there are no protecting roles.
Two questions I might pose to people interested or willing to help are:
1. I thought about making the Dog-Catcher too scary for a Cat to successfully kill. This would mean that a failed Cat kill will tell them their target is either a Dog or the Dog-Catcher, akin to how a failed Dog kill will tell them their target is neither a Cat nor the Dog-Catcher.
2. I thought about the 'man's best friend' clause and I wonder if Dog's should ever be able to kill a Townie. I guess this is just balance.
Thanks :3
Edit, more possible questions:
1. Is 3:3:7 too scumfilled? Should it be 2:2:7 or something? Or some kind of variation? Also, if 12 is the maximum number of players allowed in an Open Setup, then :s maybe it is necessary to tweak the numbers.
im sorry if this is redundant, but did i ask this in the wrong place?
Posted: Sun Sep 13, 2009 2:39 pm
by Kelly Chen
The scum ratio seems quite high.
It seems like the dog-catcher shouldn't be too eager to out dogs, since dogs purely kill cats otherwise.
Regarding the questions
1. If the cats can't kill the dog-catcher this will usually help the cats.
2. If a dog can never kill a townie then the dogs probably rely on the cats to kill them off. If the cats die too soon then the dogs basically play nightless
12 isn't the maximum for an open setup. If it's beyond that it will just go into a different forum.
Posted: Wed Sep 16, 2009 8:24 am
by Scigatt
Almost Nightless
3 Mafia
9 Doctors
Each scum, in addition to their collective kill, has an individual kill (so the mafia has 4 kills to start). The mafia can stack up kills, and a person is NK'd if the kills exceed protections. I talk about the mechanic in this thread.
Three mafia are randomly distributed among the pairs, with no more than one mafia per pair. All pairs can daytalk only. The mafia can nighttalk only. (
Or maybe let everyone talk all the time? Not really sure what would be the most balanced
.)
The pairs with a PR
have
to work together to succeed. Both must send the mod the same target, or the action fails. If one of a pair dies, the other loses the ability and becomes vanilla/goon.
The second of a pair to die flips vanilla/goon.
If the two bulletproofs are both targeted in the same night, they both die.
If a mixed pair are the only one alive, mafia wins (even if it's vigs or bp's), because the scum is just meaner and backstabs his partner However, if the lover pair is mixed, they win - in addition to their town/scum wc - if they're the only two players left.
Posted: Sun Sep 20, 2009 7:35 am
by Empking
Cult Basic
1 Cult
1 Recruitment Immune Townie
5 Townies
Posted: Mon Sep 28, 2009 8:26 am
by farside22
ortolan wrote:
farside22 wrote:I need some game ideas people. Hit this page today with what you want to see. Carbon 14 is a possiblilty
Please give Delayed Reaction a go. People will love it due to its unconventional setup. I also see a mafia or town win as equally likely. I will mod if necessary (I'm aware that's not really a possibility). Most of the issues I've seen with it were extremely nitpicky (and I'd suggest the proposed improvements were inferior to the original) and frankly all setups on this site are balanced towards one side or another. I think this is at least as good as most other open setups.
Was trying to develop a new open set up designed to play over aim. similar to [vengeful, lynch, and lovers]. Started from a joke over the song "Lovers and friends"
Posted: Fri Oct 02, 2009 3:43 am
by a cold starry night
Sanjay and I were working on an open setup, might post it later if I'm feeling brave enough.
Posted: Fri Oct 02, 2009 9:26 am
by Sanjay
Yup. It has a jester and flirts with cultish elements, both of which are pretty hard to balance. So any extra eyes would be appreciated.
Posted: Fri Oct 02, 2009 9:56 am
by a cold starry night
Thanks in advance to anyone who spends some time looking it over. <3
Posted: Sat Oct 03, 2009 7:40 pm
by Netlava
Scigatt wrote:
Almost Nightless
3 Mafia
9 Doctors
Each scum, in addition to their collective kill, has an individual kill (so the mafia has 4 kills to start). The mafia can stack up kills, and a person is NK'd if the kills exceed protections. I talk about the mechanic in this thread.
I'm not sure how balanced that would be, but it sounds fun.
Posted: Sat Oct 03, 2009 7:42 pm
by Netlava
Anyways, I was wondering why watchers & trackers were relatively rare, and that may be because they're a bit overpowered in non open set-ups, so I thought of the following:
I'm not sure how well the zombie mechanic will work, as I think zombies don't really help the team much by being able to post in the thread, but not being able to vote.
Posted: Sun Oct 04, 2009 1:25 am
by Scigatt
Netlava wrote:
Scigatt wrote:
Almost Nightless
3 Mafia
9 Doctors
Each scum, in addition to their collective kill, has an individual kill (so the mafia has 4 kills to start). The mafia can stack up kills, and a person is NK'd if the kills exceed protections. I talk about the mechanic in this thread.
I'm not sure how balanced that would be, but it sounds fun.
Does anyone have any other suggestions for this? I'd like to see someone run a version of this setup.
Posted: Mon Oct 05, 2009 9:05 pm
by Taranski
for people to lazy to click a link:
Lovers and Friends2:
2 Mafia lovers
1 Mason recruiter, dies if recruits mafia
4 vanilla townie
does have a night
Lylo if mason recruits wrong and if mafia kills VT at night
If mason recruits and is nightkilled, the recruit will know he was a recruit. [Not sure if this would be smart to do. D2 would be 2 mafia, 2 townie, 1 recruitee. Who can claim or be cced]
Recruiter can no recruit.
Not sure I town NL should be allowed
if d1 lynch townie, n1 mafiakill townie d2 becomes 2 mason vs 2 scum and 1 town.
Both groups would claim mason, townie would become pivot
very similar mechanics to lovers, and generally the same mindset is needed. Some games will play exactly like lovers. The mason recruiter, and mafia nightkill adds another element.
I really like this set up and I think it's just as balanced as lovers. I tested it 4 times the other day, and 2 were mafia win 2 were town win
Posted: Fri Oct 09, 2009 6:43 am
by farside22
first no to the zombie game. That is not a normal set up and sounds more like a theme game.
Second this game.
Netlava wrote:Anyways, I was wondering why watchers & trackers were relatively rare, and that may be because they're a bit overpowered in non open set-ups, so I thought of the following:
I feel this set up is more ballance in favor of town the scum. A track and a watch while the mafia have 2 players. I just see this as a clear town win all the way thru.
Posted: Fri Oct 09, 2009 11:30 pm
by Empking
1 Ninja
1 Goon
1 Watcher
1 Tracker
3 Townies
Posted: Sat Oct 10, 2009 2:18 am
by Mr. Flay
Ninjas can't be Tracked or Watched, I assume?
Posted: Sat Oct 10, 2009 2:29 am
by Empking
Mr. Flay wrote:Ninjas can't be Tracked or Watched, I assume?